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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

Dangerous Journeys, Mythus, M ~ I L Il~rimc, S Advanced Mythus, Mythus Magick, Epic of A'rlh, m t l Unhallowed are 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: book, which contains the full magick rules for the system: and the Epic o lathM f Complete Fantasy the M y t h u s Wa@ckTM 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. 31-5 ISBN 1-55878-1

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
W E L TO THE Mmus Q A M ~ ~ ~
What Is a Roleplaying Qame? Qame Premise Qame Conventions Useful Items

........................................................... 6 ................................................................................. 7 .......................................................................... 8 .................................................................................... 9

The Mythus Prime Rules: Players' Section


c 1. Determine S o d ~ o n o m l Class (SEC) 2. Qenerate TRAIT S c o w 3. Choose A Vocation 4. Select K/S Areas And STEEP Points 6 E&abllsh FInances And Possessions 7 . Anish any Miscellaneous Information

.l o .
12

G I A 1: ~R A I O YOUR HEROK: C E TN PERSONA

...................................... 12 .............................................................. 12 .................................................................... 13 ........................................14 ........................................17 ........................................ 18


.................................................................. 19 ........................................19 .............................................................. 20
21 19

G I A 2 Conwcrl~aA T N ~ : CI S O

Heroic Persona Actions Using Knowledge/SkiU Areas and TRAIT3 Moving & Measuring Tlme

G I A 3: HEKA ~ MYSTICAL ~ e M A ~ I ~k~ m Lm F o OF A


Heka Sources Heka Values Castings Available Casting m s And Effects e Heka Reservoirs

................................................................................ 21 .................................................................................. 21 ......................................................................... 21 .............................................................. 22 ............................................................................ 23

C n ~ m COMBAT 4

Combat Procedure 24 Armor In the Mythus Prime Qame 24 Armor Costs .................................................................................. 25 Weapons In the Mythus Prime Qame 26 Heka In Combat ............................................................................ 27 Healing Wounds 27

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24

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G I A 6: PLAY IN^ YWR HP ~


Roleplaying Expertise Example of Play

....................................................................30 ............................................................................. 3 1
34

30

Difficulty Ratings and Joss Factors ................................................. 34 The Advanced HP .......................................................................... 34 Advanced Combat ......................................................................... 35 Complete Heka .............................................................................35

C~AFTEX UP~RADINOTHE ADVANCE^ RULES 7: TO

The Gamemaster's Section-----.aj


ClIAPTER

Uterecy By SEC Level .............................................................. 60 C W Relations .......................................................................... 60 Socio-Economk Class Mobility ...................................................62 62 SEC Outside The 'Culture Area' ................................................. 63 SEC In Relation To Vocational Choice ......................................... Heroic Persona Statistics................................................................64 'IKAITScorn8 ........................................................................... 64 Scores .................................................................. 64 CATeQORY ATnuBUre Scores .................................................................... 6 4 What The Numbers Mean ...........................................................66 aeneratlng ATIRIBUIE Scores .............................................6 7 CATBaORY end 'IRAIT Scores ................................................ 67 Standard HP Descriptions & K/S Area Bundles ............................... 70 Alchemy (Mental) Vocations ..................................................... 4 7 75 Arms (Physical) Vocations .......................................................... 7 Dweomercmft (Mental) Vocations ............................................. 8 Mysticism (Spiritual) Vocations ...............................................8 1 Outlawry (Various TRAITS) Vocations .......................................... 8 3 Priestmft (Spiritual) Vocations ................................................. 85 Primitive (Various 'IRAITS) Vocations .........................................8 7 Primitive Vocations Tables ......................................................... 87 Scholar (Mental) Vocations .........................................................89 90 Voyager (Various TRAITS) Vocations ........................................... Non-Human Herok Personas (Optional) ...................................... 94 96 The Knowledge/Skill Areas ............................................................ 96 What a K/S Area I s And Isn't ...................................................... 96 Universal K/S Areas Known To All HPs ........................................ Additional HP Knowledge/Skill Areas .......................................... 97 98 Knowledge/Skill Sub-heas ......................................................... Knowledge/Skill Area Lists by TRAIT ............................................... 99 102 More Heroic Persona Data ............................................................ Attrectiveness ........................................................................ 102 Joss 102 Birth Rank ...............................................................................102 Background And Quirks ........................................................... 104 Background Detail Creation ...................................................... 105 Quirks (Knacks and Peculiarities) .............................................105 Quirks & Counter-Quirks Tables ............................................... 106 Instant HP Information Tables .................................................... 109 Handedness ............................................................................ 109 Race ..................................................................................... 109 112 Heroic Persona Resources ........................................................... Wealth ..................................................................................... 112 Determining HP Wealth ............................................................ 1 1 3 Wealth Aaustment For Age ...................................................... 113 Net Worth ................................................................................ 114 Special Connections ................................................................115 Possessions ............................................................................. 115 Standard Items ............................................................................ 117 Special Equipment ................................................................. 117 Transportation ......................................................................... 117

........................................................................................

8: Ru~lNa Mvmus PRIME A....................... 37 mE Q ~

Using the Epic of A3th 37 Setting The Value Of The Base Unit Coin 38 Awarding Accomplishment Points 40 Creating And Using Other Personas ................................................40 Using Mythus Prime Rules In 45 Advanced Mythus Scenarios

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C~AFTERH I ~ H 9 TIMEAT m~ WIN~ED Pla

Map of the Winged Pig's Environs ............................................ 48 Map of the Winged Pig ......................................................... -55

47-55

THEADVANCED Mmus RULES


GAFTER

Socio-EconomicClass .................................................................... SEC Populations a s a Percent of Total Population ........................ Working Population Vocation Distribution ................................... Occupations. Professions. Oft'ices. Titles. etc.. by Class Level .....

1 : CREATINO D V A ~~ UHPs 0 A M S

56 58 59 59 60

C n ~ m COREQAME 11: SYSTEMS........ .......... ....................... 123 The K/S Operational System ........................................................ 123 Making Rolls Against SIEEP ...................................................... 123 Rolling Against HP Statistics ................................................... 123 124 Combined Efforts .................................................................... Rolling Via Quesswork ............................................................ 124 Special S u c c w e s and hliures ................................................ 125 ...................................... 125 Determining the Difficulty Rating (DR) 127 K/S Versus KJS Rolls ......................................................... h q u e n c y of K/S Rolls ............................................................. 127 The Many Uses Of Joss .............................................................. I29 Movement And Tlme .................................................................... 130 Movement ............................................................................... 131 Qeneral Ttme ........................................................................... 133 Qame Time vs Real Time ........................................................ 133 Accomplishment Points ............................................................... 134 134 General APs (AP/Qs)................................................................. Spedflc K/S STEEP APs ............................................................136 Exceptional Performance APs ................................................... 136 The M of Studying & Training ................................................. 136

The KJS Area Descriptions Cross-Application of K/S Areas Mental KS Area Descriptions / Physical K/S Area Descriptions Spiritual K/S Area Descriptions K/S Area Use For Economic Qaln K/S Area Economic a a i n Classes Monetary Qain (or Loss)Procedures Sample K/S Area Breakdowns for QMs

........................................................... 137 ................................................. 137 ................................................... 137 ................................................. 162 ................................................. 175 ................................................. 201 ........................................ 1 20 ......................................... 201 ...................................... 207

Heka from Knowledge/Skill Areas ............................................ 7 7 2 Regenerating Personal Heka ..................................................... 277 S a m p k Castings ................................................................... 278-294 One Qenre Or Many7 ...................................................................295 Fantasy And Swords & Sorcery ................................................. 296 'Ihe Multi-Milieux Of Rnth ........................................................ 297 Qroup Creation Of Heroic Personas .............................................. 297 Introductory Adventure Episodes for Individual HPs ............... 297-298 FIrst Qroup Meeting In A New Campaign ...................................299 Qame Realism .............................................................................299 Realism Versus Playability ........................................................ 299 Interpretation Of Rules ............................................................. 300 Qamemaster Only Versus a r o u p Aaudication Of Questions ......300 Creating Specific Case 'House Rules' ....................................... 300 Changing Rules and Systems .................................................... 301 Roleplaying ................................................................................. 301 Campaign Accommodatlon ..................................................... 0 2 3 Care In Complete Development Of Each Heroic Persona ...........302 aamemaster Encouragement Of Players ................................... 302

A1 : C ~ B A T 2 ~ ................................................................ 208

PreCombat Tasks 208 %tablishing The Environment 208 Determining If There Is Surprise 208 Initiative And Persona Actions 209 Avoidance 21 1 Mental Combat 212 Attack To Drain 213 Attack To Paralyze 213 Attack To Derange 2 13 Attack To Control 214 Spiritual Combat ......................................................................... 214 Attack To Weaken 214 Attack To Demoralize 214 Attack To Confound .................................................................215 Attack To Subvert 2 15 Other Spiritual Attack Forms 2 15 Heka-Based Attacks 2 16 Heka-Based Attack Methods 216 Attack Process 2 17 Physical Combat. Non-Lethal ........................................................ 221 Attack To Overpower ............................................................... 221 Attack To Stun 222 Attack To Disable 222 Weapons To Enhance Non-Lethal Attacks 222 Physical Combat. Lethal ............................................................... 223 Weapon Information 223 Final Attack Chance (FAC) ........................................................ 226 Special Hits/Special Misses 226 Applying Difficulty Rating t o FAC ........................................ 228 Parrying ................................................................................... 228 Strike Location And Table 229 Applying Physical Damage 229 Susceptibilities ........................................................................ 230 Invulnerabilities ....................................................................... 231 Exceptional Attacks 231 Tying It All Together ................................................................. 231 Weapons And Armor Information And Tables ............................... 235 Hand Weapons ........................................................................ 235 Missile Weapons ...................................................................... 235 Weapon Descriptions ............................................................... 235 Armor Tables And Descriptions ................................................ 246 Natural Armor 247 Human(oid) Armor ................................................................... 247 Armor Descriptions .................................................................. 250 Barding For Steeds/Armor For Other Creatures 253 Barding Descriptions ................................................................ 254 Cost Of Weapons And Armor .................................................... 254 Damage To And Repair Of Armor ........................................ 254 Averaged Armor ....................................................................... 255 More On Damage To Personas ..................................................... 255 Dazing ..................................................................................... 258 Permanent Damage .................................................................. 258 Shock ......................................................................................258 Damage R o m Other Physical iqjury 258 Healing ........................................................................................ 274 Normal Physical Healing ........................................................... 274 Normal Mental and Spiritual Healing ........................................ 275 Heka-Assisted Healing .............................................................. 275 Regeneration ........................................................................... 275 Rejuvenation ........................................................................... 275 Life Restoration by Casting ....................................................... 275

........................................................................ .................................................. ........................................ ...................................................... ............................................................................... ............................................................................ ........................................................................ .................................................................... ................................................................... ..................................................................... .................................................................... .............................................................. .................................................................... .................................................... ..................................................................... ..................................................... .........................................................................
......................................................................... ..................................................................... ................................. ................................................................ ......................................................
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. ............... 303 C n ~ m MORE ON PERSONAS 15: Heroic Personas .................................................................... 303 Awarding Qeneral Accomplishment Points ................................ 303 Awarding Specific SEEP Accomplishment Points ..................... 304 Awarding Exceptional Accomplishment Points .......................... 304 Changes of S o c i ~ E c o n o m l Class ................................................ 304 c Creating Other Personas .............................................................. 306 The Power of the Persona ...................................................... 307 Other Persona Statistics & Movement ....................................... 307 OP Vocation. K/S Areas. And STEEP ........................................ 3 0 8 ................................................................................... 309 OP JOSS Outstanding Resources and Possessions for OPs ...................... 309 OP Quirks & CounterQuirks ................................................ 0 9 3 OP Weapons And Armor ........................................................... 309 Creating Monstrous Things .......................................................... 1 0 3 3 Short Ust of Bestial Powers .........................................................1 0 Natural Weapons List .............................................................. 3 1 0 Heka And Heka-Uke Powers Ust .............................................. 3 1 0 Sample Monstrous Creatures ....................................................... 312 Sample Other-Planar Creatures ................................................... 3 2 0 Sample Other Personas ............................................................... 321 Animals & Like Creatures ............................................................ 322 Sample Monstrous Things ............................................................ 325 Personas & LifeForms Found o n AMh & Phaeree ......................... 327 Exterior AMJI .......................................................................... 3 2 7 Subterranean AMh .................................................................. 327 interior E i t h ........................................................................... 3 2 7 Phaxee ................................................................................... 3 2 7 Exterior Phaeree ...................................................................... 3 2 7 Subterranean Phaeree .............................................................. 327 Interior Phaeree .................................................................... 2 7 3

.........................

C ~ ~ A ~ 7 b ~ o E r n N ~ o ALLEY SLAVES 1E R : AS ..............

339-379 The Oelleesrr Marduk ............................................................ 7 7 3 Mare Librum and Environs Map ........................................... 378

........................................

CtIAPTEX 13: HEKA A D M~a1c-x N 276 Heka ...........................................................................................276 Demographics of Heka aeneration & Capacity ..........................276 Types And Sources Of Heka Enelay ........................................277

APPENDICES 380 Appendix A: Random Events Tables ............................................. 300 Appendix B: OP Personality Characteristics ..................................3 8 4 Appendix C: Secret Societies ....................................................... 385 J Appendix D: The Accursed in the Fantasy Milieu .......................... U G Appendix E: Creating New Vocations ............................................386 387 Appendix F: Modifications for Time and Planar Travel ................... Appendix a:Converting from Other Systems to Heroic Personas . . 3 9 1 Appendix H: The Nine Dimensions o f the Multiverse ..................... 592 Appendix I: Parallel Heroic Personas ............................................ 305 Appendix J: Heroic Persona Creation Summary ............................396 Appendix K Qlossary ................................................................... 50R : Appendix L: Vocation et el . Name Definitions ............................... 403 Appendix M Authors' Acknowledgements .................... ............. 408 : . HP Profile Sheets ................................................................ 4 0 9 4 1 1 Index of Maljor Topics ................................................................. 4 1 2 Index of Maljor Charts & Tables .................................................... 413

s 1see it, if you are reading this, you are one of two types of people. Those of the first type always read the preface and introduction to a work before launching into its main text. If you are one of those people, then what I'm going to say below will give you a mental framework upon which to hang the things you'll encounter throughout the rest of this book. Those of the second type launch right into the body of a work, beginning with those parts that first catch their eye, then working outward to related things, and soon, until they find themselves reading the preface some rainy day when it seems there is nothing else to do. If you are of this second type, you've already absorbed this work, but what I'm going to say below will help draw it all into focus, quite possibly in a way you've never thought of before. Gary Oygax is, undoubtedly, the most famous game designer on the planet. His original work on Dungeons & Dragons, with Dave Arneson, and hissubsequent creation of the first edition of Advanced Dungeons &Dragons have served to make the term "DbD' synonymous, to the general public, with roleplaying. For that reason, it is pretty much impossible to talk about the Mythus game, Gary's new fantasy RPG, without comparing it to, and contrasting it with, AD&D 1st edition. In the latter game, it seems to me, Gary set out to portray a fantasy world by creating certain generic templates. That is, a fighter in AD&D 1st ed. is a set package of capabilities, a wizard another, a thief yet athird, etc., and each package has a collection of parameters that give it definition. Thedemihuman racesalsofit this pattern, and even the background 'world' is s o r t of a template defining fantasy. The strength of this template approach is that players can quickly latch onto an image, easily distinguishing one character type from another. To borrow a concept from my English training, the template system i something Hke a Prescriptive ararns mar. It provides for smooth interaction by ensuring that everyone is using common rules. Or, to use a different metaphor, it keeps everyone in harmony by ensuring that they are all on the same sheet of music. The long popularity of AD&D 1st edition is ample testimony to the power of that design. But in the Dangerous Journeyssystem, Gary has outdone his earlier work by opting for a different approach. In this systernand hence in the Mythus game--he uses something more like a Descriptive Grammar. It tells you what people are capable of doing; and because people really d o I d s of different things, it is naturally open ended. Or, to use another musical metaphor, it is like a jam session in which one mythicvision provides the unity, but the individual musicians are free to improvise upon that 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. You'll notice that this is exactly where the Dangerous Journeys character design begins its division, with Physical, Mental, and

Spiritual TRAITS. Then it subdivides each of those TRAm into two CATFXIOKIES, and each of those CATEQORIES into three AITRIBUTB. These are the innate characteristics of a Dangero u s Journeys game persona. But humans also learn various sorts of knowledge that enhance their innate abilities. That's the reason that the Dangerous Journeys system uses skills rather than 'Classes' as a way of defining what game personas are capable of. The end result of this joint attribute and skill system is an easily handled set of persona characteristics that allow for all kinds of characters and all sorts of genres equally well. In a word, in the Dangerous Journeys systern, Gary has opted for an open-ended way of quantifying persona abilities, rather than a defining of limits. Similarly, in devising the fantasy world that is the primary setting for the Mythus game, Gary has reached back into the myths that underlie our history. But he uses these sources in a way that sets up divisions without making them fences. For example, while we learn herein that the mythic world of B r t h has a counter-world called Phteree, a place of wild magick, we also learn that the boundary between those two worlds is thin, with the resultthat creatures from one frequently stumble across into the other, and vice versa. Even more significantly, we discover that among the infinite possible dimensions, there are multiple worlds like AXh and Phaeree, yet subtly different. And the magick rules provide another important example, in that while there are many different types of spellcasters, and multiple schools listed, each with their own collections of Archetypical Castings, there are also indepth provisions for the creation of brand-new 'Specific Castings,' s o that players' spellcasting personas can grow beyond the parameters of what is listed. In a nutshell, what aary has done with the Mythus game is provide a carefullythought-out system that invites considerable exploration of its own contents, and infinite expansion beyond them. The system provides all the material necessary for getting adventure campaigns started, keeping them running, and encouraging their expansion. Through these rules, players and gamemasters alike are empowered to imagine and create, but they have a firm foundation from which to do so, one that will provide for growth in any direction. By nature, an editor's job requires the taking of a purposefully critical approach when working with a project. It is my pleasure to confess that at every turn my professional skepticism has been thoroughly thwarted by the depth and breadth of the Mythus game. Thank you Gary; it has been a real joy. -Lester Smith, April 1992

Dungwns & Dragons, Advanced Dungeons & Dragons, D&D, and AD&D are the trademarks of TSR,Inc. and are used without permission.

elcome to the Mythus fantasy roleplayinggame. There are magickal worlds awaiting within. There are worlds o pal f 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, dragons and giants, alchemy and coqjuration, the Seelie Court of P h ~ r e e the temples of demon-serversall these things and and more arejust the turn of a page away. While most people of our world don't know it, there is another world connected to ours by minor dimensional irregularities,weaknesses in the fabric of the multiverse, if you will. Sometimes strange things happen to pass through these portals, and thus we have tales of sea monsters, "little people," and the like. More frequently, though, people from here step into the beyond, disappearing from Earth forever, lost without a trace. Come with us now to visit the most magickal of the otherworlds connected to our own, an alternate world called Erth. It is a place of exciting adventure and wild things, but when you have concluded your sojourn there, your home dimension remains at hand, awaiting your return. First though, you must learn how to conduct yourself in realms of swords & sorcery! The Mythus roleplaying game is based on fantasy, myth, and legend. If you've ever eqjoyed reading Robert E. Howard, J.R.R. Tolkein, or myths and fairy tales, then you have an inklingof what's in store for you within. Likewise, if you've found excitement in films such as Dragonslayer, 7he Three Musketeers, Excallbur, Conan 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 find it to be very different from any game you've ever played before (we promise!). You can be certain that you wlll be most pleasantly surprised. On the other hand, if you've already experienced the enjoyment of fantasy roleplayinggames, the Mythus game will brlng you new and innovatlve approaches to your cherished form of entertainment. There are complexities herein which will prove realistic, sophisticated, and satisfying to the most demanding expert. Yet the game is presented and explained clearly enough to b e easily learned by complete newcomers. This game is merely one of many from the Dangerous Journeys series of products. Perhaps you have played another of these modular systems already, but no matter if you haven't. Each game system module from the line focuses o n a different genresupernatural honor, science fiction, etc. But all of these different settings have a core system of rules that remains the same from genre to genre. This consistent "engine" works to carry you throughout the multiverse, allowing you to be a wizard facing down the dreaded Host of the Slaugh and their pack of Yeth Hounds in one adventure, then running to oppose the Accursed, evil foes of humanity, right here and now on Earth in the next.

s coordlnation-only agood imagination, which I perhaps the greatest talent of all1 N t many years ago, though, there were n o roleplaylng games o available. You could buy and pla(y a table game (such as skittles. tiddly-winks, or military miniatures), a board game (such m checkers, chess, or M o n w , or a card gamejust about anywhere. But u p until 1974, roleplaying games (or RWs for short) didn't exist commercially. lhatis now very much changed and the best evldence of that fact is what you are now reading1 ?here are some elements of the other three sorts of games In a roleplaying game, but r1 ois unique. You will have no board,need no playing pieces, have no set moves-mast of what ooaus In the cause of plqj canes d k d y from the imaglnstion and creetivity of t e partldh pants. 'lhlnk of children's games of let's pretena and then go a step hutherl In essence,roleplayinggames a e much the same mirnprovlss r & tional theater. We themembers d a drarnatfcc you and your fellow plqws each take a role within an unfolding stay. O'be role you p l q wlll be that of a @me person4 or character,you yauself create.) Tbgether, you and the ather players make up a team. None of you wlll emerge as a triumphant winner at the expeme of the other participants. Rather, you will all work tagether a@mt a common foe. Who or what is that mutual enemy? The answer to that lles withln the realm of the gamemaster, the individual who sets the stage. assists each player In determlning his or her role, and serves m the channel of Information as it is discovered through play.

The Ciamemaster
Let usconslderthe role of gamemaster more fully. The gamemaster M (GM for short) is the producer and director of the game action. A Q must know the game rules, the premises upon whlch they are constructed, and then prepare for play. Because a fantmy roleplaying M game (FRPG for short) is a longterm activity, a Q must have mate& als prepared for game action spanning days, weeks, months, and possibly years of roleplaying activity by the player group. Such m a t e rials, in toto, are referred to as a campaign. A play eplsode which has a start and a conclusion Is usually referred to as an adventure or scenario, while a portion of an adventure is usually called a session. As noted a campaign lasts for as long m the group Involved desires. An adventure might condude In two or three hours,or it might require 10 or 20 times that to bemolved. In part thetime required isdependent on how well the p w e r team operates, how wdl it uses Its Creetjvlty and imagination in problem sol* The-1 of an adventUte also depends on t e complexity of the particular quest or m W o n Involved. h Gamemasters know all the secrets behind each adventure s i t w tion, but they reveal information only as their players'game personas discover it through their announced actlons and 0 b s e ~ a t l o I IThus, ~. the a is not only the producer, director, and source of all InformaM tion, but also the sole player of those roles not taken by the other game wicipants. Does your character encounter a guardsman7 A Gypsy fortune tellel? A learned sage7 A powerful villeln? All of those will be played by the gamemaster. As an i r n w i a l and disinterested participant in the story, the G M

WHAT I A ROLEPLAMNG GAME? S


Roleplaying is a fascinating and absorbing hobby. Unlike more traditional pastimes and sports, such as baseball, hunting, soccer, or golf, roleplayingrequires little in the way ofathleticability or excellent

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, intrigues, and t e incrediblebut-true. h Probability dictatesthat whenever s there I 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 separated from the other, invisible to each other, but existing In the same space. Each alternate reality Is operating o n a different vibratory pattern. In a n infinite multlverse, all things are possible, for there is a n Infinity of probability. Such a split in probabilities occurred when humanlty began to examine maglckal forces in prehistoric times, for instance. Here on Earth,the force of Heka Isweak so maglck is uncertain and difncult at best. It's another story entirely o n IErth. Where there's smoke, there's flre. Slmpiy p u t the legends and myths, the body of tales and storles regarding strange races and creatures and ma@& which are occasionally related even toda(y, and the rare news reports of seemingly fantastic happenings are the smoke. The stuff gets through t o us from those weak places in the vibratory pattemsof the two worlds we told you about earlier, so what is our myth and legend Is often IErth's plain fact. Because our two worlds continue t o diverge, as Earth's science grows ever more complex, and IErth's use of Heka becomes ever more practiced, the vibratory patterns of the two cosmos grow farther apart. Once they were more nearly attuned, so there were many portals behveen the two worlds. Now these @es and doonvays are rare. A few still exist, of course. Perhaps you will choose t o play a persona from Earth who has passed through one such coterminous place to discover the realms of fantasy which lie but a step beyond. Or, on the other hand you might choose t o experience the multlverse of magi& from the perspective of a nativeoffirth. in either crrse,you wlll seethat t h e m called fables and fancies o our own world, Jhrth, are qulte literally f based on the facts and realities of the alternate world, IErth, a place so much like this one and yet so different.

selves both to help and hinder the player group. The aM lays out the scenario, provides information to the players, acts the roles of minor characters, aaudicates disputes between the players' personas and characters they meet, interprets the game rules, and critiques play after the completion of an adventure by awarding merits to individual players for the skill with which they played during the game. That brings us to just what it is you wlll do as a player in the Mythus game.

The Roleplayers
By first rolling dice to determine certain basic facts about your character, and then through the process of actually playing the role, you create a unique game persona. ORen referred to in roleplayingas a player character, this makebelieve person will become your alter ego, a brave adventurer in a world of high fantasy. Therefore, in the Mythus FRPa such an alter ego is called a Herdc Persona (or HP for short). This isn't flattery or exaggeration. Your Heroic Persona will fight against the most vile and malign forces in the multlverse. That is truly heroic! Before you begin play, you will create your HP by determining certain background facts. Some wlll be determined randomly, others by selection of a Vocation, and the rest by your own decisions. While you may still have many questions about roleplaying in general, and this game in particular, the answers will all be revealed through play and further reading. The Brst thing to learn, however, is what's going on in the world of the Mythus game.

w -

Heka-the energy that powers magickal castings and all manner of things fabulous to E a r t h i s as dear to lErth as electricity and other forms of "scientifically"developed energy are here. Erth's technolo gies revolve around Heha, so its forces are used to construct mqjor building works, cure humanity's ills, fight its wars, and explore the unknown. Ourtelevisions,radios, airplanes, automobiles, telephones, gunpowderweapons, andall manner of other "modemconveniences" would be considered fabulous there. However, we on Earth don't have the forces of Heka to serve us, either-no countering of natural diseases through the offices of priest or healer, no accurate foresee ing of events, no wonders of conjurer and hedge magician to entertain us, and no qantingof "wishes" here, to point out only a few. But they are a certainty on Wrth, if you can only obtain them. The fantasy milieu is wondrous in many ways. It provides sophisticated interpersonal actions in Renaissance-like kingdoms, castles of all sorts throughout lands such as Francia and Atlantl, and the exotic Oriental palaces of Sindrqj, Siam, and Ch'in. Then there is the maze ofplaces which honeycomb the undergroundworld knownassubterranean Wrth. And, of course, there is the expanse of Brth's hollow interior to explore, too, but those are but the beginnings of the marvels to be found in this milieu1ConsiderErth's alter-reality of wild Heka force, the counter-world of Phaeree, where elves, goblins, dragons, leprechauns, and thousands of other strange creatures inhabit realms which parallel those of humanity. The players' Heroic Personas are gathered together and charged with helping humanity and those benign "others"of the world of Phazree and elsewhere in their continuingstruggle against the forces of Darkness and 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 peasants, of course. The fight is on all levels, in all lands and places. You see, there is a guiding force behind the machinationsof thenetherrealms, and this manifestation of benighted influence is called the Accursed. Perhaps you are already familiar with these vile ones, but if not you will be soon. (See "Appendix D: The Acc~~rscd the Fantasy Milieu" for a in 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 charnpiom, great sages, court officials, archpriests, high magcs, nobles,orevenlords oftheirownrealms.You'vealreadytaken your first steps toward the awaiting portal. Advance!

GAME CONVENTIONS
As with any other hobby, roleplaying gaming has its own jargon, abbreviatlons, and technical terms. It is a rich rnllieu, and one that you will learn through experiencingits breadth and depth. Pollowlng are a few notes regarding the way such things will be arranged throughout this work.

The Epic of f i r t h & Mythus Magick


Set aside, for now, theMythus Magick book and the Epic of Xxth companion volume to these rules. The first contains expanded magick rules to the game. The latter work contains background information needed to set the stage, so to speak, for the adventures and excitement to come. it provides all sorts of fascinating details about where your Heroic Personas will adventure, whoor whatthey will encounter, and whythose creatures behave as they do. But first you must learn howto adventure. That Is the domain of the work you now hold.

Basic and Advanced Games


First of all, two different groups of rules (almost two separate games, in factl) are provided within this book--the basic rules and the advanced rules. 7he baslc rules are presented within Part One o thls f tome, the section called Mjthus Prlme. This sectlon is designed for those who are new to roleplayingas well as for those who want to start playing immediately. The Advanced Mythus rules--Part Two of the book-ae Intended for veterans and for newcomers who don't mind studying the game for some time before beginning play.

Common Vocabulary
Personas: The Heroic Persona (or HP for short) r e f e ~ e d earlier to is an imaginary person who exists in thegame world but is controlled by a real person in theactual world, the player. An Otherpersona (or OP for short) is any persona besides an HP. Most-if not all-4Ps are controlled by the gamemaster (GM for short). One class of Other Personas consists of those which are inimical to good and right, and these personas are usually referred to as Evil Personas (or EPs for short).There are many other typesof OPsas well---seechapter 15of the Advanced Mythus rules for details. Sheets: Reference will often be made to the varlous klnds of s h c c t s a s in sheets of paper. Basically, these are preprinted items 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. Thc nicthods by which the infsrrnatisn listed there is determined is discussed in Chapter 1 of the Mythus Primerules, as well a s Chapter I0 of the advanced rules, under "HP Creation." Dice: In the Mythus game, the general course of events in an adventure is determined by player decisions and their interaction with the goals of OPs. But details such as the results of a bargaining session, or the flow of a combat, often have a bit of randomness added in through the use of dice. The two types of dice used in this gamc arc those of the six-sided and 10-sided variety. Most everyone probably haveafew lyingabout is familiarwithsix-sideddice,andyou the tioi~se. not, ~ O L I get them at the same places you will find 10If can sidcd dicc, such as hobby shops, comic bookshops, specialty bookstores, and the like. Ask a sales clerk about "10-siders" if you don't know what they look like. Note that the faces on a 10-sided die are numbcred from 0 to 9. Just treat the 0 a. a 10 when you roll it. This brings up dicc notation, which is perhaps the most important 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 sides. Thc number to the rightrefers to the typeof die to roll by listing its nurntm of sides, and the number to the left refers to the number of dicc to roll. Thus the term 1D6," for example, means roll one sixsidcd dic, and 1 D 10"means roll one lo-sided die. The term "2D6" mcms to roll twosix-sided dice and add the resultstogether, while the ttwn "21) t0t5" means to roll two 10-sided dice, add the results together, and then add 5 to that-if you rolled a 5 on one die and a 9 on the other, you would have a total of 19 (5tSt5). Thcre arc also three special kinds of rolls which are frequently employed in the Mythus game. These rolls are basically variations on thc above, and come in three types--the D%, D3, and D5. The D'h roll, also known a s "percentile dice," is the most frequently made roll in the game. The way it works is you take two 10-siders, preferably of different colors, and designate one as the "tens" digit and the other as the "ones" digit. Then when you roll, you read 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 5, you w o ~ ~ have rolled a 6 5 . If the tens die came up a 1 and the ld a oncs die came LIP 1 , thcn the result would be an 1 1. A roll of 0 on the oncs die means that the result will be a multiple of 10 (only the
" "

tens die counts). A roll of 2 and 0, for example. would thus count a s a 20. A roll of 0 on the tens die means the result will be a onedigit n u m b e r a roll of 0 and 1 would thus count a s a I --except in the special case when both dice come up 0, in which case you have rolled a 100. The second type of die roll is the D3, which is much simpler. To make this roll, you need only roll a D6, divide by 2, and round up fractions. (Note that this is nearly the only instance in the entire gamewhereyou do round fractlonsup!)The followingtablesummarizes the results:

D6 Roll

03 Result

lor2

The third sort of roll is theD5 roll. It is simply a halved D 10 roll, just

D9 isa halvedD6.Itsr~ul~aresummarized the followingtablc: on


Dl0 Roll

lor2
3 or 4 501.6 7 or 8 9 o 10 r

D 5 RcsuK 1 2

3 4

Note that it is possible to make rolls which are multiples of thcsc or to combine them with other sorts or rolls. For example: 2DC (addedto get results o 2 to 200) f 3D3 (a 3 to 9 result) 4DS (fora range of 4 to 20) 1D3 + ID5 + ID10 (a 3 to 18 spread averaging 10)

1D% + 2D10 (toget from 3 t 120) o

Qamemastersshould notethat it iseasy togain other results using the two types of dice used in the Mythus game. I f you want to get a 1 to 12 range, first roll 1D6. Then roll another die to determine whether or not to add 6 to the result-a low result on this second dic (1-3 o n 1D6, or 1-5 on 1D10) means"yes,"and a high result (4-6 on 1D6 or 6-10 on 1D10) means "no." For instance, a ID6 roll of 5. followed by a 3 on thesecond D 6 would become 1 I-but if followed by a 4 instead would remain a 5. You can get a range of 1 to 20 using ID10 and 1D6 the same way, with thesecond die dctcrmining if thc ID10 rollisto bereadasisorwith a + 10. Togcta 1 to 30result, roll 1D10, then roll 1D6 divided into three determining steps: 1 arid 2 indicate nothing is added to the 1D 10 roll, 3 and 4 mean add t 10, and 5 and 6 mean add 20. A 1 to 5 0 result can be found by rolling 1D10, then rolling a second 1 D 10 divided into five stcps. In shorl, you can get just about any random numbers you might want with ;I simple D6 and Dl 0.

USEFUL ITEMS
Besides dice, pencils are necessary for play, of coursc. Acccss to i l photocopier will come in handy, as will a pocket calculator whcn generating personas for the Advanced Mytllus game.

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," will, inner self, or however you would describe it). Second, Heroic Personas showed a willingness to excel in their earlier years, so that they have built up astore of abilitieswhich place them above the norm in overall knowledge and skills. Finally, Heroic Personas have a readiness to continue to "grow"and improve in all directions, have an open mind, and have that certain something which distinguishes them from the crowd and places them in the forefront. That something is the quality of heroism, the determination to pursue a course they see asjust and right, even in the face of possible loss of life. To crcate your Heroic Persona, you must follow these steps:

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 your persona is. HPs with a high Physical TRAIT can lift and carry heavier weights, take more physical punishment, run long distances without getting tired, dodge out of the way of flying boulders, and perhaps even draw well. This is often abbreviated as "P." How much physical punishment your HP can take before becorning dazed or dying is directly related to the Physical TfWIT. 7he measure of the first (dazing)is known as the HP's Wound Levcl (WL), and is equal to 75% (drop fractions) of the P rating. This number (whichgoes in the appropriately labeled box on the HP sheet) is used in combat and will be discussed in the Combat chapter (page 24).

Spiritual
Contrarytowhat you mightthinkat first, this'IRAtTisjust as important as the other two. A HPs creativity, faith, willpower, sclfdisciplinc. n determination,and even quality of personality are all rclatcd to the value of the Spiritual 'IRAIT score. This TRAIT is abbreviated as '3."

1. DETERMINE SOCIO-ECONOMIC CLASS (SEC)


Socio-Economic Class is a part of real life, and it is important in all the rnilicux of the Dangerous Journeys game system. But it is particularly crucial in the Mythus fantasy roleplaying game. Why is it so important? Well, SEC in thisgame does more than provide you with financial information. Money is important in the game, but of far greater inlportance is social status. Thus (unlike other games in this system),before beginning to create a new Heroic Persona, the player must determine that individual's Socio-Economic Class. Doing so is a pretty easy matter. The player simply rolls a D6 and adds 1 ( I D6t 1).Tne Socio-EconomicClass Table is then consulted.
r
1 %

TRAIT Levels
You determine your Heroic Persona's TRAIT scores by assigning a certain number of points to each. You have a total of 120 points to divide up among them however you like, though no single T f W T may have a score lower than 21 or higher than 60. A rating of 2 1 is equivalent to someone with very low-averagetalent, and a score of GO would be appropriate for someone who is close to the normal maximum levels of human ability. The table below lists what a number in any particular range would probably mean. Ascan beseen from this, your HeroicPersona will generally be supcrior to most people when it comes to scores in 'IRAITS. W~th120 points to divide, you could give 40 to each and make the HPjust above average in everything, for instance, or you a u l d give 56 to one (and be terrific in it!) and just 32 (an average score) to the others. How you divide your points will have something to do with which Knowled~e/Shill (WS)arcas (q.v.)

Socio-Ecommic a s s Table
Die Roll
2 3

5
6 7

Soci~nomic Class Pasant, non-free Peasant, free Fkernan, petty randowner R.eeman, landowner Freeman, gentleman Arisloclat, non-noble

Level
2 3

4 5

6
7

TRAIT Levels Table

2. GENEKATE TRAIT SCORES


All personas in the Mythus game have three TRAITS, with a corre-

W9com 21 to 25 26 to 35 30 to 43
48 to 55 56 to 60

Descn'ptk,n

Duller, weaker, or much more unslable Ulan mosl people. Averageability-wheremast people are.
Abo-m

sponding number for each, representing talent in each. The higher the number you have for a TRAIT, the better you will be with it. The three TRAITS and what they stand for are described below.

abllity. S@ht& Smarter,

Wg r l e,

ormoree~~aptulan mo&
Exoeptiond pmwessl Well above e e v* lncrediblelYouareassmarlasa 1~cke1scientisL as strongasa champion weight-lifter,oras fuU of faith as a saint
r A

Mental
This represents how intelligent, thoughtful, logical,and bright your Heroic

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, shortstories, and poerns (or even roleplaying games!). You may wish to read ahead and decide which K/SAreas you like the best before fillingout your IIP's TRAITS. Keep in mind that the numbers listed o n the above table are only approximate ranges. Just because scores o 36 and 4 5 are both defined f a s being"above average"doesn't meanthatthey representthe same level of talent! When you begin to figure out your "STEEP" ratings (q.v.) and actually set out to play, you will quickly discover that having a 45, or even just a 36, is indeed different (and obviously better) than havinga 35!

Optional Trait Variables


The AdvmcedPbtbusrulesgive a player an avenge of 252 total points to spend on TRAITS. W tmk roughlyhalf t a e ht ~ ~ l 2 0 -unne up with beginning'RtW p i n t s for the t o MythusfWne rules.If you and your players wlsh to have more

base.'l"bis~U playersmole o asenseof i n d i v l d u a l i w give f to mention a few mole pdnts-end of dimding thelr HYs creation, rather than merely dividing up a given number of points between the Uvee TRA17S.

Sample Heroic Persona: Cristof


As a running example, let's create a sample HP by the name of Cristof.Rolling 1D6 forSEC,wegeta4.Adding 1to thescore, we find that he is a freeman (probably the second son of a landowner). W decide that we would like him to be a tough, e swordsman type, but we also w n him to be fairly intelligent, at disciplined, and creative as well. Therefore, we assign 40 points to his M (his Mental al'lRIUT),SO points to his P (Physical TRAIT), and the remaining 30 to hlsS(SpiriUa1'lWVT). Furthermore, as his Pis50, hewill haveawound Levelof37 (50~0.75).

3. CHOOSE A VOCATION
Lct's consitier the basic concept behind Vocations. It is a very simple one. You are assuming the persona of what will be your game "self" at a point which, whilc relatively early in that individual's "life span," s u b surncs a good d c ~ that has happened to the character prior to the on& 1 of adventuring. Your Heroic Persona was once a baby, then a toddler, a 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 \\,,IS tmght, expcricnced many things, and did many things. If you ol)scrve infants, you will note that they are intently watching, obsen,inc_~l ~ r t l q i ~ g that goes on around them. Parents begin to bain s all infants, of course, and eupcricr~ce teaches them, too. Along with this conics cd~rcatioti,?sthey gow, and we all prach'cewhat we have learned. An infant forms a personality, and then develops according to t h e e a r l y par;mieters. What we know now isthe resultofall such input from infancy on. Nobody springs into the world fully gown, with a brain like a blank page rmdy to receive knowledge. In generating a character, you are selecting what is the end result of y m s of yowing up and learning. In theMythus game, this is represented by a "Ixlndle" of Knowledge and Skills (K/S, remember) that are typical o f an above-average person brought up tofollowa certain coursein life. 'That isrc;~listic, andthatis tiowyou bcginparticipationinUlisgame.. .realistically. But, you might say, isn't this a sort of "me"? Isn't the Heroic Persona s ~ ~ p p o s c dbe controlled by my thinking7 Yes and no. You are you, and to the t1P is a 1~1;iie-belie~e persona. To enhance the sense of reality, however, ~ v c have 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

the "you" o infancy, childhood, prolcen ytars, clc. As r w l ~xxq)ic: f change, sotoodid and will dothe Heroic Persona. Of course, to rc:flc.c I ~hc. "you" in the HP we have made a s p c i a l provision. W hilc c x h I/tx;~tio~~,d bundleofK/Sispretty muchthesame, thedice.mrcsyou rolled will III,II\~. yourpersonaalittle betterthan average, and probably a bitdiffcrcnt IIOIII another HP with the same Vocation. There is still more. We hilvc illso l c 4 room for inclusion of many added K/S Arcis which arc unicj~lcly Ihou. o f your own Heroic Persona. When coupled with oUlcr v;~ri,~l)lc.+Sli:,r~lcl alltherest~dwhatoccursinthcco~useofpl;~y,intlivitlud l)ccmn~t:\ U IC clearly defined, and the definition is your own. Still, you must .stat with ,I 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~s ;I nlininli~itl to mcl here. Therefore, difficult Vocations and t h o x requiring I l c k ; ~ ( . ~ \ t ingsareminimizedand somewhat simplified.) .%x:itrI'x.~)rionlic.(:I,~\\\r 111 have a p r in the decision of a player, for the SIX of an I If' will l i ~ i l i t at Vocationalchoicetosomeextent 'ThcscvcnVt~~dions;uclistctl I l l ' in th: Vocationstable, alongwith their primary asxx:iatcd Il(i\l'l-.lnd nliriini~irn SEC. b c h Vocation is described s e p n ~ t c l y l o w . k

Alchemist
Thisvocation, which depends primarily on thc Mcril,~l I W 1 , i \ one T of philosophical and metaphysical understanding. Al(.hcmist.\ II,IL<. 1 t h e ability to use magickal Castings. The SIX range i r i c l i c ,~tc.\ 1 1 d personas of this sort will be gentlefolk, pcrh;~ps ;~ri\ttxr.lt.5. Alc h mists are knowledgeable in the Dwcorncrcrrcft K/S Arc.], .rricl , I I ( . even capable of creatingenchanted items through study ;rntl I , ~ l ) o r , r tory experimentation. Thcsc "Alcheniit~l 0lxr;itions" arc c x ~ x : n \ i ~ ( . ,
Y

HP Vocations
Vocation Alchemist Astrologer Cavalier Mermnaty/Soldier Mountebank Thief Wisewoman/ wiseman

PnPnmary TRAIT Mcntil Spiritual Physical Physical Mcnt?l Mental or Physicil spiritual

Minimum SEC 5
4 6 1
1

I 1

though, and sometimes require significant Heka amounts to perform (just what Heka is will becovered shortly). The powers of an Alchemist make the HP a potent factor in any group undertaking, for the ability to use Castings is definitely useful in many situations.

the Vocation of Mountebank is quite adaptable and possesw=s a range of useful skills.But then again,it's not agood idea to let t elocal law find out h the truenatureof suchapersona...

Astrologer
This Spiritually oriented Vocation i geared toward the study of stars, s planets, and other heavenly bodies. It is of usein predictingthecourse o f general events in the world, as well as in individual Divination. Forecast and the use of Heka in other ways allows the Astrologer considerable latitude of activity.The typicalSEC range forthoseof this W o n is about the same as for Alchemist, and the two W o n s are similar in that both are capable of working with Heka and are able to use rnagickal Castings. The primary difference will be found in the type of Castinp available to either Vocation, for the Astrologer is more of a Mystic.

Thief
'Ihis Vocation is unique in that it allows a choice of either Physical or

MentalTRAlTwSAreadirection. Thoughthestatusof aThief personamw cettainly rise during play, and some Heroic Personas may begln with a hn reasonable SfX, most Thleves start with less t a savory backgrounds (that'susuallywhyaperson turnstoalifeofuime to begin withl).T Thief h e Vocation also takes a-1 SEC modifier. As with the Mountebank, the Thief Vocation does not necessarity connote an Evil persona; it can even prove to be a very efficient tool in the fight against E v i h perfed example of fighting fire with firel

'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, t e persona is dedicated to helping all, and in particular h 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 o using Castings from the Apotropru'sn, t c b l s , f irain lord or cause they may serve, and will never avoid a chance for and fiest&K/S Areas. T i V d o n also has a -1 S X modifier. hs E demonstration of valor or protection of the weak. K/S, be sure to only usc When selecting Castings from the hiest& Castiqp from a single Ethos (see the Mythus Magick book).

Cavalier

Wiiwoman/Wiieman

Mercenary/Soldier
Players selecting this Physical Vocation must determine first if the Heroic Persona will be a Mercenary o r a Soldier. The Mercenary is not tied to the state in which the campaign will initially take place, but the Soldier will be. There is n o difference between the two in terms of Vocational K/S Areas, but the social class of the Mercenary is lower, for thcy most often travel far and widein search of new and interesting adventures, instead of staying too long in one place. Thus, if you decide to be a Mercenary, you must lower your Heroic Persona's SEC l.cvcI by one (-I ). The Soldier is obviously more driven by loyalty and the desire for the steady pay. It is not necessary for either type of character to have a particularly good SEC Level, and this Vocation provides a good background for a player to build a djfferentsort of HP by adding other K/S Areas to the basic combat skills for Mercenary/ Soldier.

4 SELECT K/S AREAS AND STUY YOIN'IS .


In real life, everyone has differing abilities and areas of knowledgc. and some people are better at some of these things than others. Many of us can drive, type, fish, write stories, cook fine meals, or work f complex math problems, but not all o u s are equally skilled in these areas. Personas in the Mythus game are likewise varied in what thcy can d o and how good they are at it. While it is assumed that all personas can d o very mundane things like tie simple knots, dress themselves, use simple tools, and a t least communicate orally, it is important to define whether o r not a personais likely tosucceed when a given task is more complex, such a s following or eluding an enemy while riding a horse, hitting someone with a weapon, drawing an accuratemap, or knowingwhere to hire mercenaries In a forclgn city. This is what K/S Areas and STEEP ratings are for. K As mentioned earlier, K/S is an abbreviation for the tern1 "Knowl/ S edge/SkUl." Each K/S Area represents a si@e ability area such as riding fighting with a sword, using a lockpick or painting a picture. STEER The word STEEP is short for Study, 7'rainb1y. Mucatior~, Experience, and Dactice. It represents how expert an t1P is in a particularK/S Area (how "steeped in knowledge,"just as tea becomes steeped-orsaturateci-with water during brewing). As with thc numbers for TRAITS,the number of STEEP points your l1P has represents how good that character is with a certain K/S. Once again, the higher the number, the better the HP's skill will be1 Someone with 40 STEEP points in their Riding K/S, for example, might be able to ride a high-spirited warfiorse into a pitched battle, whereas someone with a STEEP o only 20 in Riding would probably f still have trouble maneuvering comfortably at a normal gallop, and would b e relegated to riding palfreys or mules. Furthermore, those

Mountebank
This Vocation is one of scheming, trickery, and deception. If you are thlnkingof having an HP with this Vocation, you have an eye for the flimflam approach. This Mental TRAIT Vocation is an excellent example of a con artist, but there is no rule that says an HP of this type must be evil or niallcgn. Even so, you m u 9 lower your HP'sSEC by one (-1). Fulthermore,
*_Y

"3-

Sam*

Heroic Persow Cristof

With Cn'stof, our sample chmcAer, we And thet w are limited by SEC to the fast four Vocations. Since he i to be a a warrior of sorts, we choose to make hlm a M e ,rather than aThief [bothof which use PhysW astheir pntmaryTRAIT). His SECkvel is not5 asorigimllyrolled however--because he is a Mercenary we must note that it now 19 B I Z 4.
A
r L

IS

Mental K/S Areas


Agriculture Apolropaism' Appraisal Astronomy Criminal Act, Menlal Ucccption %at&

Physical K/S Areas


Arms & Armor

Spiritual
Alchemy'

K/S Areas

Combat,Hand Weapons

Animal Handlirg Wbgy'

Dwwrnerwaeft' Engineering
Foreign h n g u w e t aarnbling Qarnes, Mental Qemology Qeolw/Minemlogy
History

Combat mi,Non-lethal criminal Activities, Physical


Disguise
Escape %st Aid Handiaaffsfimdiwo& ~ack-of-AII-Wea Mountain Climbing S m i t h ~ e ~ Sutvikal SwimmiqyDiving Tolerance

Combat, Missile Combat HTH, Lethal

CharlsmeticSsrn Herbalism ' Impersonation July-

Leedership
Magnetism Metaphysics' M u t t i v d Planes Myetkbm* Malure Atlunement Painting (Art) Phrreree Folk & Cullure F & & & m ' Religion'

Influence Magick' Rnrilies

Street-Wise

genemlly&vets, sothat p u will knowwhen a'm~~fororftwi~ beappropriate. When lookitgattheAd;anced~$hbgarne~etlng~, will notice you that there are many A m which are not b e k used In the &thwP n h e mka. W because. for simplicity's sake, we tried to temove mosl 1 8 of the Knowledge/Wl Arras that q u i r e a $$&at degree of &&nced M J ~ ~know&@ or would not be 6~ against o h . ALso, when you US perusethe A d v e n d Myulwrules you willremsnhthat numbei8forntAI'fs a m l ~ d not m a the ex& same thimthal they doln the o en basicgame (a M of 60, example, isaonsldepedtobe only low evm+pin the edvamedvembn). Don't wony about thet now. Latcr in lhe for M@us Prime game,you wfU bk told how to go about convertingplthus Prbne WE i t Advrutoed MyV-w on@ (paae 34). no

with high Riding STEEPS would b e familiar with a wider range of mounts, such as camels or even hippogryphs. Note that the numbers in STEEP ratings mean much t h e s a m e thing as they d o in TRAIT rating~--il20 is far below average, and a 60 is impressive.

Setting K/S Areas


First list your Vocational K/S Areas. The next thing for you to d o is to dccidc which ~lnivcrsal and bonus K/S Areas your HP possesses and how many STEEP points the character has in each one. Calculate your STEEP for the HP's standard K/S areas, then calculate it for the ptrsonal oncs. Each Vocational K/S Area is listed with a corresponding num bcr, and you add this number to '12 of your HP'sTRAIT score

(dropping fractions, if any) to figure out how m a n y Sl'I:I1Y poinl.5 !tic character possesses. For example, the KidOq KJS is ;I Wiysic~larc:.^ with a basenumberof30. In the case ofcristof, oursmnplr c.h,lr,~cfcr, 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. Universal K/S Areas: For staters, there arc t h r w "uriivcr~~l" K,'S Areasthat every persona passcsses, as s~unr~i;irimlthc. t,~l)lc: 1x.low: in
K/S Area

TRAIT

/LI%. 5 17'1~1'

Native Tongue
Perception

M
M

Riding

30 DO 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. W next haveto find thew^ for Perception, and do 90 by add@l/~his N-or 2040 thebase number of 30 and coming e 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 i each K/S i tum-Combat, Haml Weapons: CliminalRcM.riPles, b W W p a m w etc. Alter finishingthat w need n n Fp a W : bchoase hisbonus K/SAreas.BecausehlsPisthehighestTRAtT, heewfnreceheUueeaddWonalPhysicalAreasthere. endwedecideupon SWimmrmmrng/oi~ J~&OfiWTrades, and ndM.Fwthermow since hls M ls the next highest h m meive two bonus Mental Arras e 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

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 from those which follow, and write down allthe K/SAreas which aregiven therein. Tnen calculate S E E P for each by adding half the value of the listed TRAIT to the Base STEEP beside each Knowledge/Skill Area. Bonus K/S Areas: Having calculated b x t i o n a l KS levels, all you / need to do next is pick out your HP's bonus K/SAreas. You receive from 1 to 3 bonus KJS levels for each TRAIT, depending o n which ones are higher than others. For your highest TRAIT. you receive 3; your next highest, 2; and your lowcst 1. If two or three of the TRAITS are equal, however, then you decide which receives what. The Base S'7EEP for all borius Areas is 10. 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. certain Be that all of your bonus Areas come from the proper TRAIT (don't pick a Mental K/Swhen choosinga Physical bonus, for example),and if you take the Foreign Language K/S, pick a specific language for it.

-w v

The Base Unit Coin (BUC)


nte monetary system used in the Plytbre fantasy roleplaying
game~~onwhatiscaIledthe~UnllCoin,sowecallItUK %UCSystem"Forsimplidtfs~, thestandard win olexdmnge ~slmpfycalledaB~ABUCwlllpurchasejW~twhatoneU9 dollar (a) wllL so Uuoughout the world a 'buck" is a BUC, and the problems of gamemaster and player a e much alleviated by W r Information on the xlative value of different metals is mvered in Ruther detail for thegamemaster in Chapter 8 on page 39, and g a m e m a r e freetocrpraemins of variousdenomlnallonsfor individual l c l s simply for purposes of flavor. But for @me oae, purposes, al you need to m r n b e r when buying things is Ulrt l each BLTCpurpemna has isroughlyequalto a "buck'ln real We.

6. DTABLISH FINANCES AND YOSSEFSIONS


Tne "Base Unit Coin" sidebar explains the concept of the BUC system. Once you have familiarized yourself with that concept, you must determine how much money and what sorts of possessions your HP starts adventuring with.

Initial Finances
F~nanms Mythus /%me are divided into four different categories: M t in e Worth, Bank Accounts, Cash on 1 land, and Dispasable Monthly Income. Tne first three are fairlyselfexplanatory Disposable Monthly Income (DM1 for short)stands for how much money you have to spend each month on extra things after all debts are pilid. To determine your Heroic Persona's finances, locate the character's SEC on the tlble on the following page and roll the appropriate dice. Note thclt once you've determined your HP's initial DMI, it will not change unless the character moves to a different SEC level, comes into money, or falls on hard times for some reason. Exactly how your HP earns an income is something for you and the GM to get together and decide.

Basic Yossessions
A f a a s possessions go, all Heroic Personas can be assumed to s

possess the following:

Dwelling Places: All HPs are assumed t o have one or more dwclling places. HPs of the peasant class (SIX 2 or 3) would probably not atlu;~lly possess their own dwelling places, but would live in a hut or compound belongingtotheirlord and master. aenllefolk (SECX:) aristtxraks ( S I X and 7) would most likely own at least one house and perll;~ps m e form o m f business such as a farm, tavern or merchant cstablishmcnt ( U i ~provic!s ing a constant source o income). f Clothes and Fbmkhings: Along with a dwelling placc comes ;I collection of clothes, furniture, jewelry, creature comforts, etc., ;LS LxfiLs the HP's SEC.As with the other possesions mentioned '11)OVC, ('U111111011 sense will dictate the Heroic Persona's personal effe&s. Obviously, peasanh and most freemen will not own jewelry or Inxury items (unlcs\ they are of the 'Ihief Vocation, perhaps.. .). Miscellaneous Gear-. It is assumed that each t 1P owns a tullcction of miscellaneous equipment, including such items as aplorer's g x r ( S L K h things as a backpack, rope, torches, and assolled advent~cring ccluil~ ment), and additionally a weapon such as a d w r , sword, lonc_llww,ctc. Your a will probably want to carefully regulate what wc;qx)ns your I IP M owns, so be sureandcheckwhat sort of stuff he or she w;uiLs you to tx~vc. As with horses, many weapons (swords, maws, etc.) would only be possessed or canied by freemen, and even then the pcrson,s r n q IK: questioned on their right to such items if that tiP is of S K 5 or I ~ s . GM's Option: HPs may bcgin the game with anythirqclsc thc O M fwh is appropriate. 'Iheabove, ofcourse, arejustverygeneralpidelina. It isuplo you mtl the gamemaster to reach a n q e e m e n t about the slxcific q~li~lity d m quantity of what your HP owns. Questions such as what kind of tior..*. (if any)the persona owns, what shape they are in, elc., arc u p to thc two of
V

Sample Heroic Persom Cristof


Continuing the example with Cristof, thenis 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. S n ehis SEC i 4, he doesn't have a bank %smunt next we roll 5M. ic s so 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 st 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 i that Cristof--as a mercenary-would need to own some tools of the trade, the aM alyeesta he would at least have some decent weapons and armor. ht 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, al of which are of vely good workmanship. l

4 - v -

Initial Ma Finances
BanRAcazm$
2 3

( m W w n
3D5 x 20 5D3x 50

4
5

5D5t3 x 20 3D3t5 x 50 SDlO x 200 SD5t5 x %OOf


~ O D ~ O + ~1,ooott O X 1D 0 x 10,000t t 2

Mil W

DM1 IYil' W

you need to have immedkkely lsa very general ideaofwhat thechamderowns. me a M may, however, be very picky about your writing down exaclly what you have on your person duringadven

tures.

rU1
D3x 1,000
3 ~x 3 2,000 1D20 x 1,000

WxU) SMlxM S D ~ O 100 x


ID20 x 500

M" 1 3D3x 10
3116x 50
ID20 x 100

*Wnot only mewxi no s p e n m money, but in&Ment ~ uto sur~lw d y ta day without gairr~ ~ s frcun a empiopent after Cash on Hand tS gone! "Ifthe aM wkshea, thh sojt of indMdualcan be assumed tobuea &i&ntmonthfystipend to Itvcl most fiugsJlywithout: employmentin an unheated W o n W e bread and bokd vegetabh at beaU SomaEormof employment is recommended for tNs lowesto f W freeman dass. tPlusahome (orothermmmansmd)of 4D3x 1,00aBUCavehrmPhyicalnWrofsucha~Isequal to 120 plus 1 point for every 1,000 BWvalue of the anhat. t f plus a harse (orother w m n s t e e d ) of 685 x 1,000 ~ ~ ~ s v a ~ u e . the shed's rn~.slaalmb &ak,w,

7. FINISH ANY MISCELLANEOUS INFOKMATION

you to answer. This information, of course, should fit in with your overall idea for your H as well as your SEC rating. Not everyone, or even most P everyone, will start out with any large amount of cash or passessionsthat's pretty much a multiversal truth. Qo with an eye toward realism and fairness. It is perfectly reasonable, for example, for the Q to decide that M an tip who roiled a higher D 1 would own more and better thing than M another H of the sarneSEC who didn't roll quite as well. P

All you need to do now ls fill In details like your nys height, phyd~ to here appearance, qe Xl will be a good starting point). dc. mere ir no sB fomlula fa doiq thk, jjust Hrlite down whatever you like. including as much or as liWe a you see s fit1 Try to make appearfit your HP's TRAIIS, however. A I leroic Persona with a high P M,for example, would have a wcll-dcvelopcd. muscular body.You may also wish t o j d down a few notes mnccrning the H ' backgound and personhlit)-use your imagination1The more dePs tailed your HP, the better youll be able to roleplay. If you like, you can roll for an Attradivencss rating for your t iP, like that used in the AdvancedP&thusrules.To do so,simply roll 2DG t8 and look 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 on Hand and Bank Accountsakerthegame b a n s . Pricesand availability are up to the GM to determine, but should bevery similar to what they arenow. If you decideyou wantto buya finelycraRed,jewe~cmsted longsword, for example, you could probably get one for 5,000 to 15,000 BUCs, or more dcpendirg on its maker, type and size of the gems in it, and its condition. Actually,availabilitywouldn't be t obad for such a sword, but for a mkl o ca weapon, such as one which enhances the wielder's attack probability, avnilability would be an entirely different story! (For more on wealth and equiprncnt, see Chapter I I of the Advanced Myfhus rules.)

HP Attractiveness
(Myth& Prime)
Oeneml Lksuipb'or~

lYasty

W Y
Homely
Rain Average AUnctive/Cute

Handsome/R-etty
Striking

General Note
Don't wony about figuring out every last item your HP has right now; all

Beautiful
Stunning

Rolling two s h i d e d dice and adding 8 to the result, we get a totel For example, say we wanted to randomly determine ~ristof's~ttmdtveness. of 16, for an Atlractivenesslating of 'Handsome." Mw that we have all the other important information generated for CrkPtaf, we go to the "Miscellaneous' blank on the Mythus Rfmc HP She& a 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. H is a 29-yearaldwandererwho lives off ofthe land when he is not in the employof some merchant or minor lord. Cxistaf is slowto anger e 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

ow that you have your HPs ready, it's time to start playing1 But to do so, you'll need to know something of how to play-how, exactly, your personas go about doingthings. In this chapter, we explain the basics of HP actions, K/S checks, and time sequence in the Mythus game.

HEROIC PERSONA ACTIONS


Basically, in order for your HP to attempt an action, you must first tell the gamemaster what action the persona is about to do. Some actions will automatically succeed (e.g., "I clap my hands at the balladeer's performance"-assuming your hands aren't tied behind your back at the time!). But many types of action have some chance of failure (e.g., "I want to leap across the gap from this ledge to the next" or "I want to translate the inscription above the door to the tomb"). Every action that has a chance of failure is resolved by rolling the dice. This is true whether it's an attempt to do something your HP is skilled atattacking an opponent, or casting a spell-or even an attempt at somethingnew and creative. The player (or QM)rolls dice (just which dice are rolled are often decided by thegamemaster) to find out if an action succeeds. The typical procedure goes something like this: (1)The gamemaster tells the players about the Heroic Personas' current environment-where they are, what they see, any important (or seemingly important) things that are happening, etc. The Q will always also allow the players to ask certain questions M about their HPs' surroundings, and answer correctly these queries if they are relevant and would be something the HP could k ~ o w normally. (2) Based on various factors-such as each persona's relative position, equipment, and speed-the players decide upon what things their HPs want to do. This could be general actions, or very precise directions, depending on the situation. Then the players inform the QM of their individual decisions; to keep the game organized, it's best for the players to speak one at a time, instead of all at once. (Akeyeventcould becompletelyaltered ifthegamemaster couldn't hear the actions stated by a player for a particular persona through the din of random conversation.) (3) TheaM decides which actions will require adice roll. Typically, the players will make these rolls fortheir HPs, but sometimes the Q M may decide to make secret rolls for the personas instead. Note that while some actions (like keepinga lookout for intruders) may or may not require a roll, others may require several rolls, if they are complicated or done repeatedly over a period of time. (If there was a monster approaching, for example, the QM might roll several times to decide if any of the HPs hear it approaching-first while it is far away, then again as it grows closer, and closer...)

of the Advanced Mjthus rules for a detalled discussion o how and f when such rolls are used during a game.) Rolls agalnst K/S Areas are used when a task relates to something an Area specifically covers. For example, if your HP was trylng to determine the type o stone in the walls of an underground cavern, f you would roll agahst the persona's Qeology/Mlneralogy K/S (if any!). Likewise, a roll to find a trap door hidden in a wall would be made against Perception, and an attempt to strike a bargain with a merchant would require a roll to be made against your persona's Influence K/S (or Deception, if you were attempting to mislead or cheat the personl). At othertimes you will need to make a roll against one of your HP's three TRAITS. Such rolls are most offen used for things which none of the other K/S Areas cover. For example, if an HP had to stay awake and guard a captive all night, the Q might require you to make a M Spiritual roll (totest the persona's willpower)In order to avoid falling asleep. Likewise, an attempt to jump across a 10-foot uevlce or to decipher an intricate code might require rolls agalnst the persona's Physical and Mental TRAITS respectively.

Making the Rob


The procedure for makIng rolls to test K/S Areas or IRAJTS i ss s follows: For TRAlT roils, you must roll your score or less on D%, and forK/S rolls, you must roll your number o S ~ P p o l n t s o r l e s s o D%. f n
Example: Let's say that Cristof is chasing some vlllains on his M courser and the a decides that h e must make a Ridlng roll to keep up with them. As he has 55 STEEP points for his Ridlng K/S, he must roll a 55 or less on D% to d o so successfully. If he rolls a 5 6 or higher, however, then he has failed and automatically loses them.

Two special cases occur when an HP either is forced to make a roll using a K/S not possessed or must make a roll fadng extremely difficult circumstances. When an HP is forced to make a test of a K/S that persona does not possess, the player must roll against the TRAIT whlch corresponds to the missing KJS, but must add 20 points to the result of the rolll
Example: Cristof is trying to calm a frightened horse that is about to trample him. Doing s o would normally require a roll against one's Animal Handling K/S, but, as Cristof doesn't possess that skill, he must try to succeed by rolling agalnst his Spiritual IWW at t20 (because Animal Handling is a Spiritual K/S Area). Swestlng we proceed to roll a 28,which is just below his score of 30-however since we must add 20 points to the roll, we have a flnal total o 48 f 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


Often during the course of the game you will have to roll Dolo against one of your persona'sTRAlTS or a K/S Area. (See Chapter 11

Likewise, agamernaster may force you to add 5, 10, 15, or 20 to any roll for accomplishing something the Q views as being unusuM ally difficult to do. Exactly what constitutes "difncult circumstances,'

and how much of a penalty should be assessed, is up to the CIM to decide in each situation, but the followingexamples should give you a pretty good idea. Examples: If Cristof were attemptingto urge his mount through a gap in a burning wall, he might have to make a Ridingroll at + 1 0 to do so. If later he were on a sway-backed nag trying to keep up with a bunch of villains riding coursers, he would probably have to make a Riding roll at +20. Likewise, trying to follow the villains on his courser at night, through broken terrain, while his enemies are firing crossbow bolts at him, might merit a penalty of +20. Note that, for purposes of the basic rules, it is impossible to succeed in difficult circumstances with a K/S that you don't have. Likewise, though, there will be times when circumstances would make the attempt s o easy that it shouldn't even be necessary to roll. (An experienced Healer working in a clean, well-equipped environment can be assumed to automatically succeed in any FirstNdrolls that might be made, for instance.)

ment of Heroic Personas is often much slower when large dlstances are involved. For simplicity's sake, such Iongalstance modes of transportation as by horseback or ship are not covered in Mythus Prlme. If the CIM or players desire, they may use the system and rates covered in Chapter 10 of the Advanced Mythus game, however. As for individual Heroic Persona movement afoot, the distance each persona can cover is a function of the unlt of time being used, as explained in the following sections.

spec if^ Time


For short periods, time is broken down into three successively smaller units--Action Turns, Battle Turns, and Critical Tums-each beingone-tenth the size of the preceding unit, and all ananged in h B, C order as a memory aid. lhe Action Turn (AT): Abbreviated AT for short, an Action Turn lasts for a period o five minutes (one-twelfth o an hour, or 300 f f seconds), and is generally used t o keep track of unhurried move ment, explorin~, searchingsituations that are not dangerous yet and but might soon become so. An average character walking at an even pace with a typical load of equipment can cover about two miles per hour over varied terrain. For game purposes, an HP can travel roughly 1,000 feet (333yards) in an AT. Triple that distance for running (3,000 feet, or 1,000 yards), but unless the persona has a fairly high Physical TRAIT, don't plan on keeping that pace up for long. TheBattleTurn (BT): Abbreviated BTforshort, aBatUeTurn lasts for a period of 3 0 seconds (or one-tenth of an AT), and is used when confronting (though not conducting combat with) an enemy or otherwise dealing with important and/or life-threatening situations where there is a great deal going on in a short period of time. In one BT, a persona can travel about 100 feet walking or 100 yards running. Running the 100-yard dash in 30 seconds may not seem very fast, but consider the weapons, armor and gear an average adventurer is loaded down with! lhe Critical Turn (CT): Abbreviated CTfor short, a Critlcal Turn lasts only for a period of three seconds1 CTs are generally used to resolve combat or handle other super-fast situations. Typical movement during a CT is about 1 0 feet walking or 10 yards running.

Going Beyond the Rules


No matter how complete are a game system's rules, there will always be times when something comes up that isn't covered. (Interestinglyenough, it usually occurs when the players are being exceptionally creative with their Heroic Personas' actions.) While most actions fall under Knowledge/Skill Areas, or can be extrapolated to the related TRAITS, there is always the possibility of exceptions. This is'where common sensecomes in. When agiven situation needs to be resolved and TRAITS or K/S Areas don't really seem apply, thegamemaster may decide to assign an arbitrary percentage chance of success for the HPs. On the other hand, there may be times when, unrelated to anything the HPs might do, the QM has determined that something may or may not occur--avoiding the eruption of a volcano, for instance. In such cases, QMs might opt to disallow rolls completely, in effect telling the players that occurrence is unavoidable.

MOVING & MEASURING TIME

One of the most important things to keep track of during the 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 calcuhours, 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 advenAnother 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 A but longer than a BT. T 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 magick common to firth (and Phzree) needs power to work. This magickal power is known as Heka (pronounced HEEkah). Itisas plentiful onfirth aselectricityisonEarth, providingrnagick for any Ixrson able to tap its sources. In many fantasy roleplaying games, may& is handled almost as a separate c o n e @ ,to be wielded only by elite and unique spellcasters. In the Mythus roleplaying game, however, Heka and magi& areeverywhere, and areused tosomevaryingextent by peasant and noble alike. (Of course, nobles can more readily afford to store large quantities in privatc pools or "reselvoirs," but we will cover thak later.) Not only is Heka used for casting spells-hereafkr referred to as Castingsit is used for many mundane purposes aswell. Consider your own home for a moment. When you want light to read by, you turn on a lamp. If you want something cold to drink, you go to the refrigerator. To get your clothes clean, you use a washing machine. These wonderful things all use electricity to do verymundane things.Thesarne applies to Heka on a magially oriented world such as firth. Olobes of light, powered by Heka, light the homes of the wealthy, and some businesses. Food is frequently preserved with it. Buildings are built and proteded i\.~th assistance. And just as with technology on Earth, it is used in its commerce, government, and war.

trologer, and Wisewoman(orwiseman)-though a few other Mr,ltionsallow Heka use to some &gee. The base amount of preternatural Heka available to individual Ilf's is determined by the STEEP levels of their various K/S Are,%. (Igriorc references in the Advanced MyZhus K/S Area descriptions about 1lck.1 generation by K/SAreas. The Mythusph'megame uses a different mctllod to determine the amount of personal Heka available to any persona) To fmd their individual Heka amount, personas must ~dcula&c ~x)irit Uic value basedonthe HekageneratingK/SAreas in their particular Vo~ltion,s a shown in the Vocational Heka Valws table below. Example: To illustrate, let's imagine that we have an Astrologer named Alyona with a Spiritual TRAIT of SO and a Mental TRAlT of 40. To calculate her personal Heka, we multiply her Astrology, Mysticjsr~r and e Asb-onomySTEEPscores by 2 and get 1 10, 100, and 9 0 poinls. W thcn add her Metaphysics STEEP of 4 0 to those, to arrive at an overall total of 340 points. These points can be used toward either Astrologer Mys& cism K/S Area Castings as she sees fit. Note: New Hekaaenerating K/S Areas (thasc gzzined a k r a pawn;: is u r a k d ) contribute Hekaon aone-bone basis (i.c., 1 point of IIcka for cvcry in question). point o STEEP possessed in the K/S f

HEKA SOURCES

CASTINGS AVAILAKIE
Forpurpases ofthe Mythusph'merules,HPs may not u x or u c a k Slxtilic Magick book); they an:lirtukd to Uie Castings (asdescribed in the MytJ~us Archetypical Castings for the K/S Anas listed on page 15 only. (A sunplc s collection of these Castings i included in Chapter 13of this book k c Ule Mythus Magick book for more.)The accessibilityanti cffefcds,arc Ulc auilc as in the Advanced Mythus game, however, though my rcferenc.c\ to C4TEOORIES and ATTRIBUTES should be ignored. (For morc inforrniltion on the use of CA'IFOORIES and A'lTRIBLTES in Advanccd MytJ~us, plc-LSC refer to Chapter 1 1.)

As you arc aware, electricity is generated by different sources, such as wind, sun, watcr. etc. Hekais the same in this regarditsactual powercomes from a myriad of differentsources. Each unique source provides agreateror lesser amount of Heka. There are three main types of Heka sources: Prctcnmtural, Sui~rnatunl, and Entital. Preternatural: Preternatural sources are the most common. 'lhey consist of rrundanc anirnd, vegetable, and mineral items. Agood example of a s prcteniat~~ral source of Heka i the mineral quartz. Common quartzuystals s are useful a a fairly cheap source of Heka, although they are only ~apable storing small amounts for later use (see "Heka of Ikservoirs, page 2 3 ) . Vocational Another souru: of preternatural Heka i that of Knowledge/ s Vocation Skill-adivakdHcka.7hisissim~~lyHekagathered byaspellcaster Alchemist through the usc of knowledge of Castings and the Laws of Mqick. Supernatural: Supernatural sources of Heka are typically Makcrials with origins on other planes in the multiverse.These Astrologer Hekasources,~ rare, butthey provide largeramountsof Heka, about 10 times the Heka generaled by preternatural sources. These sourccs will k vcryhard for an HP to come by. Entilal: Entital sources are by far the rarest forms of Hekagenerating items. They are also the most powerful, forthey are the samc sources used by entital beings such as deities and Mountebank other dwellers of the Outer Planes. If a spellcaster were able to sunimon entital Heka sources (an erb-emely rare event inra deed!),Lhc power of said sources would be 100 times as g e t ,spreternatural! a
"

Heka Values Table--Mythus Prime


Heka Pohts Alchemy STEEPx2, plus DweomercrFeR STEEPx2, plus Mslgick STEEPx2, plus any other Hewenemling 5TW
Astrology STEePx2, plus MysUdsm STEEPx2, plus Astronomy STEEPxZ, plus Metaphysics STEEP, plus arrl other Hekasenemting K/s SlEEP Alchemy STEEPx2, plus any other Hekagenemling K/S SIEW Apotropaism STEEPx2, plus H e m s m STEEPx2, plus Priest~rs~ft STEEPx2, plus Religion STEEP, plus any other Hekageneraling l(R3 STEEP
Sum of Hewenemling l(lS SIEW

HEKA VALUES
The more Heka available to a magichal operation, the more effcdive it will be. This applies to range, damage, effed, etc. In the Mythus Prime rules, there are only three primarily Hekausing Vocations available to Heroic Personas-Alchemist, AsOther Vocations

HEKA RESERVOIRS
A Heka Reservoir is simply something which stores Heka for use at the

caster's convenience, as a battery stores electrical potential. This reservoir may be something as simple as a common crystal, or as complex as
V
C~

Examples of Meka Use


ushgh in~o&n given in thir,w ~ W ,itisibkly &pleto perfonnmaglchal W n p , as sham in the followirtgmpkws. Example tr ~ t ' s e a y ~ v y n a n d h i s ~ e n d s Wemackda fork In an undtulpound plsss@e. np,vyn WhUltrJ t cast sSpell to o dehmhe whether or not the patty'sdecigbn to explorethe lefk
bnvlchwlllead them It dm@% Trevynk anA&mfOper, &ha no has the ASltoIogyand MMcism WS Atenr, wW a iWEW of BD mdS3,respectively. Laakfwatthe-&tee hisp@~ sees that the Pbsesee EWgerSpell W l d @w desired titJUlt the and Ute Ba8e Heka cost for the castingLsZOp o i n t a c v V h l c h ~ 8 that he would have to have at least th8t many p o b to Wst it). Since we assume he does, the player notlflest h e w e w 6 f his htention and subtnaGts 20 from'bevyn'e Current Heka total. Since the W t i n g orrtde for P O Dmgeris 2, the mxUfk8b 2, gfvlngTrevyn a t 20% chance for suc~~a9. the percab Rolling tile dice, the playergets a 6 8 and sueceedsl AstheQN Mow that there I a p u p of goblins down the lea path, he WsTrevyn &at s there would indeed be danger (but not exti&& Mk sort o i f danger nor if there are any actual foes) fn that d W o a l Rote, however, that if a counter-spell were pment, it might atrle& Trevyn's chance of m&ng s-i ur t d$M even iCBuse the Casthgtobackfire, falselyi n d m m w i & , hadthe player rolied a 99 or 00, the SpeU would have f a k d to deteA3tfhe danger, even though his effective chance was 120% Exampie 2 Imagine that a Wi8eman wfth an &r&f3&ti2 : STEEP of SO wants to cast the Amest Pohn Spell to creste a potion which whl halt the effects of a poisod. 2% Ca&ngQrade is 4, whkh yields a modifier of 0.5-a 23% chance of suwxw. 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 ~ . Example 31 & a flnalexample, let u8 say that H ~ e n f m l z t h e I Alchemist is going to cast a Hex SpeU on an Evil Fetsont3. M a r notifying the gamemaster, hi9 ptayw 8 u M Ule Base Heka -1s w s t of 60 pain@ and 16 1 W, If the regult Is iesg than Hansenfranz's DweomeIclrreA W E tkm% the modtffer of 2, EB then the Spell was succeesfit and the Evfl PGBJOMw& be affected (again, unless them was a pmtective wunterqmU In effecl, in which case it will be up to the UM to decide the WuBj.

a Pyramid or Pentade. (For more information on Pentacles, see the MythusMagick book, Chapter4JThe m d o r d i f f e ~ n c among reservoir e types i in the amount of Heka each can hold. s Heka Reservoirs must be prepared and charged prior to use (for HPs, usually before the beginning of an adventure scenario). Different items 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 1 0 BUCs ofvalue.To magickaliy charge the item, the caster must expend the amount of Heka being invested in the object, plus additional lick? equal t o 1 0 times that amount. Some examples are given in the table at the bottom of the page.

Using Reservoirs
Once any Heka in an item is used t o power a Casting, the item disintegrates (and is destroyed), and any Heka not used by the Castlng is lost. Pentacles and Pyramids are exceptions to this rule; neither disintegrate upon use, and any Heka unused by the casting remains in then] for iater use. In addition, Pyramids wiil even recharge on their own, given sufficient time (see Chapter 4 of the Mythus Magick book).

Overcharging Keservoirs
Optionally, the caster charging the object may attempt to inue,%c thc amount of Heka stored within a crystal or stone, at the slightly reduced effectiveness of 1 0 additional Heka points spent per extra point of l i c k stored. This overcharging will result in a chance that the overcharged objectwlllshatter, withall HekalosLThe charging HPmay also be subjcd to damage up to the amount of potential Heka that was lost. (That's what one gets for taking chanced) The percent chance o failure, and subsequently of taklng d c m ~ eis, f equal to the percentage of overcharging.Thus, agem or mined can conhin a greater charge up to (but not including) double its base amount. Note Uint Pyramids and Pentacles cannot be overcharged at all. Example: Suppose that a caster named Trevyn wants to charge an ornamental stone worth 100 BUCs. If he were to charge it normally, it would hold 1 0 points of Heka for iater use and cost him 1 10 tieka points to charge. If, however,Trevyn were to spend 165 Heka points, he could attempt to charge the stone with 1 5 points of Heka, but there would be aSOO/o chance (the additional 5 being 50% of the normal 10)of the Ucm exploding and all 165 points being lost. Trevyn will also have a 50% chance of taking 1 5 points of damage from the explosion. In another example. Trevyn has a precious stone (1,000 BUW to charge. By spending 1,200 Heka points, he would be able to store an 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

a Reservoir Charging Costs

Heka StortK1, HtsJ@taCfWg, Common quartz crystal (50 B U G ) 5 points 50 points 100 p W o Ornamental stone (100 BUCs) 10 mint$ 500 points 50 points Pentacle (500 BUCs)t ~,oOapolnts Precious stone (1.000 BUGS) 100 poi& 5,000 points 500 points Pyramid (5,000 B U G ) + t 10,000 points Qematone (10,000 BUGS) 1,000 pQhtS t Pentach ate not destmyed when Wk Heksr 1 ueuedr they a h p l y nqvlre m h. s Cr

TOW H e h Expended 55 points 110 polnt8 550 pointa 1,100 pohts 5,500 points 11, ,000 points

t t Pyrarnldsarenotde~&wha;nuW;~yw&
(See Chapter 4 of the M y u l p e lb$lc)t book) A

-mbweaatkast

109bofllrdrstorsgecapacityFemefn8.

ombat is such an important part of RPas that few game sessions are complete without at least o n e good knockdown, drag-out fight. While it is usually the mark of a skillful player when an HP can avoid conflict, the sword of even the most cautious persona will likely leave its sheath quite frequently.

COMBAT PROCEDURE
As in most every RPQ, combat in the M p u s P r i m e rules is handled

In terms of turns, or-in this case-Critical Turns (CT, remember). A CT is a period of time in which all those participatingin the fight have had a chance to perform one action. Each CTis assumed to last three seconds of game time, and during that time most personas can run about 10 yards, ornock, draw, aim, and release an arrow from a bow, or draw a weapon, o r get down behind (or rise u p from) cover, o r reload an empty crossbow, and s o forth. At the beginning of each CT, rolls will be made to determine who goes when, and after everyone's actions have been performed, a new CT begins. This goes o n for a s long a s the fight continues. With those basics in mind, you're ready to learn the system. Like the rest of the Mytlius Prime rules, this combat method is quick and easy to use. The following steps describe what you need to do: ( I ) First of all, a roll for Surprise is made if the CIM deems it newsmy. (If no Surprise roll is needed, thenjumpahead tothenextstep.) Whenthe HPs meet an enemy, it will offen be possible that one group will have noticed the other first and thus will b e able to sneak up on it. Both the leader of the HP party and the CIM (actingfortheEvil Personas) roll Dolo,with the HPs winning if their roll is equal to or less than the GM's (and the W s winning otherwise.. .). All members of the side winning Surprise get to attack k f o r e the losing side in the first CT of combat (2)Beginning with the second CT of combat, each player must roll 1 D I0 for Initiative. The actions in that CT will then proceed in order from the lowest roll to the highest, with equal rolls going simultaneously (see below). When your Initiative value comes up in the CT, you may then have your Heroic Persona attack, move, dive for cover, or perform any other single, similar action--though in all cases besides attacking the results are basically u p to the a to decide. M Keep in mind that on the first CT, even the slowest members of the party that wins S~lrprise g o before the fastest members of the will party that loses it! (3) attack, players each roll their persona's appropriate weapon To STCCPor less on Dih. If you were wieldingasword, for example, then the you would L I S ~ Combat, Hand Weapons K/S. If using a bow or sling, then the Combat, Hand Weapons, Missile K/S would be the appropriate one. A successful roll indicates that the attack has hit. Furthermore, if your roll was 10% or lessofyour HP'sSTEEP (dropping fractions), then you have scored a Special Hit, resultingin maximum damage for your weapon! (For example, Cristof has a STEEP of 55 in the Combat, Hand Weapons K/S Area. To hit using a sword, mace, dagger, or such, he would need to roll a 55 or less on Dolo, and if the roll was a 5 or less, then a maximum damage hit will have been scored!) Make one roll for every attack that you have in a CT. M Note that in the Mythus Primegame it is u p to the a to decide who

is close enough to attack whom in a combat. Details of weapon range, attacker's reach, changingpositions, etc. are leR in the gamemaster's capable hands. To aid the (3M,however, a few guidelines are given under the section labeled, "Weapons In M p u s Prime,' on page 26. (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 Rime" section, below. Don't forget that you score the maximum possible if you were lucky enough to get a Special Hit. If the target is wearing armor, or is otherwise protected because of natural toughness or by magick, subtract the armor points from the damage, based o n the table below. The number remaining is the amount of actual damage done to the target. The victim of your HP's attack will then have that amount recorded, and you will d o the same should your Heroic Persona be hit. See "Armor in M p u s Prime, 'below for more details. If at any time the total Physical damage an HP suffers should equal o r exceed the persona's Wound Level (or WL), then your HY has been Dazed. When Dazed, an HP has all STEEP ratings reduced to half and must add 2 to Initiative rolls for the rest of the fight1 Worse yet. note that once the cumulative amount of damage an HP suffers equals or exceeds the Physical TRAIT, the HP h a s been WlleCmiat's right1 No whining o r complaining-once that happens, your Heroic Persona is dead. Time to create a new HPI Also, note that the ill effects of taking damage must be applied immediately to a persona. So if you caused an opponent to bccolne Dazed on your lnitiative turn, then the opponent would have only half the normal chance t o hit you o n a subsequent lnitiative turn. And if you had killed the opponent, then you wouldn't have to worry about being attached in return at all1 The exception to this is for simultaneous attacks, when your foe will get to strike back before the effects of damage are applied, as both your attack and your foe's are assumed to have taken place at the s a m e time. (5)Once the combatants have each completed their actions in a CT, anew CTwill begin with new lnitiative rolls from both sides. (Don't forget to markoff any ammunition spent in the last CT, such asarrows. crossbow bolts, or sling bullets!) Repeat the above steps until all of one side are either dead, have surrendered, o r have escaped.

ARMOR I THE MYTHL(S Y m GAME N K l


The Mythus Prime game uses a simple method to detcrniinc the level of physical protection possessed by personas (and others) with respect to the armor they wear. Rather than force the QM and players to total armor values for each component of an HP's armor, Averaged Armor simplifies the task of calculating a n individual's protection versus physical attacks. There are six types of Averaged Armor, a s shown below:
(A) Leather or Padded (B) Studded o r Reinforced Leather (C) Metal and Leather (D) Chain Mail (E) Plate and Chain (F)Plate Armor

Each type is then subclassified as either 11111or Half protection, dependingon what is worn. Forexample, while a personawith achain mail shirt and gauntlets is considered to have Half armor protection, a subject wearingthe samearmorplushelm and bearingashield (and even perhaps roundels andgardedebras) would have Full chain mail protection. The table below provides the amount of Physical damage points absorbed by each of the six types of Averaged Armor, in both subclasses of protectiok-Full and Half.

banded and splint mail fall into this category. Half: Chain mail shirt with metal breastplate or cuirass. 111ll:As above, plusjambarts or tuilles (legs),and possibly a shield. Plate Armor: Plate mail is made up of small and large plates of metal which overlap or are joined together to provide rnaxirnunl coverage and protection. This armor is always worn in coqjunction with underpaddingand a padded hauberk, and is filled out with some light chain mail as well. Half:A chain mail shirt, breastplate (or cuirass)or hauberk. and rn&i chawsfs.Bandedchainmailshirtoverpadding. orsplinted (lanclar ) Y jerkin (a "coatofplates" in which vertical armor Isaffied with rivets Average Armor Table between two lqersof material), and metal chausses is a h considered Half protection. Armor 'ISpe Full Protection Ralf Mection 6 3 Full: As above, plus gloves/gauntlets, chausses, a good (A) Leather/Padded Armor 4 (B) StuddedjReinforced Leather 8 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. 12 6 (D) Chain Mail (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 f the target is made exclusively (or nearly so) o Icather, padded, or Typical Armor Components The following notes indicate the kinds o armor components that other nonconductive material (including electrically resistant and/or f enchanted metals). When dealing with electrical attacks, use the constitute Full or Half protection for each type of armor. LeatherlPadded Armor: Padded or boiled leather (cuir bouille) following table to determine the applicable amount of protection or penalty. armor is intended to absorb the force of physical blows. v * * -rT" "F Half: A padded byrnie, hauberk, or leather jerkin (vest). Full: As above, plus a leather buckler, bracers, or small wooden Electrical Damage Adjustment shield, perhaps. 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 Combination metal & other (C & D) +lo rings or studs affixed on the outside or sewn between layers t o + 20 Primarily metal (E & F) 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 A m r Costs or heavy (canvas and quilting) padded armor). As a final note, we provide the typical cost for the various armor Full: As above, plus leather chausses (pants), gloves/gauntlets, types in the following table. All costs assume Full armor, which and a leather buckler or small wooden shield. 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 Half--the shield does not increase protection value; it merely strvcs coat of ringlscale mail. 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) Mall Ring persona wearing a full suit of ring or scale armor as having Half chain (DlC a n Mail hi 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 S i l ,S a l hed m l 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 immediately 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 incorporate into your play of the Mythus Prime game.

Body Weaponry
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 cornpletely disable targets (byknockingthem out, or holdingthem immobile).The typical damage done by body weaponly is listed in the table below. Typical range for a body weapon attack is two yards or less.

Sword, Broad Sword, Long

s w s ot hr

Roundhouse

weapons nct germane to the campaign's geographical region. 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, 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 o three f 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 Missile Weapon Attacks table, below.

Hand Weapons
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~ce lnd~cated the Hand Weapon Damage table to find the in amount of damage done by the weapon. This table lists typical weapons used in the MytbusPrime rules. Additional or alternativeweapons may be allowed by the gamemaster, but in no event should personas be allowed to begin with

P TRAlT in feet

nlng round Isspent (rdloeding

-w---

HEKA IN COMBAT

Offensive Heka does not necessarily have to come in the form of a physical assault. A Heka user may use various forms of magick to overcome one or more foes. Offensive Castlngs may be utillzed by any Heroic Persona who possesses both a K/S Area whlch ylelds offensive Castings and the required amount of Heka t o perform them. Typical offensive Castings seek to enhance the chances for casters and/or their associates to defeat an enemy. Offensive Castings maydirectly darnageanopponent Physically, Mentally,orSpiritually. They may also affect adversaries by causing them to flee, surrender, etc. Note that as with any other Casting the success of the operation is determined by a modified STEEP roll as determined from the Casting Dimculty Table on page 22. The range of Castings that may be used for offensive purposes is broader in scope than what you might guess after reviewing the list of available Castings. By using a little creativity, Castlngs whlch Defensive Heka 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 Casteffect, 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) I subs 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 enHeka 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-

Magickal Castings may b e used by the Heroic Personas o r their opponents for various purposes during combat. Such Heka use can often prove to b e a significant factor in deciding the overall outcome in a fight. For those who would wantonly destroy anything in their path with such Castings, we recommend caution, however. Just as there is a certain amount of honor involved in single (non-battlefield) physical combat, most Heka users are ethical In their use of Castings when attacking thelrfoes. Irresponsible use of magick in combat is frowned upon, and local officials will not take it too lightly if the local pub is destroyed just so the personas can defeat a petty criminal1 One thing in particular that HP castersmust be awareof in combat is the time required to activate certain Castings. Enemies won't normally sit by and wait for a Dweomercrdter to unleash a potentially devastating magickal attack, but will often focus their hand weapon attacks and missile fire upon an obviously occupied persona in order to dlsmpt the Casting. As you might imagine, if a spellcaster is hit with a successful attack while busy with a Casting, not only does the persona take damage from the attack the effort is ruined and the Heka is wasted.

cause the remaining damage to be applied to all within the area. Magickal Healing: While not purely defensive in nature, Castings that heal damage taken by Heroic Personas will enable them to survive and fight longer. For more information on magickal healing. see the "Heka and Magick" chapter.

Offensive Heka

cally to healing. At thegamemaster'soption, thiscouldverywellcost the personas for such carel The First Aid K/S is likewise useful t o a greater extent- successful roll will heal 1D6 + 1 points of damage, and any particular persona may receive o n e application of First Aid per fight. A successful roll versus the Herbalism K / S will also heal 2D6 ( 2 to 12) points of damage through applicationof ointments, salvesormedicinal brewsthough this will require o n e or more days of rest in addition to the treatment. Heka Castings may be used to speed recovery, or even grant instantaneous restoration of a wounded HP's TRAIT scores. The amount of healing, a s well as the TRAlT or TRAITS affected, is determined by the Casting selected. For example, Marta the Wisewoman is tending to a wounded

persona and decides to cast a Wound Healing, MinorSpell to heal the HP. The Base Heka cost of this m a d e 3 Casting is 50 polnts, and Marta wants to heal 3D6 points. S h e adds 30 more personal Heka points for a total cost of 80 Heka points. ARer telling the gamemaster (and subtracting the points from Marta's total), the player rolls percentile dice and compares the percentile result o 37 with Marta's fiiiclstcrm? f K/SSTEEPof 45 timesthe modifier of 1. The rolled amount is less than Marta's modified S m E P score, indicating success. The player then rolls 3D6 to find how many points of healing will be applied to restore the wounded persona's Physical TRAIT. As noted previously, HPs who have taken damage which equals or exceeds their Wound Level (WL)are consldered Dazed. The state of being Dazed, however, ends when enough damage has bccn rcmoved through healing that an HP is n o longer over the WL.

-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. W decide t o let Jakob's e 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 D o roll Is 46 Y 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 marks o f f t h e n e b s 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. " don't like the looks of that litfle demon!" he says, deddingto concentrate on it. He rolls 1 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)! M But now it L the skeletons' turn. The a 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 rolls a 30 and it hits1 He then proceeds to subtract Crlstof s M 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. I, ih It is now the beginning of the third C' and the rolls are made: Jakob wins wt a 2, the remaining skeleton gets a 5, and Cristof rolls a 4 butas 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 o an adventure, it is assumed that Heroic f 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. After your HP group completes a scenario (solves the mystery, vanquishes the monster(s), etc.) the gamemaster will award the Heroic Personas each a number of APs to reward them for their participation, as well a s for any especially clever play and careful thinking. The M precise method the a uses to determine the amounts given out is the GM's own business (a recommended one can be found on page 40 in chapter 8)but a typical award will b e around 5 APs orso, perhaps l 10 if y o ~ did particularly well. APs have two main uses--to increase a n HP's TRAlTscores and points. amount of Study/Training/Education/Experience/Practice Once Y ~ L have received your award, you may spend it to d o either I or both of the things mentioned above. STEEP points may be increased on a 1 for 1 basis. That is, for every Accomplishment Point you spend in a Knowledge/Skill Area, your HP's corresponding STEEP rating will g o u p by 1. You may, however, boost any 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 always 5. If Cristof wished to acquire t h e Animal HandlingK/S, for example, h e would have to s p e n d a total of 5 APs, and his initial STEEP for the K/S would b e 05. Note that you may spend part of your award on aTRAIT, part on a K/S Area, another pat on a second K/SArea, some more on a second IRAIT, etc., in any combination until you run out o APs. You may even, if you f wish, save APs and combine them with an award from a later scenario to

Example of AP Expenditure
Let us imagine that Cristof has successfully found the den of a group of thieves who had been robbing merchants in a nearby reglon, and having completed that scenario, is now ready for hb AP award. Taklng his clever play into account, the QM grants hlm 8 A& and now we must decide how we wish to spend them to improve
Flrstwe decide that hls SpirltualTRAlTwuld use some boosting, so we spend 6 APs to ralse It from 30 to 32. We

now have 2APsleRto spend, and we see thathb and InfluenceKIS Areas-whlch only have STeEP ratings of 30-would begoodcandidates for improvement. Spending 1point on each, we come up with a new ST= raking of 31 foreach. Note that we could not have spent all 8APs o n Influence and ralsedIt to 38, asthe maximum by which any K/S Area can be raised per game month Is 5.

make a large purchase. l Finally, note that raising a TRAlT score does [ l o t r c s ~ ~int any corresponding increase to the Heroic Persona's K/S Areas. The TRAIT bonus to STEEP was solely a part o HP creation, reflecting long f periods of study o n the part of your HP p n o r t o the persona's being introduced to play. For example, just because I raised his S by 2 doesn't mean that Cristof's Leadership K/Swould have also gone up by 21

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.

ROLEPLAMNQ EXPERTISE

(2) Know the game and the campaign.


(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 Q is doing-not private notes on the M 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 dyou 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 I concluded. Don't be a disruptive or uncoop s 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 Q about problems such as that, for you all want a fun, exciting. M 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 I , I11 n 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'sa the other end o the wall. Whea ftL rll t f 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 (rdllngt e dice): 'Okay. I made my roll. Now wtmt'a h the evil, to uncover the unknown, keeps you flrm in purpose. From happenin@the viewpoint of an alchemist, astrologer, cavalier, soldier, mounQ (grinning): The guard'scoming back...' M 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 cn' s. There are strengths and weaknesses in each Heroic Persona. As a Jakob (anxiously): ' a we see what's going on up then? Cn 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 0 h are.' tB gettingintothe role, knowingthesubject andthegame, and being y Elatham 'I guess this Is it1 I'll sprlnga him and try to knock him t one with the other players, you will certainly excel. out with the pommel o my daager. Roil for s u r p r k now' f QM: 'No need to--you surprised him. We It your beat dd' r. EXAMPLE OF PLAY Elatham ' e e we go. O h yeah1 I gat a 21W s aSpcchl lfitl Hr 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 o QM: "Qoodjob1 Sinceyou g t 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 Q as well as the players o the signal the d h e n to come on. When they start up, I'll make sure the M f 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 everyEiathana: 'Right. I draw my short word. L t me go up front, dna e 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 o the wall h a closed door leadlng into the f 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 M f QM: 'Make a Pemphlon roll [the Q has the option o 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 youdownstairs 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?" Elathana: 'I'll listen at the door.' 20 feet is a closed door." QM: "You hear sobbing, and the sound of a man laughlng Inside.' Cristof: "I'll take the torch, s o we can all see." Elathana (gritting her teeth): "I'll tell the others what I hear.' Elathana: "I'll listen at each door a s we pass, until I hear s o m e Cristof: 'Okay, I'm goin' in1 I'll teach the thug to pick on a defensething. How many times should I roll?" G (grinning): "Don't worry about it. I'll tell you when you hear less girll' M Jakob: 'Walt a minute-there may b e more than one of them ...' something. As you follow the hallway, you hear voices behind the QM: "Too late. Cristof opens the door and sees a big guy with a third door. It sounds like there are a g o u p of men in theregambling. whip, standing over agirl with manacles o n her wrists. All of you tell What do you want to do?" me whatyou'regoingto do, then roll for Surprise.' (The Q rollsand M Jakob: "Let's keep going. I don't think she would b e in there." gets a 73) Cristof: "I agree. Let's go." Cristof: "I'm going to msh him, and attack with my sword." GM: "All right, two down from there, Elathana hears somebody Elathana: "Here we go I'll follow him In and attack, too. We need snoring." Elathana: "Ahal I think I know how we can find out where the girl to take care of this guy quick.' Jakob: "While they fight, I'll g o pull the girl aside and make sure is. I open the door a crack: Is it dark inside?" she's all right, belng careful not t o get caught in the combat." GM: "Yes." Cristof: "Ahal I got a 2 0 o n the surprise roll!' Elathana: "I'll step inside real quietly and move toward the sound. QM: (smiling to himself) 'Okay, Cristof and Elathana, roll D% You guys count to three, then come inside and shut the door behind 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 without getting In the way-she's In leg irons, too." up for a little questioning." Elathana: "I missed.' Cristof and Jakob (nodding):"Sounds good. Do it." Cristof: "I hit. Damage is...18 points." GM: "All right, but I want you to make aphysical roll at +5 (it could Jakob: "1 made it with a 15." be higher, like + 10, + 15etc.) to keep from tripping over something QM: 'Now, let's all roll a D l 0 for Initiative. 1got a 4." in the dark." Cristof: "I got a 101 Darnnl' Elathana (rolls):"Just made it! Okay, what now?" Jakob: "Hal I got a 1I' GM: "When the other two come in with the light, you can s e e that Elathana: "I got a 3 4 ' m gonna swing againl" the guy who was sleeping is woundebprobably from a raid. He QM: "Walt a minutel Jakob's first." doesn't look happy when he figures out what'sgoingon, but he isn't Jakob: "I'm going to ask her If s h e can walk If I take off the chains. in a very good position to argue!" 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 don't forget to mark off the Heka for it" Jakob (roiling):"64-but sinceit's a a r a d e 2 Casting, I multiply my chance by 2.1 made it." Elathana: "Now I'm gonna hit him." (Roiling.) "This time I hit him for.. .Yeah1 16 pointsl" QM: "That's enough to Daze him-but he's still swinging at you, Cristof. Whoa, 93, h e really missed." Cristof: "All right, I'll swing again ....Rats, I missedl" QM: "Well, then it's time for Initiative again. I got a 4. That makes it 6 for me, since the bandit's Dazed." Elathana: "A 1011 Looks like I got Cristof's roil this CT." Cristof: "I got a 2 this time." Jakob: "I got a 5." Cristof: "I'll swing again. It's a 47--hit-for 18 more points. What kind of armor is this guy wearing anyway?" QM: "None, just regular clothes. It doesn't matter, anyway. He's dead." Jakob: "Let's get outta herel" QM: "The hall is clear, which way?" Elathana: "Hey, wait! Where did OUR captive go?" Q (laughing evilly): "You didn't expect him to hang around and M wait, did you? He probably went forhelp. Asamatterof fact,you hear the noise of others approaching. Let me roll a D l 0 t o figure out how long it will take them to get there." Cristof: "How long?" QM: 'You going to wait around t o find out?" Jakob: "No way1 Let's get goingl" There are some important lessons to be learned from the above example, particularly for young budding QMs. The first thing, of course, is to use the rules imaginatively. 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 reinforcements 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 going 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

doing so seems particularly unfair, unrealistic and/or too much trouble. The rules in the MythusPHmegame are intentionally simple and often deliberately vague. We want you to b e able to unleash your imagination with a bare minlmum of technical details to worry over. Of course, if and when greater complexity and more reallsm is desired, the Advanced Mythus game is an option, and, in fact, we recommend that ail players of the Mythus PHme game eventually progress to the advanced rules. (SeeChapter 7, hereafter, for details on switching your campaign from the Mythus PHme rules to those In the Advanced Mythus game.) Another thing which may b e apparent fmm reading the above is that a good gamemaster is also adept at improvising in an unexpectedsituation. Nowrittenscenarioisgoingtoglvethegamemaster answers to eveything that the players could possibly ask so the gamemaster must be prepared t o make u p something that sounds plausible on short notice. It's really p r e y easy to d o once you've had some practice1 What is slightly harder is to remember what you've made up. For the sake of consistency, be sure to write down all important things that you've impmvisedl On the whole, you should now have afeel for how things work. It's simply a matter of the QM describing the situation and the players reacting. One thing that might prove helpful for inexperienced gamers Is to find some people who have been playing for awhile and watch or play with them. Most large clties and college campuses have organizedgroupsof roleplayinggamersdo some snoopingaround t o find out where they meet. Hobby shops that sell gaming materials (you may have bought this book a t one) and fantasy/sclencefiction conventions often draw legions of gamers through their doors1

astery of the Mythus Prime ~ 1 e . is something that you S will probably accomplish quickly, and-in time-you will grow ready for a system with a little more substance to it. The Advanced Mythus game, of course, is the more f realistic and fulfilling one, and the mqjority o future scenarios and accessories for the Mythus fantasy RPCl will deal almost exclusively with the Advanced Mythus rules. However, the Advanced Mythus rules-once learned-will prove not to b e overly difficult to use. Careful study of the system in your spare time is recommended, and GMs may wish to introduce It into their campaigns one piece a t a time, as opposed to completely starting over with the advanced rules. This section is designed to help you accomplish a smooth and gradual conversion, taking it all one step at a time.

DIFFICULTY RATINGS AND JOSS FACTORS


A good way to start your campaign o n the advanced track is t o first add on the rules for Difficulty Ratlngs (DRs) and J o s s Factors (JFs). Start out by reading Chapter 1 1 to learn how K/S rolls a r e resolved in the Advanced Mythus rules, and try those rules out at your next session. The rules for Difficulty Rating should look familiar, for they are the s a m e method used to decide the success of Castings in the Mythus Prime rules. Furthermore, when you introduce DRs, you may want to bring in Joss Factors (JFs)a s well. Chapter 1 1 tells you how to generate base JF scores for Heroic Personas, and it provides an Indepth discussion of how to use JFs in your game.

THE ADVANCED HY
Once you and your friends have played for awhile and become familiar with Difficulty Ratings and Joss Factors, the next step is to

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 of the game. The steps for doing so are as follows. 1.DetermineTlbVE.CAlEGORlPS, & A T l W t W E k W s c o r u ~ in the A d v a n c e d ~ u s r u l erun roughly double what l h a e in the bas~c s rules do, so multiply your HPs' TRAlT rztings by 2 before pladng them in the provided blanks. Afterdoingthat youwill need todivlde thescorc for each W a m o n g the two CA'0R)E;S underneath it, and then divide theresultantCA'IFXiORIsco~esupamongthethreeA'ITRIB~in~~~ CAITGORY.(Note that nelther your Power nor Speed A'ITRIBUlES may in any particular CATTX1OKY.)You ever exceed your Capad&A'ITRIBUIE might find that the easiest thing to d o is to try and divide everything up more or less evenly. See page 64 for a detailed desuimon of just what are CAITQORIES A~TRIBURS. and 2.Rollfor Joss:aoahead and roll for your p e r ~ o n a ' s ~ r t l n g Joss if that has not been dealt with already--provided, of course, thdt thc OM wants to use Joss in the campaign. 3. Calculate Damage Levels and Effect Levels: Meld, t u n to page 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 (Dls) qe ,md Effect Levels (W) manner described by that part of the tcxL in the 4. Convert K/S Areas: You won't have to d o much work to flnd your persona's K/S Areas when converting to the Advanced Mythus rulcs, as youal~havemastofthem.STEEPpointsmeanprdty much t h e m e thing in the advanced game as in t e Mytbus PHme rules, so only a l i t k h modification will be necessary for that. You will, however, have to figuc out the ratings for three new KS Areas applicable to all p e r s t x u J ~ t i q u e t t e / ~ o c / a ~ Native Tongue, and 7 h i e t'tmiuan. QO to <bsces, the chart o n page 7 0 and d o so by the process given there. Also, the a M may wish togive the HPs a few more WS Areas free of

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 o 40, which translates into an M of 80 f 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): Capacity (MRCap): Power (MRPow): S p e e d (MRSpd):

40
14 19 13

Mnemonic (MM): Capacity (MRCap): Power ( W o w ) : S p e e d (MRSpd):

40
14 13

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/ S Areas offered in the Advanced Mflhus rules. Perhaps 1D3 new Areas or so for each TRAIT would b e a good idea. 5. Determine K/S SubAreas: Next comes t e matter of Sub-Areas, h which the aM and players may or may not wish to introduce into the campaign right now. Read about them in Chapter 10, and see what you think. If you do decide to use them, a n easy way to go about adding them is to look up your K/S Areas on the master lists (pages 99-loo),and note 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 individually in turn and choose the SubAreas that best suit your HP. 6. CalculatePersonal H e l m If you are playing an HP who has Casthg ability, you will need to figure out the HP's personal Heka using the ht advanced method as given in Chapter 13. (note t a ChapCer 2 of the Mythus Magi& book details other Heka Sowces, as well. 7. ktablish GeneralPersona 1nformation:'Ihenext stuff to deal 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 information which will shed real light as to what makes your Heroic Persona tick. Take your time filling it out--you don't have to d o it all at oncel Add in information gradually as it comes to you, and feel free to change things later o n to reflect how your HP has grown and developed. For the moment, however, you might wish to stay away from creating HPs of variant ages (younger than 25 or older than 35) 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. 8. Adjust financial Resources: Rnally, there are resources to deal with. 'Ihe QM may wish to tinker around with your finandal resources to bring them more in line with the Advanced Mythus rules. The biggest things you will need t o do, however, are to come up with your Possessions CA7EUORIES and your Special Connections. Chapter 10 deals with such matters, starting on page 112.

figurewhich ofthe above KS Areas they passessand obtain thelr S l E Y / scoresin each. They should be required to buy these IVS Areas. but OMS may-& their dbxiiorr-allow personas to buy them at a trduced rate, in a manner similar to ta sd ht e under 7he Advanced HP,'above. In any event, it might be a good idea for the OM to sit down wlth Ule players and practice the new rnq'ck rules for a few minutes before the game. With time and patiencethey can be mastered and-just as with the r s of the game-you are sure to find doing so to be rewarding. et

Using All Listed Castings


Rather than being limited to the Castings used by the K/S Areas listed on page 15, Heroic Personas In the advanced @me will find whole new vistas open to them with respect to maglck. Even those HPs whose Vocation is not primarily of Heka-using background may find a helpful Charm o r Cantrip from the large selection available in the Mythus Magick book.

Full and Partial Practitioners


Another aspect ofthe advanced rules Isthe differentiation between Rill and Partial Practitioners of the D w e o m e . and PHestu& KJS Arms (qq.~.).Most Hekzusing \libcations in the Advanced M m u s game (and all of those in the basic game) are treated as Partial Pmditioners. Thuse lucky few who are eligible for Full Practitioner status will gain as much as 10 times their base Heka for use in magickal Castings.

Pacts And Vows


Vowsof Faith and Pacfswith EMl are yet another addition designed to give Hehausing personas more power when using Cadings. Dependirlg upon their particular Pad or Vow, HPs are able to increase their permnil Heka by a certain amount. Note that an HP who has made a Pad or taken a Vow must always honor it explicitly, for a persona may onty ever make 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 the least of which will b e the loss o their Heka bonus1 Those who b r ~ i k f a Pad can probably look forward to their career (and life) being cut short as the forces of Evil come to clalm the wayward persona's soull

ADVANCED COMBAT
As mentioned before, combat is an integral pr o ti (and any other) at f hi

RPO.This isagood point in your campaign toswitchovertothe Advanced


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, gamemasters might by staging some practice fights of their own and see how well they w o k This is g m t gaming exercise for players, as well, for it gives them a chance to learn the new mechanics without really risking their HPs' lives. it will be helpful to have all of the advanced weapon information (Base Attack Chance (BAC), range, speed fadors, etc.) written down on the players' HPsheets before thegarne begins, as this will save much havingtogo back and look things up duricgthe courseof play. Having a gamemastet's screen, and photocopying the important tables and charts throughout the book will also be helpful.

Creating Specialized Castings


The Castings which make u p the known and accepted list of magickal Operationswithinagiven K/SAreaare knownasArchetypic;ll Castings. (Basic Archetypical Castings are listed In Chapter 13, and many more are given in the Mythus Magick volume. Others will follow in additional volumes later on.) Each of these Archetypitxl Castings has been honed and refined over the centuries to such a degree that it is more reliable and efficient than newly devclojrd s Castings. A persona who has Heka-using ability I not absoltrtcly limited to Archetypical Castings, however, provided the garncrn;istcr allows players to use what are known as Specific Castinp. SpecificCastiware basically magicks devised by the Heroic Persorurs for general or specialized use in the milieu. A Specific Casting requircs great resou~ces properly develop, and it will likely ncvcr be as efidcnt to as one o f sort. Spedfic Castings usually require at lcast doubletheHekacostofan ArchetypicalCasting. IftheQM deddcs toallow s u c h C a s t i n ~Heka-usingpersonas may use theguidelines in Chapter 10 ~, of the Mythus Magick book to construct these personalized spells.

COMPLETE HEKA
'The last big step to be taken in converting to the Advanced m u s rules i to Introduce the complete Heka system, includhg the remaining s Hebusing W o n s and K/S Areas.The advanced system is dealt with at length in the Mythus Magick book (andChapter 13of the book you are holding gives basics) and will require a good deal of study before being introduced into the game. Aspiring HP mages or priests will want to first

There is more to being a garnemaster than merely knowing the rules thus far, of course. While players each take on the role of asingle character, the gamemaster has to play the parts of an entire world of personas, and morel But it is an incredibly rewarding task that you set yourself to do. In this chapter, you'll find information and advice that will get you started on your way to success as a true gamemaster.

is literally a howlingwilderness, as 1smost of Amazonla (with only one developed state, the lncan Empire, further limiting cholce In rega.rds to variety), most of Vargaard beyond its Esst Coast, southern Afrik and many of the big islands too lack detail. This isn't to say that these places are not exdting and interesting. We are merely pointlng you 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 preferThere can be no doubt regarding the campaign setting. A poorly ences, and assuming that the reader is of European/American backthought-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 o /Erth book and some of your creativity to get the ball r l i g f oln. between the more "classic" European culture and the "exotlc' socleties 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 o PBlwoN1, f the entire settinwin this case that means the cosmos, planes, Joan o Arc, Marco Polo, and 7he 7hree Musketeers, a general f 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 o Rrth volume and take a look at the map of Arth. f 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 I always a s 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

piace where your campaign began,you will flnd that from this pdnt on you will be devising and developing the places around the startlng point. Details and data will move progressively outwards, much as do the rillgs from the impact of a stone on the stlll waters of a pond. The sinking of the stone, the droplets of water above, are analogous to your development of material pertalnlng to Subtenanean IErth, the 1nnerAW.h. and what is beyond (asHght shimmers on the ripples and flying drop). You will find much information of general nature In the Epic of &th book,but It is in need of the personalization which only the gamemaster b able to provide. The detalls you develop won't be as intense as those of the campaign's starting point--unless you change the seat of action. If that occurs, then you've actually dropped a second stone, so to speak, and the procxss will b a n all over agaln, only this time the body of water, your campaign, Isn't as still as it was initially. Information you develop for a second locale of main action will 'meet' the circles of material already developed by your first work. These two analogies, t h e n should asslst you in visualizing and Beginning Your Campaign Here's how your campaign might now develop, assuming that you developlng the work which each and every gamemaster must accomplish In setting up and running a fantasy roleplayinggame campaign. take advantage of the starting scenario provided herein. 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 SETTING THE VAUJE is but a step to an audience with the local lord, who will undoubtedly OF THE BASE UNIT COIN have a sewice or two he needs performed by such a likely crew. After As mentioned in Chapter One, the monetary system used In the that-which means some number of experiences questing through 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 BUC I a bronze (B)coin of about one ounce weight (about 28 grams). s you can begin to really expand their horizons. 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 world a "buck" is aBUC.The cost of just about anythlngis thus known, Following the Ripples Outward can be found in a catalog or prlce sheet, or extrapolated. Here's the Back to your campaign development. .. W have already become familiar with the m e t and bull's-eye analogy way the system works: e oa P ' The lclBUCrnlat buy more or less than It wlllin an H s home @on, forthesettingupofthemilieu which youwill develop foryourplayerpup. 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. f central mark and rings, but now the action will move fmm the inner spot Regmiless of inflation or deflation, the exdxuqe o metal for metal is e , outward in pmgmsive circles. To help you with this concept, lmagtne k d 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 water. In truth, that's almost what has o c c u ~ ~ e d you picked a piace, eachlistedmaterial t o o n e o u n c e o f b m m (1BUC). when established your campaign, and had the players interact with your c m '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.

a VIII&J; is easy, but the potential for continued utilization of that s place as a base I strictly limited, unlessthe little community happens to be near a city or town. In fact, here's our recommendation: Locate your campaign's base In a large village, and place that thriving hamlet on a mqjor artery (road and/or waterway) near an important urban area-town or city makesno difference as long as it Lakey place such as a port, trading or university center, etc. Because of I t s proximity to an urban center and its arterial location, there will certainly be the stronghold of a lord (orofficial)nearby and possibly some estates and villas of aristocrats from the nearby urban center. The village will also have inns and taverns for travelers; there will be some shops catering to the wealthy and travelers; and the residents will be relatively cosmopolitan In outlook. You canset all of this u p with a minimum of effort, and the Introductory scenario, High Time at the Winged Hg (see page 47), assumes just such a place. You now have alot of possibilities for playscenarios.'lhereare local encounters in the village, Intrigue possiblllties in regards to the nearby lord and other aristocrats (andtheir dungeons), outside action along the artery and in the open lands around, city adventures, and somewhere nearby will be an entrance Into the mysterious labyrinths of Subterranean AXh.

then... sRAsnlIhestillnesswasbmkenbytheWBCthrfty,andmw
wards and upwards also as might the stone and

Ulase~ons,andtheHP&wlllmove~velyouhu~wnt e droplets of water h arislng fmm the Impact of the o Ule former--into t e world m u n d . f h Because you have pretty well detailed everything h the mntral

aasedonthestandardanoyof 1.8S~gddtc,8peute silverand l.lSpmtecopperforhardnessandunfquembrf

Adamantine: Adamantine is a non-ferrous metal which is much harder than steel, but it must be alloyed with the latter to make arms or armor. it is worth its weight in eiedrum, and must be alloyed at a ratio of from 1 to 8 parts in 16 to be effective. Working it is more difficult, so this adds I 0% per part added to the cost of an item being forged of it. Finding the metal and a srnith/armorer able to workit will be a problem! However, adamantine adds to the strength and quality of the item as is detailed in the Advanced Mythus chapter on Combatbeginning on page 208. Hekalite: Hekalite is also a non-ferrous metal used for making "enchanted"/"magickal" objects. It is alone worth twice its weight in oricalcum when refined into pure metallic form. Hekalite's uses are discussed under "Magickal Devices," in the Mythus Magick book. Oricalcum: Oricalcum is a rare and precious metal, about as weighty as platinum, but only slightly harder than gold. It has a lustrous color resembling the hue o molten copper. Oricalcum is f prized for jewelry and ornamental uses, of course, and some states mint it into coins. OnErth, it ismost abundant on thelslandofAtlant1. Smaller deposits are found on the continents, however, and on the islands of both H Braseal and Lyonnesse. y

Coin Availability
Qenerally speaking. coins of silver value and lower are used in ordinary affairs. Better establishments will easily handle electrum, and topquality ones will managegold, platinum, and even oricalcum. Banks and the like deal in all metals, of course. The matter of exchange rates for coinage and metals is discussed in detail in the Epic of AMh book. Simply put, though, an ounce of bronze in coin form buys the equivalent amount in goods or services that $1 buys here and now.

Some Cost Examples


Now let's see how easily and well the BUC system works. An HPgoes out and stops to get a flagon of ale at the local tavern. The cost? Well,

from 1to 3BUCs, dependingon the quality of the place and dze of the f flagon and quality o 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 figure from 500 BUCs to 2,500 BUCs. That's the bottom line for any 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 warhorse is around 30,000 BUCs and up, one of medium sort will go for about 60,000 BUCs and up and the big, heavy destrlers flt to carry a large man in plate armor will start at 90,000 BUCs as a general rule. What does a galley or ship cost? Figure 1,000 BUCs per foot, then add a similar amount for extra decks and for fltting it out. Fitting out is the stuff like canvas, spars, cordage, anchors, chains, small boats, oars, and all. It doesn't consider weapons, supplies, etc. Machinery of war? Simple constructions of wood, rope, leather. etc. cost about 2,000 BUCs for the smallest common sort--a heavy crossbow-like sco~pion example, a device shooting a spear-sized for missile. With spring-steel arms the cost is doubled. A well-made trebuchet is about 10 tlmes larger than the bask swrplon. so It wlil cost 20,000 BUO-with no need for adding anything in the way of price, for there's not much need for additional materials to improve oreven for flash on one of those darlin'sl Amilitary engineer and crew can build youall sortsof thissort of equipment on thespot, as it wcre, given the raw materials. The cost of lumber and materials is about tx~lf of the priceofthis sort of thing, the rest being laborand markup for prufit. This brings us tothecost o hire. Minimum wage isabout 3 BUCs per f 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 to 500 or more BUCs per hour, but no need to discuss such thing as that in a nice book such as this is.... Mercenaries will work based on alowwage plus their license to loot and thespoils potential. Base rate, with fair prospects for the latter, is 200 BUCs per week, plus food and drinkfora regular infantryman, 300 for crossbowmen, 400 for skilled archers, 500 for light cavalrymen, and feed for the horse (say 10 BUCs per week) is extra. Now a medium trooper commands 600 and a heavy (mounted serjeant)gets 750. Corporals worh at the next higher grade, NCOs get a 10% addition to corporal pay rates. Under offlcers get double corporal rate, junior ofncers double the NCO rate, and top officers get double junior officer pay. The overall commander, then, gets a bonus of from 10% to quintuple pay, plus a bonus for victories 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 s a e tts in the milieu.) That should give you a solid idea of how to manage things. Base everything on what the reality I or was historically, converting the s latter to dollars and dollars to BUCs. Gamemasters are quite free to f make up whatever they like. The single requirement for any o this is consistency. When something is decided upon with regard to cost, the QM must make a record entry accordingly.

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Example AP

Converting Costs From Other Games


It should be a fairly easy matter to convert wealth from another game system to the BUC system, using the standard item cost comp a r i s o k a beer, a meal, a dagger or knife, a horse. Gold being common means that it will convert between 5 and 25 BUCs per 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). Note, however, that larger stones have proportionately more worth than I expressed by the basic, small-stone costs. If a 1 carat "flaws less" diamond of D quality is worth $10,000 (thus 10,000 BUGS),one of 10 carats and D quality is at its carat value plus 10% due to rarity. Just add another 1%per carat to find an additional value for gems up to 25 carats, 2% per carat for gems from 26 to 50 carats.Then add for color rarity by adding 1%per carat weight of the stone. For sizes over 50 carats, count each carat as three to get the value, adding for any special features on a 10% to 50% scale as seems reasonable to you.

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AWARDING ACCOMPLISHMENT POINTS

After the completion of a scenario by the Heroic Personas, they deserve to receive some Accomplishment Points for their trouble. How much you, the gamemaster, award should be based upon three main things: Advanced Mythus AYs ( 1) The success of the HPs in the scenario. Note that this AP system should be used wlth the Mythus Pnrr~e ( 2 )The length and difficulty of the scenario. rules only. When you upgrade to the Advanced Mythus rules, be sure (3)The skill with which each HP was roleplayed. the 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~flects 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 CREATING AND USING situation. The first two steps usecriteria which are the same for all HPs OTHER PERSONAS involved in the scenario, but the third will have to be personalized for 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 t +2AP):How well did the HPs do? Acompletesuccess, who oppose the HPs, the Monstrous Personages (MPC@---vampires o 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~aslonally serve as patrons and mentors and losses might receive no modification, and any failure o a mission to the HPs, the Pnendly Personas (FPs)who help the HPs during their f adventures, and the Mundane Personas (MPs) whlch includes just might muse the overall reward to be reduced by 1. Length and Difficulty ( 2 t +5APs): Completing a very long, about anyone that doesn't flt into any of the other categories above. - o Chapter 15 of Advanced M w u s deals extensively wlth the c r e complex, and/or difficult scenario merits a higher award than does 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

what counts as what, but the sample scenarios given In this book might both count as -1's for example. Roleplaying (-1 to +2APs): This should be determined indlvldually for each HPthat participated. Things to take Into account Include: how many sessions a player showed up for, whether or not the player tried to projecttheHP'spersonality,and how much the player contributed to play when present. Did the player actively participate or just sit and daydream? Did the player listen to the QM or spend more time soclalizin@ How much thought did the player put Into solving the 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 example), might merit a + 1. A 0 would be for average performance. and lower scores would reflect a need to improve. Someonewhoonly madeonesession out of four and did little while present might only deserve to receive 1 AP (or none) for the whole adventurel Remember, make your players work for their APsl

Information there to be helpful. Thls section, however, I malnly s concerned with what shape OPs wlll take in the Mythus Prfme rules.

What I Needed s
There will be many different OPs for the Heroic Personas to meet durlng the course of an adventure. Most will be of the M sort--a P 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 lnformatioa 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 tl about what happened unless an HP can succeed In an Influem rU ak o at +20 (the method of obtainingthe information).Of course, there might be other ways (etNcal or notl) o gelthq the bay to talk as well, but the f 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 I not dlfflcult Rrst of all, you can assume that mas7 s 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 'suddenencounter" 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 I just how powerful you want that OP to s be. Do you want the OP to b e merely a mlnor help or an annoyance,

s know something about noncombat skills and resources, too. It I usually not necessary to go through and figure out all of the K/S Area that any particular persona will have-rather just go through and choose one or two that you think will most likely be used during the game. For instance, our example bandit leader wlll do a lot of sneaklng around, so we decide to pick out the Criminal AcHvllles, Physical K/S for hlm. The main list of Mythus Prime K/S Areas in Chapter 1 (page 15)is a good source of things to plck from. As far as STEEP points go, you can easily assign those in the same manner as you did for weapon STEEP totals--just whatever seems appropriate. Many STEEP totals will probably be falrly close to the total of theTYWT with which the K/S is assodated. As a rule, then, during the game you can resolve any K/S rolls you did not pick out beforehand by just rolling against the corresponding TRAIT. If our bandit leaderneeded to make a Mountain Climbing roll, for example, we could just roll It against his Physical TRAIT and assume that he had the Mountaln Climbing K/S at a STEEP 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 For important personas that the players' HPs will encounter, the Description 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 general guidelines for SEC determination, It should be falrly slmple Average ability-where most people are at 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 killed, the HPs will probably wind up with thelr stuff. Do not assign Incredible prowess 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 O ' F e said for M and S ratings. W 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, an S of 23. and 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) only a very few OPs. to 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 W i equal to 75% (drop part of the HP team's booty1 Ls 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 W of 5 1. L 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 n weapons 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

or perhaps a scare, a challenge, or a terrible danger to the HPs ortheir foes? Qenerally speaking, a Heroic Persona is an aboveaverage example of the species and is superior to most people in most things, so the may'ority of the OPs will be a bit less powerful. A few of them, however-particularly the Heroic Personages which guide the HPs, the leaders of the Evil Personas, and many of the tenible Monstrous Personag-will be mightier than any HPI Friends and foes of this nature are powerful, and enemy ones wili require the combined effort of the entire HP Party to defeat. Usually there will only be one or two such OPs in a scenario, and they will frequently lead a larger group o more average EPs and MPs f who confront the party earlier on in the scenario. A battle between the party and a super-powerful Other Persona is something which often happens at the climax of the story1 As a running example, we will create a leader for a group of highwaymen. Since he wili be the main directing force behind the bandits which the HPs will encounter throughout the scenario, we decide to make him especially tough.

the remainder of the other outlaws have. Raturally, you'lljot down the Average Armor Protection each bandit has. This information, plus the Physical TRAITand WL, is all you really need to know before sending a persona into battle.

Heka: Castings, Devices, and Powers


Many personas will have the ability to use Castings which are the same or similar to the HPs' abilities. In addition (or alternately, as described below), some Other Personas may have magickal devices or natural powers of various sorts. Castings: A s far as Castingsgo, you canuse the same liststhat the HPs use as a basis for most of your typical Heka-using OPs. If you are dealing with a very powerful Other Persona you may decide to increase the damage or effect of these spells. In rare cases when the

SAMPLE MAGICKAL DEVICES


Some examples of magickal devices are given here, Feel em free to add to or alter these items as se appropriate (takingcare, though, not to make any too powerful bygMng it too many abilities or charges).

Stealth Boots
The wearer o these soRbootsi able to movesdletrtlyacross f s the noisiest of surfaoes--such ss a creaky floor,o ground r covered with dry l e a v d t h o u t making a sound. When rdl. ing against the wearer's Crlmfnal AcfM&%, P!&&ai! y19 to sneak onlyarollof96orhigherwfllindimtethatndsehasbeen made.

Strength Armbands
'he persona who wears these aambands HN1gatn an ad& tima120 points of Physical strength 0. bonus will be ?his 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 o Plrysical f d q e when strWng barehanded orwfth a m l e w a p n in ee combat.

listed Castings don't Include an ablllty or effect that you want your Other Persona to have, you may be tempted to use one of the Castings from the K/S Areas In the Advanced Hythus rules. But be careful when doing this, because it could overbalance the scenarlo in favor of the OP. Also, the players with Heka-using personas will probably want to learn what the spell was and how thelr personas can learn to cast it. If you flnd the need to use advanced Castlngs, It may be time to move on to the advanced game. Devices: One alternative to using Castings not covered In the Mythus Prime game is to provide OPs with maglckal devices (see thesidebarforsomepossibleexamples). A s with other OP posses sions, be careful when assigning such devices, for they might be taken by the HPsshould the OP be defeated. Ifsuch Is the case, you can control the use of such an Item by giving It special requirements 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 a limited number of Heka "charges' whlch, once used up, render It useless. Powers: Many personas--especially MPQs-wlll have innate special powers of various sorts. These speclal powers are not available to the Heroic Personas; they reflect the supernatural nature of sorrlc ofthe mostpowerful enemies ofhumanily. Once agaln, you are free to use your own discretion when assigning speclal powers, but keep in mind that even a few such powers will greatly increase the deadliness of your OP. Some suggestions for these innate abilities are given in the "Special Powers" sidebar on the following page. Note that these powers will not be Identical from creature to creature, and might even vary greatly in the way they work from the Information given above-though In such cases the power's operation will be explained in the creature's description. Feel free to add to the list If you so deslre, but It should give you some good Ideas to get stated with.

Heka Bolt Wand


This magickal device is usable by any persona possessing the Dweomercradi K/SArea. It produces at the rate of one Heka Bolt per CT.Each bolt will do 10points of damage to the selected target.

Example: As for our bandit leader, we decide he isn't able to use Castlngs and doesn't have any speclal powers, but he does have a magickal broadsword that grants him a bonus of t5 toward his Combat, Hand WeaponsSTEEP when he uses it, so we note that he has an effective STEEP of 55 in this case.

Special: Connections, Information Etc.


Thelastthingyouneed todetermine for your special OPs is whether or not they possess any special Items, information, or connections. A special item is something which may be signincant during the courseof the adventure (or perhaplater In the campaign).It could be the key to a magick lock, a map to an Important location, a stolen object to be returned to Its original owner, or whatever. Whole scenarios-and even campaignscan revolve around an item, such 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 avoid overuse. Special Connections are usually knowledgeable and/or powerful 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-

Defense Cloak
This apparently normal cloak is actually magickal nature. It is able to fundon as armor, redueinathe amount damage taken by the wearer by an arbih-ary amount 1D6 to 4D6 points), as set by the fpnemaster.

Speed Sword

Such a sword is enchanted to be extra Hght atxi &ow i wieldertostrikeM c e as marly blows per CTmwouldn-

OP SPECIAL POWERS
&me particularly deadly OPS may have one or more of the following innate special powers:
Ihe~swoundshcalalmoet~faJt~Cheyenh
Rfded Up to 1D0 polnta am nmoved from the tDtal of L suJtatned damqe each BT or CT ( W e option).

Regenera tion

Resistant to Weapons
Nonnd weapons inflict elther half or no damage @pin& a such aeature.The HPs wlll have to u c Are, add, spedel wpapom of ~ some kind (suchas &hex or iron),ora rlhral of gome soit (suca?a s drfvinsastakethmugthehaofavamptre)to harmUlemonster.

Psychic Agony
IhecFEahur:nadfatceenenugywhlchcauseaallbelnge W n lOyanbof ittosufferhalludnstknsand teniblepeln. All t~erotcmmnae w&SpirltualTRNTsu)ree of lcssthan JJ take anaubmatklDSpoMs0fdemegeeechCTULattheyflghtUle creature,muthtrm0n,all~wlth9~oflesethan40vlU become Dezed (eee Clreptu 4, pcqge 24) while thcy nmdn within lO~.TWsLaverypawerfulabllIty, anditmqyormay notceimwhenthe~~hssbeenkllledl

Never Misses
One or more of the OP's weapons always hlt when the creature attacks.

Poison
When one of the OP's attacks inflicts damage, the victim 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. Worse, some poisons mighteven immediatelykillthosesewho fail the roll!

Very Fast
Tbe crecsturededucts 3 from tts InItlattve roll each CT.

Natural Armor
The OP ignores the frt l Dl 0 points of damage hNct.ed on is

Thecreaturemaydisappearandirnmediatelyreappeareome place else up to 1D 10 miles way.I t will not pop up i a space n almdy occupied by a solid object., and may teleport only once every Action Turn (fiveminutes).

me creaturecan fire a bolt of re, frost add or ~ghtni~lg in 0 alineanywherefrom 10feetto 100yards longand from 1 to 1 feet In dbameter. The bolt will do from 1D3 to 9D0 pol& of ~tomyoneinItea~eeofeffectwithnoattadrmU~ nece~seryl mlghtoniybeabletouse the boltacutalnnumber It
in any c s . QMchooaeehow wide thebolf how seven the a e Thc damage ro& and how oRen the effect.

Fear Aura
Anyone who approaches within 10 y& of the C T W ~ a must make a Spiritual mll or flee in tenor for 3 6 minutes. D

become a gibbering idiot for the next 1 DS days.

TWs aeabrrc cen change from &anormal form into some thing else a& a m wolf, bat, cloud of smoke. spider, @ant.or t aomthhg slmttar. So* have many form8 they can hun lnto andothem only ham one. A ghosf for example, m@t be able 4 to become s uor e man might be able to become ghoat& o,

1to 100miles perhour. Itmayormaynotbeabletoattachwhtle 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
t20 tocuretheviceimordisoemwhatwill~acwe.Aperso may try an HaWism loll for t ediseaseonly once per week h

how~timespexdayltcanbeueed.

summon, as well as how many will appear and how often


cmtumwtllm@&My appeaf on the spotm soon as they'=
called,whi4eoUlen,m4httakedayI3toenlve.

tion, providing services, or even furnishing equipment. Heroic Personas in the Advanced Mythus game may also gain such Special Connections. Some considerable examples of Special Connections are given in Chapter 10. To make our bandit leader fit into the campaign, we decide that 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 the nearby city, a crooked pawnbrokerthere, a n d a riverboat captain of piratical sort. Thearistocrat is the mainconnection, of course. The noble dislikes the local ruler and has enlisted the bandit and his group to make trouble in t h e area. The bandit's noble associate won't really be involved right away, but h e could be used in a future adventure. That is, ifthe Heroic Personas defeat the bandits and are able to find out who's really behind them, we'll bring in the "robber baron" to make things difficult for the team. Our new OP (and a n Evil Persona at that) is now finished, and now all we must d o is plan his strategy against the HPs in the coming scenario ...

scenario, marking the things which you won't need to worry about during play. Some things, however, like magickal objects, odd or specialized weapons, and OP information cannot be so easlly set aside, andyouwill havetodosomeworkto putthem Insimpler form. These are covered in the following sections.

Dice Kolls
In a n advanced scenario, you will see numerous references to DKs (Dimculty Ratings), C A ~ O R I E Sand K/SAreas which aren't utilizcd , in the basic rules, and contests between personas. For the most part, you can just Ignore the DRs, although sometimes you can use them to help indicate whether or not a roll should be extra difficult (made f at +5,+lo,or +20). Whenever a DR o 'Difficult,' "Very Difficult,' or s "Extreme" pops up, you may assume that the roll I being made under very tough circumstances and that the persona rolling should have a penalty. Also, there will be frequent demands that rolls be made against R M certain CATfKlORIES, such as "the M CATEQORY,' 'the S CATECIORY,' etc. In the Mythus PHme rules these can be resolved by rolling against the CATECIORY'S corresponding TRAIT Instead. If an HP had t o make a roll against the "MR CATEQOKY," for exarnplc, it would simply be rolled against the Mental TRAIT, or M. You c m alwaystell whichTRAlTtheCATECIORY isassociatcd with by the first letter of its abbreviation. The P and P CATEQOKID, for example, M N M are associated with t h e Physical TRAIT; M and M M wlth Mental; S R and SP with Spiritual. Likewise, rolls against strange K/SAreas can also b e resolved by rolling against the corresponding TRAIT. For example, if a persona were required to make a roll agalnst the E c o n o m i ~ n a n c e / l n v e s t i n g Area (which we don't use in the K/S MythusPdmerules), theroll would b e made against the Mental TKAlT instead. Finally, whenascenariocallsforacontest between an t1Y andsorne other persona (or says something like, "HPs must each successfully match their Influence STE;E;Pvs.that o the EP"),just have the tip roll f normally, and assume that if the roll succeeds the tip wlns.

USING MYTH03 PKIPE RULES IIY ADVANCED M V H U S SCENARIOS


While Chapter 9 contains a scenario based on the Mjthus Prime rules, likely most other scenarios will be designed mainly for use with theAdvancedMyUlusmles.Thus, itwill beincumbentongamemasters of the Mythus Prime game system to either design their own adventures or to translate the more complex scenarios into basic terms. The latter job is not as difficult as it might appear a t first, and a few guidelines for doing so will allow you to easily go right through an advanced scenario and arrange thin@ for use in the basic game. Translatingfrom advanced t o basic rules mainly involves ignoring things. aenerally speaking, anything you see printed which is not a part ofthe MyUlusPh'memles you can ignore.ThusDifficultyRatin@, weapon ranges, terrain classifications, Sub-Areas, Insanity Checks, and the like are all things which you may throw aside with impunity. You might find it helpful to take a highlighting pen and g o through a

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 I cemeteries, n dungeons, or as guards for evil Heka castem. Blunt weapons such as clubs and maces only lnN& half the rolled damage against them.

ayp~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


Since this is a fantasy RPa, the magickal system plays a big part in the overall structure of the game. Converting maglck from Advanced Mythus scenarios will most likely be the trickiest work for you, especiallyif some of the specialized K/S Areas are used, such as Heka Fogin& or Spellsongs. Although Heka cost is the same for Castings in both systems, the amount of personal Heka any persona has is determined differently. Personal Heka amounts in the Advanced Pplthus game come from a wide variety of K/SAreas. Amounts in the advanced game are usually at least twice what they are in the Mythus Prime rules. When converting personal Heka amounts for Other Personas, the rule of thumb is to reduce the amount to one half of that listed. However, when you are dealing with powerful leaders or Monstrous Personages, bear in mind why the Heka values are set high to begin with. If reducing Heka for any OP would eiiminatetheabilitytouseany Castings or powers mentioned in the scenario, leave the numbers as they stand. However, remember that personas in the basic rules will be limited as to the arades of Castings available to them, because of their lower Heka amounts. Caution must be exercised when pitting HeroicPersonas againstEPs that typicallyuse the more powerful Castlqp. The more common magickal Castings and devices are slightly easier to convert and simplify. As with dice rolls, magickal effects which workagainst C A W O c a n be translated tothecorresponding TRAIT score. Objects which require a oertain K/S Area to use may either be converted to a similar KJS or-& the gamemaster's optlor+k given a b s percentile chance for use by a sI&lar K/S Area ae

Data For Other Personas


One thingwhlch will take a bit o work is converting the Advanced f Mythw lnformatlon for OPs to that of the Mythus Rime game. Once @n there is a lot of ignoring to be done here tool Let's take a s t e p by-etep look at the standard form for such information: ( I ) BaseSchemes: Oet rid of everything under this heading except the numbers after the abbreviations 'M,'"P,' and 'S' on the top row. These numbers are the Advanced Mythus TRAlT3,which you need only reduce to half to convert into Mythus Rime TRAITS. ( 2 ) Weaponsr All you need to keep is the BAC, RATE and DMa (Damage) numbers. Reduce BAC by 25% to come up with the OPs Weapons STEEP rating. RATE equals the number of attacks per CT the OP can make. Damage remains as listed. (3) Qdrlctu Some of these Quirks are convertible into Special Powers. Read the description of these Quirks in Chapter 10, page 107. Examine the description of the OP, and see what you thlnkl (4) Prime KIS: Just leave these as they are, but ignore any that aren't used in the basic rules. (5)Everything Else: Joss, armor details, Base Move, etc. can all be ignoredl

Moving O n
While you may wish to stlck with the Mythus Pnme rules for a while and do some translating for them, eventually you will probably wish to move on to the Advanced Mythus rules. Information for gradual introduction of the advanced rules into your campalgn is given in Chapter 7.

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 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 mis Material 1s for the Gamemaster's Eyw Only1 foes, even openly siding with righteous forces at opportune moments Players: DO NOT READ1 so as to assure their ablllty to overcome the dark foes. Chief amongst the leaders of this effort to put down Evil were O n e If you are a player, you will gain much more eqjoyrnent out of the material that followsif you encounter its secrets as they unfold to your Eyed Jack, Richard, Prederik awylllan, Caston and Ibeiindelareach of whom you will soon know more about. 'this oore, with Its Heroic Persona, rather than by reading them ahead of time. various associated members, still remains actlve and alert to whatever extent you, the gamemaster choose. Although there was never GAMEMASTER'S INTRODUCTION 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 a trifle on the shady side. However, the Winged Pig has remained thelr happen? None, of course! 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 i to read the gassip. Outlaws or not, the place is a safe haven for all, and the honest s "Players' Introduction" and the "Players' 6ackgmund Information' s will never be cheated there. w After familiarizing yourself with the remainder of this scenario, tions aloud to the party. (Material intended to be read aloud is printed in italics.) From there, go to "Starting Action" and have at it1 decide to what elttent you will have the Other Personas herein continue t o interact with the Herolc Personas after they have flnished their f "interview" with the merchant. The Scales o Justice can become a Environs of the Winged Pig 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 i but one s PLAYERS' INTRODUCTION of a halfdozen structures at a crossroads in the wilderness1 Space herein precludes our doing an extensive community setting (Remember, followbg. ~ ~ d z mataialh intended to the ed 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 scentdo, p u will e . be presented witb h f m a t l o n and given the chance to have your at the bottom, etc. Feel free to rotate them as you like. 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 i this game, and how cleverly and amW&you go about n d w f f - - w~ ~ l a s ~ h x k w i t h t b e d i ~ d ~ L n e - el common green for the place might be across the ford. 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 experfown 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 It Be 1 especial& cautlous wftb monsters, who are frequently very powerHiistory of the Winged Pig 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 H would. Be an actor in a playl A successTul roleplaylq P

MI

session is one in which you almost feel as if your group is colleo tively wrfting an exciting novel. Don't get discouraged though, if your HP dies. In the best novels, there are no immortal characters, and the same applies for your personas. Just chalk it up to apedence and by it again with a new personal

PLAYERS' BACKGROUND INFORMATION


Located on the edge of town is an inn called the Winged Plg Frequented by travellers, merchants, and adventurers, it is a we& known hotbed of gossip and rumor in the a e 7he inn has a ra reputation for its marvelous ale and its wild clientele. It is owned by a swarthy man named OneEyed Jack, a retired adventurer whose exploits are the s M o local legend. f Each ofyour HPs has heard a rumor that there is a rlch merchant in town who is seeking adventurers for an undisclosed job. He is currently s w n g at the Winged Pig. The rumor sqys that secrecy is important, and that only a few handpicked people will be chosen. The merchant will begin interviewing at sunset. after the normal business of the dqy is concluded. Though the details are sketchy, one thing is sure-the merchant (whosename is Theiindelar)has a healthy amount of coin, and he is willing to pay up to 1,000 BUCs per week to those people picked for the job1 That's a possibility none o fyou can paw up.

NOTES FOR THE GAMEMASTER


Unknown to most of the townsfolk OneEyed Jack actively or* nizes adventurers in the region. The merchant is Thelindelar, an old friend of Jack's, of course. She (her sex is a secret) is in the area for

other business reasons, but she wishes to hire some new mercenaries t o escort asmall caravan o highlyvaluablegoodsshe has recently f acquired. She is also looking for potential recruits for d h e r reasons, including her sideline business: finding and acquiring strange and unique pieces of artwork for conndsseurs and for her personal collection. The events that take place In this adventure are partly a monstrous joke on greenhorns by veteran heroes, but they are also serious tests for the personas. Everybody in the place except the group of HPs is in on what's going on. Thellndelar knows that people more often show thelr true colors when they thlnk the sltuatlon Is real. The different encounters of the party are actually parts o thelr interview, with Jack f and the others notlng how well the personas react. The HPs will be evaluated o n several polnts: (1)Ihelr skillfulness at observing what goes on around them. (2)Their ability to deal well with others. (3) Their integrity and honesty. (4)Thelr abilities of tact and selfcontrol in a tense sltuatlon. (5)Thelr skill In combat and resourcefulness In a dangerous situation. Depending on the actlons of each HP, Thelindelar may have spe clflc tssks for any or all of them after the mercenary job Is done. TNs depends on you, the QM, naturally, and the role you have in rnlnd for her and the other OPs presented in this scenario Agood pat o the scenario depends on the Heroic Permas' a s m p f tion that rich merchants are fat, balding men wlth more geed than bravely. You must be caeful to mold referring to 'lhellndelar a 'she' or s "her,' so t a the players won't @we out who the woman Is in the last ht

encounter. EWter yet. assume t eH contactswere misled into bellevh W


ing that t e merchant was m l . You could even make up some wild h ae nunomto Wtheindividualpersonas,sotheywlllhavesomethingto

2. Serving Area
Behind the bar Is a huge man with a broed, amiable face that spa- a well groovned, cur& beard and an eye ptltcb. As the personas enter the inn, thls OP looks up at the group, pausing to put down the mug h e was busy drying. He smiles at them all and asks: "What can I get for you, kiddies?' If the HPsaskabout the merchantphellndelar, he will tell them that the menhant/he is not the-but is expectingto interview prospective hirelings, and will return shortly. He introduces hlmself then saying, "I be Jack. the owner of Ulis ale house and i n n Pind yourself a nice place to rest yerselves asyou drink...a bite 0' food too from the kitchen If that's what you want.Yerwon't belongawaitin'.Thelindelafs sure to be by soon.'

~amongthemselvesduringthedo.'Ihelindelanvlll beamused by themistake, and will eqjq watchlngthepersonas s u r asthey try to qim explain thelr actions, after the deception is over.. . Have your map of the Winged Flg before you asyou play. It might be a good idea to give the players a copy too, after their Heroic Personas have entered and are seated. 'Ihat's up to you. As the HPs enter the inn and move through the common room, you should brlefly describe each of the sections and its occupants. N matter where they sit. the o HPs will bewme embroiled in all of the situations as you decide to introduce them. Take your time, and let each little action happen as 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 and aregiven afterthe individual areadescriptions, but thegamemaster can alter this if desired. One final note: Remember that the effects of Athactlveness and imbibing alcohol should also play a latge role In s m or failure, especiallywhen Knowledge/Skill r o b are madeafter a persona has "had a few ."A "tavern" Attractiveness 20 In this adventure is an 8 after the HP hashad adozendrinks. Whether by responsetoyourdescriptionsof looks and actions, or because of dice penalties at a later time for alcohol consumption, it is the CMjob to bring reallsm to this some. ks '

3 Common Room .

You noblce an unfamlllar young man entehg shortly a k r you, and he also asks for the merchant. The fellow Is dressed In studded 3 scar on his I& cheek-+ leather armor, Is dark, and has a 2 white mark that resembles a bolt of lightning He growls something to Jack, looks around, and then withdraws to the trestle table nearest the door. He puts his back @nsL the wall. with the table between him and the entrance. It is a place where h e can watch the door, stairwqy, barkeep, and the r s of the common room, too. et If any of the Heroic Personss ask him to join them, ti character hs will look at them cautiously, and n o n e t ~ i i t e l decline thelr offer. y He will not be roused t o actual confrontation, though. He Ignores the STARTlNG ACTION 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, f of the building is a welcome retreat from the mugEIy heat o the and introduces himself as Chqllian. afternoon. Outside, the distant rumbling of thunder can be heard a s Chvyllian knows exactly why the HPs a e a Jack's, but he won't r 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
As your eyes a4just to the inn's Interior, you can see that this is a

4. Booths
'he high backs of the seats o these booths located alongthe far w l f el providesa semblance o privacy. It is ndcomplete privacy, however, for f h I m the booths are still open to t ecommon roan.'h are several booths empty, if the pemonmwish to d In one. Most booths will seat only four h personscornfatably, however; t eh v o m e r bodhsseat s k If there are more than six personas, they will elther have to sit at the lor9 (trestle) tables, or pulltwo of t esmall ones together. h

better4han-average establishment. Maybe not first class, but then the background of the owner and proprietor give it an... unusual flair. From the weapons and mementos on the walls, to the masslve suit d p l a t e armor in the comer by the door, this place Is obviously the concern of a retired soldier and adventurer. To your lefi are some doubledoors that lead to the stables, judging from the occasional neigh of a horse. Directly across fmm the entrance you came in is a broad stairway leading up to the lo, second f o r most probably to the inn's guest rooms. Next to the stairwq~, long serving beard runs to you right, with a couple of a high stools standing in kont of it t o either hand. To your right, the entrance becomes the common room, with tables sparsely populated by the dinnertime crowd.

5. Hearth
A bard sits near the h l i t hearth. This man appears to be around 35

years old, slender, and lather average looking. He beglns strumming a lute as he watches the nearby dart game. He is qulte friendly in his response if the personas talk to him, and will readily join in their conversation.

"I am called Frededk. Altho~@~o more than a simple musldan n f hvelling about to see the world and have a bit o fun for myselt employment is always a concern. One must have gain or else one starves/" He laughs and thumps down his empty ale tankard. "Uood ostler Jach there hired m e on to plqy thls evening for supper 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 Frederik is anything but a 'simple' musidan, of course, but h e plays the role well. If any of the personas make a successful Percep 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. If the HPs treat him well, buy him ale and tip him for playing, they will have scored a positive mark for such people as Frederik are dear to Thelindelar, and generosity of this sort is a quality she thinks a sign of good manners and trustworthiness in her associates.

to walk behind the bar and attempt to and any persona bold engo Into this roomwill be lifted u p by Jackand depoeited outslde on the street with a sound drubbing. All d t h e other W m e r s In the inn wlll asslst to see Ulat Jack performs thus, so t e HPs wont be able to h interfere with the ' b o u n w of the offender.

TIMED ENCOUNTERS
The followingevents should occur at specific times, as IndlcaCed In each description below:

1. You Dropped Ti hs Test of Honesty and Integrity As soon as t e party is seated the barmaid, Audrey, comes out h
from the kitchen and over to where the HPs are settled down for thelr wait. 'Ihls buxom serving wench will wink and fllrt with the most handsome male persona while taking orders. After a bit she wlll bend down and pick up a small, obviously expensive gold slgnet ring and offer it t o the HP, saying. 'Oh, you must have dropped this.' Attentive HPs who successfully make a Perception roll will know that the rlng wasn't lying there before. The following things can occur: (A) If the persona tells Audrey that It isn't hls or his friends', thus refusingits possession, Audrey will take it and put it in her pocket,The matter is clased but the party didn't do partlcula@ well. (8)If the HP acceptsthe rtrgbut then Immediatelygets up and w 8 it t o Jack or asksany nearby patFMls Ifit belongs to them e hewillAndits~ownefandbeUlanked.andhecaneatanddrWc forfreetherestoftheevenitlg.'IhepartyhEIsdoneweU here. (C)If t eHPs begin to ask her many questions about the riq& h Audreywillsimplyshrug.1onlyfoundUontheflm:BythlsUley will draw the Ettentiond one d the nearby pehDm, who WW act asiftheringwerehismdthankAudrey heartllyforrehunlIlgtt where~lponshewillhuny~togetbacktoherbusinepa~ the party will have shown themselves alert and honest by thelr actim, and this migM be thelr h mark f a the Lest w i (D) the chosen HP takes the ring to keep, the OM should If have one of the Other Personas witness the a d , thank him for the 'recovey of my lost ring,' and clalm it from the offending HP-peacefully or othenvise. The group has shown themselves badly in this case1 Audrey Is very attractive. She flirts well, too. In fad. she is a rather n c ie ks, daughb d a free p e a m t m d must work to support herself. the Audrey hopes to many OneEyed JadL but he hasn't asked her yet. Of ourse,ifoneofthe~isgoodloddrgand seemsserlous....AudreyIs a lad, of came, and the only person in t e inn Ulet the HPs mlght h teqpke,f a she was outside on enan& just m u n d the time the peaty anived. Note that while they migM have seen her before, she Is not an acquaintanoeof any d the H m l c Personas.

6. Dart bard: Test of Skill


A trio of patrons are gathered around a dart board, sipping ale and

making small wagers on a friendly game. Personas who are nearthis area and show any interest will b e invited to play-with an obvious reference to the group's eager scrutiny of the inn and its patrons:'If yer aim's as sharp a s yer noses there, m e buckos, why not test it 'gainstme an' the lads, 'the chief dart player suggests. Participants will be required t o roll D% for each game, and the gamemaster wlll roll three times per game, or once for each of the the pot. other patrons. The lowest score rolled wlll win thegam-d If a persona has been drinking begin austing t a HP's score ht upwards to reflect the effects of the alcohol (use +5 per strong alcoholic drink and the ale is strong). The size of the wagers will start at 1 BUC per person, but may g o w larger, if the players suggest It. Note that this is a Mendlygame, so the h three men will not otherwise raise the stakes, and they wlll retire if t e bet per game exceeds 10 BUCs. They will, however, suggest (but not insist) that the participant with the worst (highest) score buy a round of drinhs after each game. If this is agreed to, they'll gladly buy thelr share for the HPs, for they wish t o get the group as tipsy as possible as a part of the overall joke. These men will be relatively friendly with personas as long as the HPs are friendly to them. If they are treated rudely by the HPs they will only ignore them thereafler. They will not fight the personas, nor will they side with them against the others in the inn.They are hard-boiled, veterans of the Scales of Justice, mercenaries still in the employ of Thellndelar. Since they are offduty, they are not wearing armor of any sort. They are armed only with daggers. Treat the three of them as having the following TRAlT scores: P-50, M-30, and W.

7. Kitchen and Pantry


TheHPs have no businessin here, but ifthey ohservethesmhgwench 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.

8. Buttery
This is where the extra barrels of ale, tuns of wine, flasks of spirits, and other supplies are kept. No one except Jack L allowed in here,

2. The Argument: Test of Negotiation Idhence and %-Control


A R e r t h e b u s h e s s d t h e aboutthetimetheteam Issettllng ~~ down to wonder what's keeping the merchant. the followingocam

An argument breahs out at one of the back booths near t e healer. A h new, welldressed patron (his name is Caslon)jusC came in, flopped into achalr, and spoketo a fat man whowas sippkqwlne and idlywatchingthe dartplayers. Perhapsthe fat fellow's words offended him,for--seemingIy drunk ando n e now shouts,I m q be broke, but I'm not a ' beggarlUStanding,he reaches Into the folds of h s tunic and draws a i wickedly gleaming dirk and prepares t o attack the fat man.The healer saambles from his booth, crying out and attempiq to stop the bloob shed, but instead appears to be cut by a wild swing. (He is not achlally harmed but it will appear so to t eonlooking m.) h Caslon's "victlm' is an obese man, also dressed in flnery befitting a minor noble. Edgar, as he is called, is haughty and unconcerned about the situation, which seems to provokeCasloneven more. If the group decides to let the two alone (the HPs are closer to them than any other patrons), Caslon will turn anddrive the dagger into Ed@s heart (It has a trick blade that retracts into the hilt; Edgar is an actor that Theiindeiar often employs in various roles for many purposes, and Caslon is actually an Alchemistw h if you ~ didn't know-works for Thelindelar, i a fine actor in his own right and loves this prank). s Now is the time for the HPs to attempt to d o something: (A) If they ignore the whole matter, they show callousness and indifference. This isn't bad, for they are minding their own business, but it doesn't make for trustworthiness either. The (fMshould mark it up a s a wash, nelther positive nor negative. (B) if the HPs decide to intercede verbally (by rolling a successful Influence or Leadership roll), this shows an intelligence of approach. Although not at all drunk, Caslon has done this impression of "a lord in his cups" so frequently he has gotten quite good at it and can fool most observers. (For complete statistics of Caslon, see the OP list at the end of this chapter.) He will be quite obnoxious with the personas, and will ignore the thumping and shouting from Jack (see D)hereafter. Allow the HPs a "soft roll" when they try to influence him-4n other words, if they fail, tell them that he is weighing what they are saying, but they haven't won him over yet. This will give them another chance due to his "drunken" condition. Caslon will try to get the HPs to do ridiculous things before he will put down the dagger, such as barking like a dog. or acting like a monkey. If the characters refuse, he will edge closer to the "frightened man' at the table. The HPs get highest marks for use of their K/S abilities here. Even if they twice can't succeed in making their rolls, it was the thought and the roleplaying involved that counts. (C)It the HPs try physical intervention, perhaps due to the failure of their verbal K/S-use attempts, they may try tooverpowerthe 'drunken attacker" with successful Combat, Hand-tdland, Non-lethal rolls. This is a fair success score, an addition to their merit if it followed their verbal attempt B above. (D) If the HPs draw their own weapons with intent to use lethal corn bat, they will hear a large "MUMP" from the bar. The sound is that a of a huge morningstar which Jack has pulled from behind the b r and slammed down on the scarred oak planks. Jackdoes not like brawling in his inn, and he absolutely won't tolerate duels. 'Ihiswill not stop the drunkard, but personas should take heed when Jack calls out and tells them to, 'Fight like men, not gutless cowardsl' The drunkard appears to be an aristocrat of sorts,by his clothes. If any of the HPs of SEC 5 or lower act like they mean to harm him,

remind them that crlmes against the arlstocraq tend to result in a dank cold, and dark dungeon cell for lowerclass perpetrators1 Ifthe team now ~ ~ ~ O W S C O U A,SB, or C above, consider them to have T ~S scored asndedhthe appropiate sedan. However, if they seem bent on havingmedmmbat,theyhavesooredpoodyhtheirtestAtthe~~ of deadly violence impending,the ' r n aristocrat' wlll reel fa&and U duk e prone and snoring on the floor. 7he dart players, as Jack's behest will cany him upstaimto a room to "sleep it off.'

3. The Messenger. Test of Good Sense


Now that the scene with the "drunk' b flnished, and after allowlng the players some time to begin togrow a bit uncertain again, it is time t o bring three new personas on-stage. First, a pair of pretty young doxles comes sauntering into the Winged Pig, and they smile aL the HPs as they seat themselves al a nearby table. Before anything else can happen though, a young messenger enters and runs to the bar, giving a note to Jack. The innkeeper calls for attention, and tells the patrons that the merchant was unavoidably delayed. Those who are waiting for interviews are Invited to have a ddnk a t 'hls' (the tardy merchant's) expense, and eqjoy it while they awalt Thelindelafs eventual arrival. Now the two women nearby speak: 'We wouldn't mind having a drink with you, loves1 How's about ordering a big bottle of flne wine o n that silly old trader,' suggests the brunette. The redhead agrees: "And you gentlemen look very bored and lonely, too. Come on and join us-or should we join you?' These two are trylng to get the party drunk and then lure them elsewhere so as to miss meeting the merchant. They'll urge plenty of imbibing, and then ask the two HPs most attentive tothem if they wouldn't 'care for a change of scenery.' They have a "nice cottage nearby, and a good measure of the flnest brandy there, tool' (A)If the doxies are politely (or not so politely) refused both a free drink on the merchant and inclusion into the group, the HPs are judged to have done very well indeed. More so if they restraln themselves as to the free round's alcoholic strength and quantltyl (B) If the HPs "get friendly" with the doxies. whether or not giving them drinks at anyone's expense, but don't tell them much and stay at the inn, the group scores average m r s Of course, drlnklng too ak. much in the meantime isn't smart so mark that too. (C) one or more of the personas leave, the whole group does If poorly, unless some stay sober and virtually disown the persons(s) foolishly leaving.

4. StrongmArm: Test of Strength


After the messenger has come and gone, a free round tahen or shrugged off, the party's hopes rise as the door opens and someone enters. These hopes are instantly dashed, however. It is a palr of men, obviously local yeomen, come t o wash the dust of a hard huntingout of theirthmats.They wavegreetlngs to Jack, take a oorner table, and shout for Audrey to bring them dark ale. it r The two men quaff their fs tankards, &marxi more, and then setlle with down toseri~~~drWdnghterspersed boutsof raucous laugh@ The l s r g e s t o f t h e t w o i s o b ~ a andcanbeheardboastlngofhis b~ gre&&eq#h. After four o five rounds, h e @ma r aroundthe inn,looking asifWsabouttosa(y,1canwhip~manhthejdntl'

m's

players, they pass with some merit as hirelings for Thelindelar. (E) If the HPs in any way try to cause trouble for the card players, before, during, or after the cheating incident, they lose merit.

6. "Aha, You Vixen!": Test of Bravery and Weapon Skills


As soon as possible after the cardplaying incident is over it Istime for this last little ploy to be aded out in the fiiendly confines o t e inn... f h A rich, musky scent w a h into the common room. A beautitid

woman of high station has entered, and it Is she who brings this heady perfume into the place. As she walks inside to a seat at a far table, the lowering clouds which have threatened rain all evening finally open up. There is a flash, the boom and rattle of a nearby thunderclap. and pounding rain assails windows and roof.
Unknown to the HPs, this woman is the merchant, Thelindelar.

She is dressed, somewhat mannishly, in forest green silk and

brown velvet, and wears a gdden torc round her forehead to bind b a a herlong and lustrous chestnut hair. A chaln set with amber and 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 chin indicate her aristocratic status as much as the ffneclothes and jewelry. You see the suspldous-looking man near the door approach her fiom behind, almost creeping up to the table where she sits with her back to him. The men playing cards stop their game, rise, and draw near to watch this play. In fact you observe that everyone in the inn has turned to see. The man's eyes narrow as he speaks in a soR, slow voice which carries throughout the room despite its low pitch: "Perfecttiming....But then, you were alwqfs verygood at timing, my dear. You have cheated me and the others out of quite a bit of money. But now we intend to settle the scorel"

OP STATISTICS AND DESCRIPTIONS


One-Eyed Jack
Mercenary, SEC:5 M: 48
P: 62

-d

Richard (Suspicious Man)


Thief, SEC:4
M: 45

P 37 :
9: 30

Riding: 55

Perception: 80
Criminal Adivitiea, Physical Criminal AdiviUes, Mental Cornbet. Hand Weapons

w w

STEEP
59

S: 35 Riding: 65 Perception: 50

K/S Areas Combal, Hand Weapons Criminal Activities, Physical


Escape

STEEP
70

Qambung Street-Wise Survival Combat, HTH, letha( Combat, HTH, Non-lethal Combat, Hand Weapons, Missile Criminal Activities, Mental Flrst Aid Jack-Of-All-mdes Tolemnce Appraisal Influence Animal Handling Jack is the stuff of local @end a wartime hem who kkafter 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

Combat m,Lethal Deception Street-Wise Auakatia/aymllaStlc9 APPW -Pe Disguise PirsL Aid

Mountain Climbing
-tin9 Gambling Subterranean rn

Jury-%2W4J
Ri-d 19 Thelinddat'8 righthrnd man; mote Ulan that

Frederik (Bard
Cfmlier, SiY2 7

mw 4 8
STEEP
Combat, Hand Weapons Arms & Armor Biography/Qenealogy Combat, HTH, Lethal Combat, Hand Weapons, Missile
65 50

Pemptton: 59
m w 9 l %

STEEP
51

Alchemy'

48 46
48
50

46 35

Pol~tical Science

39

38
35

Swimmlngfl)iving Acrobatics/Qymnastics MuslGal Composition

40
35 35

-w Language: Rgyptlan Foreign


Thesplanism tatIsmaticf~m

Foreign Language: Classic Qreek Handicmfts/Handiwork A P P ~

43 42
39 37

38

30

32

~ r ia landlessknight, is indeed ahweller,huthe ha8 beea k

I the employof TheUndelar.He Lone of hetaMestmenand o h n


~hsesrchofclwstolw~fwher.Hehasameglckal~ which tums into a bastard swonl upon command

Qwyllian (Healer)
Wiseman, SEC: 3: n e k 364 (1 14+106+98+48)
M: 54 P: 28 S: 56

f
I

Nobody knows much about him, for Caslon won't say much. He is one of the orlgtnal band formed by Thellndelar, 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
alchemical laboratory.

1
I

Thelindelar (Merchant)
Mountebank, StC: 8

Ridin@ 43 Perception: 52

IVS Areas
Apotropaism' Handicmfts/Handiwork Herbalism*
pritst-ao

STEEP
57 43

56 58
54 47

STEEP 59
Combat, Hand Weapons
40

Religion' Agriculture Nature AUunement Pheree Folk & Culture Subterranean Wrth Animal Handling Charismaticism Magnetism Multiversal Planes & Spheres History Rarities First Aid

ambling
A P P ~ J ~ ~ Criminal Adivtties, Physical Impersonation Strectwhe

52

56
37 43

48

48

sunrival
Deception Alchemy* l'oreIgn Lanauage: Kelltlc Pomlgn Lqpage: Atlantlan Rarities Charismaticism Magnetism Ambatics/aYmnaStfcs

34
49 35

37

33
48

Qwylllan is a sincere and honest man who nonefheless x enjoys working with ThelIndelar and her band for the e& 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. Her face pales. Wes wide, she scans the toom W I e & for a means of escape, but there is none. 'Ihe p u p of men surround her. *Oh, someone please help mela she pleads as they move to grab her. If the Heroic Personas have yet done nothing, she will make one last attempt to involve them, by crying, 'I will pay any man who aids me 100 pieces of the king's winl' By now, the HPs should have chosen thelr opponents and squared off for combat. If they have not, Richard (the dark, scarred, suspiciouslooking fellow) will approach the woman and take her in his arms for a lascivious hug. "1'11 have that w i n and more...,' he says. (A)If the HPs Ignores all of this, they have really flunked, but they might manage to talk their way into petty jobs at 20 BUCs per day handling pack animals and serving as back-upguards. No highawards for this group1 (B)If they try to use talk to get the threatening men away from the damsel in distress, the fellows will laugh at them and tell them to mind 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). (C) If the HPs fight the men-for they will not yield short of real com bat-llian and Caslon will be nearby to tend to the wounded as they fall. Richard and the others will not fight t o the death, but only to the point where a few wounds are had by all participants. They will get out if seriously wounded, and they never kill the HPs, choosing to render them unconscious instead, if a t all passlble. This melee b the most favorable outcome for the team, and the better they manage in

the combat, the higher their marks In Thelindelar's eyes. Whenftisobvlousthatth~wlllbem e athatftistlmethebattle W , 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 for UKmselves),'nl sld aie ~I e . h a&?will stop t eadon She and all the h ~rsinthenxxnbeghla@ingullcOntrOUabiyattheHPsandthe immensejdcethattheyhavepl~edupanUlem.7he~~l be dertsive if the group showed badly, more d a sharedjest if they dld well. ~,nKundelarwill~theplyandirhpduce~.She ~~regainsheroomposureand~the~e830nforthe~0 d m interview pces%'*Since need to be certain o how horn In my I f employwill rractwhilein my d c e , I use t i and other unconventional hs methods to test all woulckbe members of my house of.. .business.' Even if the party of adventurers did not choose to aid the lady in distress, It does not mean t a she wlll not hire them (unless she Is ht needing a bodyguard, t a bl). However, the better the HPs d d the ht i warmer will be their reception, and the higher their ranklng in the band should they take servlce under Thellndelar's banner.

--'mu--

ADVENTURE EPILOGUE
IhoseHeroicP~naswhoarewoundedwill healed by Chqllian. be The Heroic Personas who did well wlll certainly be hired by the merchant. Thasewho did exceptronally well will be given appropriate honor and higher pasition. And those who performed only ma@+ ally, but showed promise, may find a place in her employ and be given achanceto learn and develop thelrtalents (but at a wage of only about 200 BUCs a weekl). Failures can lead pack animals ss noted above.

amemasters and players alike are directed to the HPcreation chapter of the M t u Prime rules for a basic yhs overview of this matter. For your convenience, however, the outline in the sidebar summarizes the steps performed when generating Heroic Personas, whether for use in the basic game or in the Advanced Mythus game. (The primary difference between the two is in terms of the depth of information generated at each step.) Note that there is an abundanceof material in thischapter, and you need not learn it all at once in order to create a Heroic Persona. All of the material contained herein, however, is designed to help you to better understand and roleplay your HP. A s you master this material, your knowledge of the abilities and attitudes of other personas will be enhanced as well.

SOCIO-ECONOMIC CLASS
in order to create a Heroic Persona, players must each determine their HP's Soci~Economic Class (SEC) standing. In the Mythus fantasy roleplaying game, this process differs from other games in the Dangerous Journeys system (such as the Unhallowedm supernatural horror roleplaying game, for instance). In fact, this process is quite different from most roleplaying games in that Socidkonomic Class is found before players do anything else regarding the development of their Heroic Personas. Readers familiar with the other modular game rules of the DangerousJourneys system will have noticed this immediately. in mbst other games in thesystem, professional or 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 quasiMedieval/quasi-Renaissance(with some near-Ancient cultures/societies 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 of SEC closes some Vocations to the peasant (Lower)class, some to the freeman (Middle)class, and some to the aristocrat (Upper)class, so that the game is even-handed. Then again, some occupations or professions within a Vocational category will be broad enough to be open to most, if not all, Class Levels. Mote that Socio-Economic Class for Heroic Personas who are intended as being of non-human race must also be determined, for the Class Level dictates the race posible, going so far as to preclude

peasant levels from non-human race HP potential. Initially, dice are rolled to flnd SEC and the Class Level number. All of this is explained fully later. Next comes information on the general population distribution of classes, and tables showing typical stations, occupations, professions, and titles within the nine tiers of the three strata comprising the whole system. Then you will flnd a short section dealing with literacy in each class. Following that is a discus sion of relations between cland tiers within each strata, including attitude, address, and opinions. This is prefatory to comments regardingSECmobility and attitudestoward the mobile persona. (See Chapter 16: More on Personas, for rules and detailed discussion of the social systems.) Lastly comes the table showing SEC in relation to Vocational choice. The SEX W t i o n s Table (page 63) shows the Categories of Vocations-Alchemy, Arms, etc.--the occupations and/or professions within each Category, the TRAlT associated with the Vocation and the Class Levels of personas able to initially be within that description. It is easy to remember SocieEconomic Class Level, for it is on a scale of 1 to 9, with (asusual) 1 being least and 9 being best. Primitive Vocations: This Category is somewhat anomalous. This is because while it has SEX divisions within itself, the Category is actually outside the normal SocicHkonornlc Class consid-

Steps of

HP

Creation

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, Joaa (some e tldngstmltettoluck),Beckgnntod.andQlirksarsct
datcdwlththepemntl.
(6)

HemkPemoWstrtl~lunxe. Atthbpotnt UIP:pkyermustmtlrandomiy~sddumlncdbySEC to debmine the HVs Rmourcm Weatth and Net Worth, some poJseaslonsand Spadal Conncctktu W the pemna may have.

Socio~Economic Class Table


W b Score 0145 06-10 1 1-20
21-30 3 1-45
46-70 7 1-85

Class Level
1

2 3
4
5
6 7

S K LkwCriplfon Lower Lowerclass, Peasant (1) Mlddle Lower Class, Peasant (2) Upper Lower Class, Peasant (3) Lower M i d d l e Class, Reeman ( 1 ) Middle MWdk: Class, Freeman (2)

SEC Populations as a Percent of Total Population


The SEC Populations table shows a mean distribution of population by Soci~Economic Class, in an average political state based on Brth norm. This typical state is o moderate to large land area and f population, such as is typified by Pmncla m a r i a Sverge, etc. Class order is reversed to show highest to lowest, to clearly illustrate the apex of the feudal/feudal-like pyrarnld typlcal of the states of such a milieu. I O Note that aristocrats might comprise as low as 1O of a population or be as high as 4% of the whole. Freeman population ranges from as low as 10h as high as 27%. Peasant numbers range from a low of to 70% to as high as 87% of the total. Remember that all figures include men, women, and children. The Lower Upper Class (7) is generally constructed to serve those above it as a tool for administration and warfare, just as the Upper Middle Class (6) serves in similar capacities for the whole of the aristocracy. Thus, both classes will tend to be larger in states where there is much bureaucracy and/or military action. Economic conditions will impact the freeman class, enlarging it in prolonged periods of growth, and shrinking it in similar periods of stagnancy or recession. Class Level slippage (downward) occurs quite readily. In most cases progress upwards is quite difficult, save under conditions of need or prosperity as noted. All figures apply to relatively civilized, Eropean-model states. In confederations, democracies, and republics, the strata percentages will be about as shown for the aristocrats, the freeman class will be enlarged, and the peasant class as small as 40% of the total, with the lowest tier comprising only 10%or s o of the strata. In states with a more ancient system of organization, the middle tiers will not be significantly smaller, i.e., within the 1O0/0figure noted above.

86-95 96-00

8
9

Upper Middle Class, RPRman (3) Lower Upper Class, Aristocrat ( 1) Middle Upperclass, Aristocrat (2) Upper Upper Class, Aristocrat (3)

erations of the main milieu. The gamemaster might make e x c e p tions for Heroic Personas coming from a land where such Primitive Vocations might be practiced by people exposed to a "higher' state of civilization and culture. (For example Erth's-t, Tibet, and possibly Hind-see the Epic of 49th companion volume for details of these nations.) Thus, any player with an HP in Primitive Vocation Category will be likely to initially have an Heroic Persona outside the "civilized" class system. For game purposes, barbaric/ primitive personas are considered by others in the "Culture Area" in question as not less than two SEC Levels below their native station (unlessof exceptional sort as ultimately determined by the QM, and then still at a one-level disadvantage at least), i.e., Class Level 3 or lower are thought of a s the lowest of the low, while even the Primitive aristocrats will almost always be treated as mere, if important, freeman personas. However, association within the "Culture Area"and accomplishments therein might possibly change SEC attitude so that individuals will have the full benefits of their Primitive SEC Levels. Let the player be thus warned regarding this classification of Vocation. SEC Table Notes: Note that this table does not reflect the relative percentage of population within each strata and tier shown. It is skewed to produce higher level for HPs. The actual/realistic data for societies as a whole is given later on. 'The percentages on the table reflect the probabilities of a Heroic Persona's emergence from the 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. SEX Level is found by rolling D1 and finding the number thus o0 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 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 o 76 indicates an SEC Level of 7, or f Lower Upper Class, an aristocrat.

Working Population Vocation Distribution


The disbibution in the table on the followingpage applies to typical quasi-feudal states of a relatively civilized sort in which the use of the plow, draft animals, and care in crop and herd management is standard. in less advanced states, the percentage of population engagedinagricultural and related employment will beslightly higher.

SEC Populations
SeC DesfsnaUon/Level
% O 7bfa/ Pbpuletkn f

Total Aristocrats

Total P a s a n t s

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 Herders, farmers, & ajprians Fishers & related occupaiions Hunters, trappers, & food gathenens Were supporting all of the above Artisans, craftsmen, tradesmen, & assistants Proprietors & shopkeepers

common and highly regarded. The gamemaster is directed t o the table as regards literacy In all other cases. A high STEEP in Native Tongue, or any Forelgn Language, d o e s not necessarily imply t h e ability to read and write t h e applicable language, in most cases, especially where STEEP is below SO.

Before launching into the details of class relations, let us first 2-3 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 the other s peasants are toward them, and this is for the same reason. However. Titles, etc, by Class Level 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. We see again the scornlrespect in the freeman class, although in Class structure of the milieu, and to guide them in roleplaying (with 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 is the exception, however, for it is closely associated with and related which follows). to the lowest of the aristocracy. The gentle freemen have an inheritance or land, wealth, and/or Literacy By SEC Level 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 and the other hand, they might not. For the sake of realism, the following 'betters,' but in a nofl-resentf~l 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 the latter were once themselves gentle freemen, and the Upper Middle option) b e applied to HPs to find if they are literate. Insome highlycivilizedstates, theliteracyrateissomewhatgreater Class expects that not a few of its number will become aristocrats of than the figures shown, so increase the peasant clprobability that soh..and soon1 The deference wanted is that which they themfigure by 10/~, freeman class by 20h,and the aristocrat class by selves expect to receive. In turn. they disdain the ordinary freeman the 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 class does not desire lit- threaten their 'birthright" and preserve, the non-hereditary aristocracy v r y v eracy, by and large. HOW- role. The gentle freemen are in much awe of the nobility, granting to it ever, in the Upper Middle status not based s o much on fear as from desire. Soon they will be of the SEC and Literacy 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 This is not a uniform attitude, of course. In the awarded aristocracy the s a m e holds true for 2 5 are numbers of military men who disregard class entirely. There are the aristocrat class. 3 10 It is obvious that Voca- alsoaitruisticmembers. On the other hand, there are some members 4 20 tions which cannot b e il- of this tier who Strive to become greater. Through ofnce and wealth 5 30 hereditary title. Considliterate will not need a lit- they hope to obtain nobility and thus passe~s 6 40 f eracy c h e c k A ] c h e m y , ering the size o the Middle Upper Class, however, there isn't much 7 50 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 f S c h o l a r a r e clear ex- reason. With limited space and tight control o land by those already

Maritime employmentshipboard and ashore Laborers and other menials Official-dministtative, clerical, legal, and police

Class Relations

'

possessing it, expansion of the nobility is limited thus, albeit extreme wealth (along with land thus purchased) is a possible avPositions by enue of advancement. There are also the 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 day laborer masterless, wanderer peasant Acolyk, common appmtke, Peasant, laborer Peasant expansion of the state through territorial mercenary wrponL villeina acquisition. mendkant mInstnL All of which bring us to the uppermost peddler, eoldkr, tlnkcr aristocrats. These grand nobles are polite to ApprenUce rnage, friar, Cotter, crofter, Peasant mercenary NCO,monk the Lower Upper Class, for they protect and tenant, uppe+' manor officials, woodward, serve. The great ones also freely associate musician, soldier corporal hayward with the other (MiddleUpper Class) nobility, Actor, wqjunr, m n e r y Forester, socman Base for they reinforce the pinnacle position held under officer, aoldler Nm, freeman= t u, ni yeoman by the dukes and princes, while still being wlsewoman Enchanter, mercenary Bailiff, ree em and acceptable for social intercourse. Members lieutenant, rnyslic, scribe craftsman, of the highest aristocracy will possibly have soldier under officer, freeholder, status as middle-range nobles. Primogenivillage officials, franklln, ture and entailment mean that the eldest warlock witch serjeant son (rarelydaughter) inherits all of the mqjor Bard, engineer, heakr, Gentle Qentleman, gulld m s e ,bvocator, atr Freemane fief and wealth of the lord. Various lesser magistnab, mercenaty commander, merchant, titles belonging to thegreat noble or coming neuromancer, priest sq&e 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 upperwftchclscftcr Adept, admiral, clty oMclal Banneret, ~ w a r d et ~ d most demand their prerogatives nonethegeneral, h@ cleric, m q e , Arislocrat baronet. less. They are the cream, as it were, at the grand setjeant maylster, knight, top, consisting of persons of royal blood, nethercmfter, noble official. vavasor ancient noble families, and the ablest of somrer, thaumaturgist aristocrats, and those nobles beneath them Demonryrist gmnd duls 1 Baron, count. Arfstouattt herrneturgc. mersheL eart. sraf, are not quite equal, no more than are the viscount, royal 0fRdaL savant. great nobles "peers" of the monarch, typitroubadour,^ 1 ww3raf cally, i.e., truly equal to the sovereign lord of Archrnage, archpriest'. Archduke, duke, a r wtt the state. A pecking order, oRen called p r e foreign nmbnssodor", her* markgrave, aristocrat hierophant, magus marquis, prince cedence, is established, recognized, and accepted by all members of the aristocracy. To sum up, the three strata of classes are sharply defined in most ways, but blur occasionally. 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 m bw& aiminaLs fan into this SEC. They are typlRed by mrigers, peUy U ~ W o w e , ascendance into the tier from whence will be ban*, cheaptronops, and the ~ k e . drawn the least aristocrats. If one fails to bonfinarythieve. b @ , attpwm, Footpads, etc. come under thb ckw. u m cSupetiorthteves,higMlsymen,mountebanks,wnRdence men, swindlers, andthttrllkaehthe remember class and station in this SocioEconomic Class system, one could be in for d ~ masler~liev~~,(~~~~t~~feite;lsmdfotgen. , bn-& a&,, g t n d i y bslllntothbtler. trying times, to say the least. COutkmrguiidmmtem,co~, r o f ~ b n a l ~ , a n d J e W ~ ~ ~ t h b r a n k p Bureaucratic societies tend to augment achlcvt thb statue. fRobber 'barons," maad bandit ca~tsina. mastucrlmlnala and " and clearly differentiate classes and strata. 3 Barbaric and primitive societies are not so stratified, for obvious reasons.

SEC

Socio4Zconomic Cbss Mobility


As already noted above, there is some amount of social and

economic change causing a degree of mobility between classes and tiers within classes. Slaves are freed, serfs granted greater freedom and villeins freed to become cottersare not unusual events. Yeomen gain wealth and become franklins on occasion, while royal serjeants, through exceptional service, attain grand serjeantry. The country gentleman squire's son may actually become an esquire and be knighted. The baronet becomes royal chamberlain, and a viscount, through service to the monarch, is made a marquis. How is this sort of mobility viewed by the other classes?There isn't much interest in tier mobility outside the class in which it takes place. Freemen don't care much about who has changed station amonpt the peasants, except perhaps to be mildly pleased at a slave's becoming "free," or annoyed at a crofter's new "haughtiness" as becominga yeoman with a few acres of land. The same holds true for movement within the tiers of the freeman class and even the aristocrat class, with respect to those outside the particular strata in which the change occurs. Wkhin a class, however, and sometimes where the strata meet, there will be some sharp attitudinal positions. Those in a tier will generally envy those able to rise to the one above i t and most would see them pulled back--the exceptions are friends, altruistic persons, and those who themselves hope to clamber upwards in SEC (and do not perceive the fortunate'sadvancement as detximental totheir own chances). Movement from one class to another generally evokes strong antagonism from both the upper tier of the class below and the tier of the class above to which the individual has risen. Attitudes are not so likely to be highly negative when rise is from contiguous tiers and/or in accepted manner. We have already noted the expectancy of the gentle freeman's rise to awarded aristocracy. Similarly, the gifted artisan's rise to master and then guild master is accepted. However, should a merchant become baronet and then a royal officer, the Upper freemanry will despise the person in all

likelihood, just & the nobility wlll scorn that individual as "jumped up," an "adventurer," and "above his (or her) class"-pmbably with a great deal of veracity, too, unless the former merchant is somehow a hero of sorts.But in that case them is much less resentment of thh s r save amongst the truly effete, haughty, and ambitious types. ot The greatest mobility exists for those persons who are more or less outside the class system, at least by attitude, and passibly by action, although in a semi-feudal system it is quite difflcult to be completely free of such constraint. Those outside o it to some degree are f scholars, alchemists, mages, and other Heka-users. Clerics, belong ing to highly structured organizations themselves, must perforce be a part of the Socio-Economic Class system to a greater degree. Those witha bent toward adventure-explorersand seafarers, for instanmight step beyond the system. Most outlaws are very much outside of the class structure perforce, although wlthln their sub-culture they have as many class distinctions as do nonaillaws. Petty ones of great ability can hope to become "honest" freemen, and great scoundrels might become aristocrats, but the ordinary outlaw I as immobile as s a serf or cotter.

SEC Outside The "Culture Area"


"Culture Area" means those states which recognize each other as nonexotic and equal. IMs L, o course, highly subjective and cerf tainly ethnocentric to a greater or lesser degree. Be that as It may, in terms of roleplaying it is an important condderation. For example, usingfirth as a model, let's assume that a knlght from the Avlllonlan Isles, his "Culture Area," travels around. Those states near to his homeland will consider him as an aristocrat of his station, I.e., 7th Class Level. In all Western Eropa, in fact, he will be treated thus. However, in Iberia, where AUantlan influence was strong, he wlll probably have to prove himself m n s t arrogant cavaliers in order to be properly treated. In the sophisticated lands to the East-4recla and Rgypt, certainly--the knight will be considered as rude and rustlc 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 outlander with little status, and could possibly remain s o even if he manages 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.

"exotic" by the "Culture Area' will generally be treated as one SEC Level lower than their actual (foreign) Class Level, while those perceived as "primitive' (as discussed above) will b e two SEC Levels beneath their native one, and those considered as "barbaric' will fall a full three places1

SEC In Relation To Vocational Choice


Heroic Persona Vocation is to some measure governed by the HP's SEC. It is also important to remember that the choice of Vocation gives the persona a group of starting Areas of Knowledge/Skills, but this is immediately modifled by the player through the addition of personally chosen K/S Areas as the Heroic Persona is developed. Furthermore, as the campaign develops through play, there will be augmentations of existing Areas and new K/S Areas acquired. In short, the player who begins with one sort of persona will alter the model radically over time. A "Primitive" with hunting as a Vocation could, in time, assume the character of a cultured and scholarly HP, if the persona's player s o directs. One with a low SEC at the commencement of play could become a Heroic Persona of great status, titled, and a trusted servant of the monarchy. There is another important consideration, that of TRAIT. It is important to keep this in mind when exarniningtheSECof thevatious HP Vocational choices, for the Class Level is but one of many factors which make up the Heroic Persona. TheTRAIT of a Vocation bears on later acquisition of STEEPin Knowledge/Skill Areas. Additional points of S E E P are "purchased" through expendlture of Accomplishment Points awarded to the Heroic Persona, and buying such extra ability in K/S Areas which fall under TRAITS outside that of the HP's W t i o n cost more APs. We'll cover that in depth just a little later on, but it had to be mentioned here to make sure that the player about to choose a Vocation will be alerted to the many considerations which are to be borne in mind. SocieEconomic Class as used here applies strictly to the starting Heroic Persona. That is, while it dictates that an SEX Level 1 persona can't be a Philosopher, and that a SEC level 7 HP can not begin as a Dweomercraefter of the areen School, it does not preclude either from becoming such through the course of play, as pointed out above. SEC directs a player toward those Vocations more likely for a person of the HP's Class Level, and from those possibilities the player selects a K/S Area "bundle." Thereafter, there are no restraints on what K/SAreas are added, save those which generate personal Heka, as we'll explain later (seetheTRAIT Limitations table on page 66), and SEC can drop or climb. Note that in the SEC Vocations table, 'HPSEC at Start" does not mean that the initial SEC of the new Heroic Persona must correspond to that number. SEC at start will be that number even if the HP has a higher SocieEconomic Class recorded, say 7 or 8, a s opposed to an Alchemist's SEC Level of 6, because the starting Vocation dictates level. What does hold is the "Class Level Range," in 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).

SEC Vocations
LeLerclltrgt 54

VomfYoncIaiqpy Akhe& ApoUtecarV

HPSECltSbt
6

TRAIT

Nmmw
3 6
B-8 48

3
7 5

Multd

AM R S

Cavaller Enuineer ~'rCenary/Soldier

Physlcal Physical

BlsdrScfi00l ~ntalschool Qiay School Qeen School white School MYSIICISM Astrologer Diviner Fortune Teller Soothsayer
As;saaJin

OUMAWRY

Bendit Mountehink
Phk Thief PKIESTCR/EPT

Healer mest Theugst Wisewoman/Wiseman PKlMlTlVE VOCATION

Hunter
Mediche Man
9eu skraman

Wanlor

W t W l Dodbr SCnOLAR Philosopher Poet/Musician saae


VOYAaER

5-9 3.9

5
7

0-9

Mental Mental Mental

Explorer Merchant

4-0
44

Seafarer

2-9
5-33 3-6 2-7 0-9 4-6

3
4' 3. 3' 5' 4'

Spiritual Mental Spiritual Mental

HEROIC PERSONA STATISTICS


At the heart of every roleplaying game persona is one central set of

numbers (orstatistics)which defines how strong,smart, wise, etc. the persona is. In the M y t h u s game, these numbers come in the form of ATTWBmlS, CATEGORIES, and TRAITS. (A good way to remember them is by the word "ACT.") The largest numbers are the TRAITS, each of which is subdivided into two CA7ECtORIES. Each CATEGORYis then subdivided into three ATIRIBmW. For example: the Mental'IRAIT has two CATEGORIJ23Reasoning and Mnemonic-each of which has three ATIWBWCapacity, Power, and Speed respectively. The meaning of all of these terms is described below, from largest ('IRAITS) to smallest (A'ITIUBW).

TRAIT Scores
The three TKAITS are the broadest indication of an HP's innate abilities. They characterize the HP in three general areas: Mental, Physical, and Spiritual. Mental: Abbreviated "M," this number represents the sum total of all one's Mental resources, as well as the amount of "Mental damage" one can sustain before becoming a mindless vegetable. The higher the persona's Mental TRAIT total, the more Hekagenerating Mental K/S Areas that persona can possess. Heroic Personas with high MentalTRAlTStend to make excellent Dweomercrtefiers and Scholars. Physical: Abbrevlated "P," the Physical TRAlT number represents the sum total of all one's Physical resources, as well as the amount of "PhysicalDarnage"onecansusta1n beforedying.The highera persona's Physical TRAIT total, the more Hekagenerating Physical K/S Areas that persona can possess. High scores in this area make forwonderful Soldiers and Warriors. Spiritual: Abbrevlated "S,"this TRAIT represents the sum total of all your HP's Spiritual resources, as well as the amount of "Spiritual damage" the persona can sustain before becoming a will-less wmbie. The higher a persona's Spiritual TRAIT total, the more Spiritual Hekaaenerating K/SAreas that persona can possess. High numbers in this Area produce superior Pnestua:Rers and Mystics.

EaOKY comes In really handy in combat, because, dependlng on one's ATIRIBURS, it helps one to strike harder and faster and so& up damage better. Nemah A b m "PN," Ulls one, being the other Phydcal CATEaORY,~todowtthhowcoo~andpredseyourpersonaLs piysicaUy. Those with better numbers here have steeQ nerves,taTtnc hand/eye Coocdlnation, and t l n for pumdb such as picking pochets, aet p@hg musical Instruments, drawing maglckalsymbols, etc. Metaphysical: Abbreviated "SM' for Spiritual Metaphysical. this first Spiritual CATEaORYhas a lot to do with your willpower and selfdiscipline, as well as your ability to study, understand, and believe in supernatural, theological, and philosophical concepts. Por example, 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 them a part of yourself requlres a good S M score. Those with good numbers in this department will be more devoted to their causes, benefit more from them, and go further t o advance their goals. This applies to all "causes" a person might have, whether It is to faithfully serve a deity, to convert the heathen, or just to bravely defend what the persona feels is 'right.' Clergymen, philosophers, and all really ambitious people will find a high S M helpful. Psychiu Abbreviated "SP,' this CATEaORY represents the 1 conscious side of the spiritual and includes such Ulings as falth and imagination. "Natural' or 'intuitive' might describe the Psychlc dlvidon. This CATEaORY is very important for all who rely upon inqlration to power their pursuits.

ATTRIBUTE Scores
ATIWBW'ES arc the mast specific measure of a persona's innate characteristics, and as such serve as the mast bask scores used to determine that persona's abilities. There are 18 such ATIRIBUlES, three for each CATEGORY. These ATIRIBUITS are Capacity, Power and Speed. Capacity: This is abbreviated as 'Cap' added on the end of each CA'EQORY. Spiritual Psychic Capaclty, for example, would be abbre viated "SPCap.' Capacity is perhaps a CATEGORY'S most importsnt ATIRIBLnE. as it is the one which is wed to determine beginning STEEP levels (q.v.), and it represents the maximum level to which either of the other two ATIWBUITS in that area can rise. For example, if you assign a Physical Muscular Capacity rating of 17 to an HP, then that is the most that you can &gn the Ws Muscular Speed and ie Power ATIWBUIES, too. Likewise. said ATIWBUIE3 can r s no higher than 17 until the PMCap is also raised. Power.Th1s is abbreviated as above, save that a "Pow" is added on the end rather than a "Cap'Thisnumber represents how strongly and forcefullya CATEGOKYcan be wielded by a persona. For example, an HPwithahigh PMPow (Physical MuscularPower)can lift heavy weights, or one with a high PNPow (PhysicalNeural Power) wuld juggle several items at once. A high MRPow (Mental Reasoning Power) allows one to crack tough thinking problems, etc. Speed: Abbreviated asabove, but use an 'Spd." This number tells you how fast a CATEaORY can operate. A high PMSpd, for example, means that you can run fast. A high PNSpd allows you to manipulate amechanical device quickly without maklngemrs, and a high SMSpd helps you to be punctual and meet deadlines, e t c

CATEGORY Scores
As explained earlier, each TRAIT is divided into two distinct CATWORIES. The six resulting CA'EQORIES are ss follows: Mnemonic: Abbreviated "MM" for Mental Mnemonic, this 1s a Mental CATEaORYwhich represents the ability of your HPto learn and remember. HPs with higher ATRIBWE3 in this area are brighter and tend to do better with their studies, provided that they're not lazy1 this Reasoning: Abbreviated "MR" is the other Mental CATEGORY, and it represents the persona's ability to think logically and figure things out. Those with higher A'ITRlBWlS here are likely to be very cunning, clever, and crafty-watch out for them1 Muscular: Abbrevlated "PM" for Physical Muscular, this is a Physis cal CATECtORY which shows just how powerful your persona i, as well as how fast the HP can move and react. HPs with higher scores here are both physically stronger, more enduring, quicker on their feet, and in better health than those with lower scores. This CAT-

What T h e Numbers Mean


S o far you've been told about having "high" scores and "good" ratings in your AITRIBUTES, but what counts as being "high or "good"? Well, most humans have A'ITRIBUTEscores ranging from 6 t o 20, with 8 to 11 being average. Having lower s w r e s , such as from 1 to 5, means that the persona is crippled in that area-for example, someone with a n Mental Reasoning Power o 3 would b e clinically f classifiable as mentally retarded, a n idiot, in fact. On the other hand, higher scores than 2 0 are representative of super-exceptional levels. Einstein may have had a n MRPow of from 3 0 t o 35, and Arnold Schwarzenegger probably has a PMPow of around 25! 7Remaximum F r any hrrrriari Physical ATTRIBWE is 30, and the highest any Mental o or Spiritual ATTRIBWE can rise is 40. Personas with such high s w r e s are, of course, very rare, and bad guys that have them will make for some of your Heroic Persona's most dangerous enemies. It is possible, however, for your HPs to develop such ratings themselves over the course of the game campaign, though it will take a long time. Not that your Heroic Personas arcn'tactually special. As amatter of fact, they'll stand above and beyond the average individual in almost every way. The beginning range for a n HP's A'ITRIBrnES is from 1 0 t o 20, which isn't bad when yo^^ consider that most people have scores in the 8 to 1 1 range. CATEGORY scores are determined by adding the three related ATTRIBUTES (Capacity, Power, and Speed) for each of the six unique CATEGORIES together. The threeTRAITS are figured by adding their related CATEGORY pairs together. A Heroic Persona's TRAIT totals determine how many Hekagenerating Knowledge/Skill Areas (including separate Sub-Areas) that HP can possess. This is of utmost importance to the persona who is using Castings--magickal Charms, Cantrips, and s o forth. More about that later; for now, s e e the TRAIT Limitations table, below, for the TRAIT totals and the limit of the number of K/S Areas generating personal tfeka which they dictate. Obviously, the greater the value of a TRAIT, the more able the persona 1 to possess Hekagenerating K/S Areas. A s Castings require s considerable amounts of Heka t o power them, these limitations are crucial to the persona. Quite frankly, this restraint is imposed not so much to limit the HPs in the campaign a s t o reflect the actuality of human limits. Not very many people on E r t h are truly dynamic and

TRAIT Limitations t o Heka-Generating K/S Areas


TRAIT Total
Undcr 60

Heka-Uenetating K/S Area L m t ii*

1 1 1 and

above

'With respect to Spiritual Knowledge/Skill, the Prkstcmftand Religion Areas are treated as one, not two, forthe perqona.This is the only exception to the limit given.

f powerful wielders o magickal forces. To b e so is unusual, just a s to b e agreatscientist o n Earth is unusual. However, Heroic Pcrsonm will begin play ataboveaverageTRAlTscores,and they will i n c r e a x them thereafter through successful performance, s o t h e constraints shouldn't be burdensome, even though n o H will ever be able to Y passess all of t h e Hekagenerating K/S Areas. Then again, who tntly knows everything? TheTRAlT score also tells you something e l s o U ~ o U w limits of c your persona's ability in that area. Of course this applies to any persona in the game, notjust t o Heroic Personas. The Mylhus FKKI, and the whole Dangerous Journeys multigenrc KPQ systcni, rcflects real life as much a s possible for the genrc treated. a a m c reality, realism, and realistic rules are used t o create the sensc of actuality when participating in play. What this m w n s is that the persona hxs other limits besides thoseof Hekageneration--many of them. Onc o f the most important o these limits, perhaps the most irnportilrit one, f is the TKAIT limit t o STEEP. The total score in a given TRAIT sets the nioximum Sf1:IP scorc possible for any K/S Area in that TRAIT classifi~ition. inst;lnc:c, ;I For Mental TRAIT total of 7 5 limits the persona to a niaxirnun~ ;~ll;lin;lI)lc STEEP of 7 5 for each and every Knowledgc/Skill Area classifictl ;LS Mental. This may s e e m arbitrary, but it isn't. In fact, this limitation is very realistic and reflects actual potential. If there w;a n o such limil in reality, then there would be far more geniustype intiividu;~ls, perfect masters, and so forth. Furthermore, because IIPs arc tmisidered as exceptional individuals t o begin with (thus the 2lXi 48 ATTRIBWE score generation system below), and arc able to incrcasc: AITRIBLTES and thereby boost CATEOOKY and TRAIT tot:lls. thc limit actually sets such personas more apart from the rat-induding a11 but the most potent of the Accursed foes. o It is needful t o bear in mind the TRAIT limitaticm L K/S STlI:t' maximum. It is also useful to plan ahead for the time ttic limit i.s approached s o that Accomplishment Points t a n be usi:tl to rnor't: statistics upwards and allow greater STEEP s w r c s . 'Illis will [x)s\il)ly enable the acquisition of more HekageneratingK/S Arcas 2swcll! Of 1 course there are limits to TRAITS, too, but it is unlikcly th;it any persona will ever be able to actually attain such high suniniits. By the way, forthose participants interested in determination of IQ, 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 score of 15 c in each of those four AITRIBLTES would have a total of 60. anti thA translates to an Intelligence Quotient of 120, hi($ avcr;qc. Rotc th;~L the average of 2 D 6 - a score of 7 a d d e d to 8 is 15. I I' d o stiirt with fs an edge. A persona with the fourscores averaging 2 0 hasan IQ of I (iO, 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 L o improvement of your persona's Mental TRAIT. As \s been mmade clear above, the same is tmc for the Yhysical and Spiritual components o an individual. Whenever possible, boost xmrts f to increase the TRAlTtotals, so that your persona can make full ~ c wof FJ , S potential and have the maximum STEEP necessary for goal attainment, the personal Heka for all the Casticgs that will be uscful. As in r c ~l l 1 If' ifc, improvement must not cease as long as vitality continucsl

The very first thing to-do after finding your SEC is t o decide what kind of HP you want from t h e Vocations available t o you, a s this will help you to assign your ATTRIBmES. If you wish, read the short description of each Vocation first (beginning o n page 7 4 ) and see which one you like best. After doing so, take a scrap sheet of paper and assign 18 ATTRIBUTES t o your Heroic Persona, using o n e of the following methods: The Point Distribution Method: If you need t o make your Heroic Persona in a hurry, or don't feel lucky enough at the moment to trust your HP to random dice rolls, then you can generate A'ITRIBUTES this way. Six numbers are given, and you may assign o n e t o each of the CATEQORYtotals and breakeach down among the A'ITRIB~ES listed for its CATEGORY. You may divide upeach number however you wish, but keep in mind that all your AlTRIBUTEscores must be between 1 0 and 20, and, of course, you'll want toassignthe higher numbers to the CATEGORIES under your chosen Vocation's TRAIT. 73e six r~urr~bers as follows: 50, 45, 45, 40, 40, and 35. are For example, we're in a hurry and need to make u p a Dweomercrzefter. Since that is a Mental TRAITVocation, wegive the highest two numbers to Mental Reasoning (MR) and Mental Mnemonic (MM),and, since Dweomercrdters also u s e a lot of Spiritual skills, wegive t h e 4 5 and 4 0 to Spirit~lal Psychic (SP) and Spiritual Metaphysical (SM), and assign Physical Muscular (PM)and Physical Neural (PN) a score of 4 0 and 35, respectively. Now we go back u p t o Mental Reasoning (MR), where we must assign the A'ITRlBlTTES a s e t of three numbers that adds up to 5 0 . We decide to give MRCap a 20, MRPow a 15, and MRSpd a 15 a s well. We d o similar work with all the other CATEQORIES, after which we add them together and fill in our TRAITscores--M 95, P 75, and S 8 5 . N.B: Gamemasters may, at their option, adjust the total of the TRAIT applicable to a Heroic Persona's Vocation by awarding 3 additional points. l%ch point must be assigned to a different ATTRIBUTE within the applicable TRAIT-2 cannot b e placed in o n e ATTRIBmE. All 3 may be placed in o n e CATEQORY, however, orthey may be split between the two. This addition is t o further separate the Heroic Persona from the average Other Persona. Lest any reader think this is generous, it is about a 1% increase, overall, around 3% in the TRAIT. Dice Rolling Method: To use this method, simply r d 2D6 +8 a totiil of 18 times and record the results o n a piece of scrap paper. Once you finish that, you can then assign each of the scores to one o the 1 8 f AITRIBUTE. Genemlly speaking, it is best to assign your two highest scores to the Capacity A T I W B ~ u n d eyourchosen Vocation's primary r TRAIT.If you were making an Astrologer, for example, you might want t o put your two highest numbers into SMCap and SPCap. Then put the next two highest into the Capacity A ' I T R I B W under the second-most important TRAIT (look at your Vocation's starting Knowledge/Skill Areas if you need help deciding what that is), and put the third-highest pair under the Capacities in the remaining TRAIT. The next four highest numbers can then be ~ l s e d fill out your Vocational TRAIT, and the next four the to second-most important TRAIT, etc. Of course you don't have t o assign them like this-you may d o so any way you please-but your persona will b e more successful and will probably advance farther and faster if you favor the Vocational TRAIT when handing the numbers out. Whatever you do, remember

that Capacity i always the highest ATIWIBLjTE, and neither Power s nor Speed may ever exceed it. Example: We decide that we would like Dirk Qalligher (the Heroic Persona we started earlier in this chapter) t o b e a s t r o n g swordslinging Cavalier. We then proceed t o roll 2D6 adding t h e t8 to each roll atotal of 18times, and we c o m e u p with t h e followingscores: 12, 14, 19, 16, 11, 13, 17, 18, 1 0 , 2 0 , 15, 14, 18, 17, 15, 12, 13, 13. Next, we put t h e numbers in numerical order (just so that we can k e e p trackof them easier) and assign them t o our HP's ATIRlBUES. The two highest, 2 0 and 19,g o t o PMCap and PNCap respectlvely . We then decide t o put both 18's in t h e MentalTRAIT, and soassign them t o MMCap and MRCap. The pair of 17's, which c o m e next, are then placed into SMCap a n d SPCap t o round it out. Having finlshed that, we g o back t o t h e Physical TRAlTand assign t h e next four scores: 16, 15, 15, and 14, t o PMPow, PMSpd, PNPow, a n d PNSpd respectively. TheremainingA'ITRIBUTES in t h e MentalTRAlTneed fillingout next, andwegive those-MMPow, MMSpd, MRPow, and MRSpd-fatings of 14, 13, 13, and 13. Lastly, t h e final four scores are asslgned a s follows: SMPow 12, SPPow 12, SMSpd 1 1, and SPSpd 10. f i n a l Comments: A s you can see, you will probably come out with higher scores by rolling t h e dice, though you could also come out worse. But a s they say, "Nothing ventured, nothing gained." In any event, theaM should make t h e players stick by whatever method they use togenerate their HPs, regardlessof how well o r how poorly it turns out. Remember that AlTKlBUlE3 can be improved through play, and a f few points higher and lower here and there won't make much o a difference anyway. Exactly how each o these numbers for ATIRIBIIIFS, f CA'EQORIES, and IRAIS applies to play will b e given later in the rulcs.

CATEGORY and TRAIT Scores


Once you have come u p with your A'ITRIBWES, what you need to d o next is figure out the overall ratings for your CATECtORIESand your TRAITS. ACATECtORYscore is equal t o the combined sum of all of the AITRIBUES (Capacity, Power, a n d s p e e d ) under it, and aTRAITscore is equal t o the sum o its two CATEQORIES. f Example: Dirk aalligher has the following Physical A'ITRIBLTES: PMCap 2 0 PNCap 1 9 PMPow 1 6 PNPow 1 5 PMSpd 1 5 PNSpd 1 4 Thus h e has a P CATEaORY, or PM, total o 5 1 (20+16+15) and a M f P CATEaORY, or PN, total of 4 8 ( 1 9 t 1 5 t 14). His overall Physical N TRAITrating, or P, would b e 99 (51+48). Through similar calculations, we discover his other CATECtORIES a n d TRAITS to b e M 44, M M 45, R M 89, S M 40, SP 39, and S 79. D a m a g e a n d EfFect Levels: Now you can go ahead and calculate your Heroic Persona's Damage and Effect Levels. Damage Levels (Wound Level, Critical Level, and Recovery Level) are expressed as a percentage of your Physical TRAIT score and reflect the amount of Physical damage your HPcan sustain. Effect Levels denote how much Mental and Spiritual damage it takes t o break your HP's will to rcsist insanity, hopelessness, etc. The exact meaning and function of all these terms will b e explained later o n in the Combat chapter, but for now just g o ahead and calculate them. Wound Level (WL):This is equivalent t o 75% o P, and represents the f amount o Physical damage it takes to seriously wound a persona Once f

Wound Level is reached, the persona is "Dazed." Dirk has a WL of 74. Critical Level (CL):This is equivalent t o 90%of the P TYWT, and is the amount of Physical damage it takes t o knock your persona unconscious. Dirk has a CL o f 89. EffectLevels (EL): There are o n e of each of these for your Mental and Spiritual TRAITS. Each is equivalent t o 80%of your M and S, and each represents the "breaking point" a t which theTRAlT is n o longer able to withstand stress. Mental or Spiritual damage accumulated is matched against the appropriate Effect Level to find when the persona has become "Dazed" from too much punishment in the TRAIT area. Dirk has a Mental E of 71 and a Spiritual EL o 63. L f Recovery Level (RL):This is equivalent to 10%of your HPs Physical TRAlTscore (drop fractions), and represents the amount of remaining damage taken a t which the HP is considered fully recovered after a n injury. Dirk Oalliyl~cr, example, has a P o f 99 and thus an RL of for 9 199x 0 . 1 ) . I f he had 9 or less points of Physical damage remaining against hirn, he would actually be in prettygood shape. The OM may also set this n ~ u n b e as the negative total of Physical damage points r for an HP, bcyond which loss the persona is totally dead, past all hope of medical aid.

STANDAKD HY DESCRIPTIONS & K/S AKEA BUNDLES


Again, garnemasters and players are urged to read (or re-read) the opening paragraphs of Selecting a Vocation, Chapter 1 o the MyOlus f Prirnc rules. After you have done so, go o n to the following, but only thereafter! There are nine groupings of Standard Heroic Persona Vocations in the Adval~ccdMytl7irs n ~ l a In addition, there are five optional nonhuman . Heroic Persona types. The standard groupings contain a total of 35 different m u p a t i o n s and professions for the player to select from, so there is exccptional variety. With the inclusion o nonhuman HPs, the f range of possibilities grows to even larger proportions. Personalization then further differentiates each HP. Finally, the gamemaster is given information as to how additional Vocations may be added to the campaign (see Appendix E: Creating New Vocations).

After examining the SEC Vocations Table above (page 63). players may decide upon a Vocation immediately o r first read about Vocations and examine the starting "bundles" o K/S Areas and note the f basic STEEP given for each. Each different Vocation has a separate mixture of K/SAreas and abilities within it (the basic number of STEEP pointsassigned t o it), so most players will need time t o g o through the list before being required t o choose one. However, once a player h a s declded, the selection taken is i n e v e cable, and that particular HP will for ever afterwards have the basic bundle of startingskills (unlesssomethingstrange and magickal later befalls the HP, of course). Just as in real life, we have what we have gained in t h e past. We can add t o that, alter it, but we can't substitute knowledge in o n e field of learning for another as o n e mlght change shirts.'Ihiiis particularly importantwhenit comesto thcDweomercrazft and Priestcrzeft Vocations if a player expects a Heroic Persona to be a Full Practitioner, i.e., a mage or a priest (or both). Full Practitioners gain more Heka power than Partial ones, s o they have a great advantage in respect t o Castings a n d other ways of utilizing Heka power, but there i s a t best o n e c h a n c e in five that 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 selected and recorded for the Heroic Persona. For more information o n this s e e t h e Mythus Magick book. gamemasters and players alike must n o t e carefully that only t h o s e two Heroic Persona have t h e requirement Vocations, Dweomercrdtand Pn'estcr~ft, of checking t o find o u t whether o r not t h e HPs are Full Practitioners o r not. All other Heroic Persona Vocations which include the K/S Areas Dweomercrzeft, Magick, Priestcrseft, and/or Religion ore at

Partial Practice only. As in t h e Mythus hime rules, the more STEEP points an HP has in
aK/SArea the betterthechance that HP hasat succeedingwith it. And

as in everything else, as your personas adventure, they will have the


opportunity t o get better in their chosen K/S Areas. After choosing a Vocation, players must each determine their HP's STEEP for several "universal" K/S Areas: L%quette/Social Graces, Native Tongue (and its other languages ramifications), Pcrccption, Riding, and nade Phoenician. Once these a r e calculated, STEEP

STEEP Level Descriptions


STEEP Points

00 01-10
11-15

16-20 2 1-25 26-30 3 1-35


36-40
4 1-50

5 1-60 61-80 8 1-90 91 +

Description No real knowledge/skill. Totd or virtual ignorance. Rudimentary knowledge or skUl only. Novice-level study. A grasp of basic principles (grammar school). Trainee skill. Lower-intermediaterange knowledge (middle school). Low average workhg skill. Middle-intcrmedialeskill (high school). Average and normal ability to apply the skill. Upperhtermediate knowledge. A grasp of some advanced principles (Associate's Degree). Journeyman's ability In a skill. Pull, professional competence. A leve,l of knowledge equivalent to a Bachelor's Degree. A near-master's skill ability. Abovoaverage professional competence. Mastefs Degree knowled(le. Skill of master level. Expert-level knowledge or Doctor's Degree. Skill of a full master of the ability. Master-level knowledge. Expert-masterskiI1. Pioneer-level knowledge and mastery. Past-master skill Qrand master of Reld, The persona is capable of Nobel prlzewlnning work A creator of prized items. 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 "exotic" 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 Practice (see D w e o m e r c ~ R the K/S in Area Descriptions, Chapter 1 1). Even HPs who are Priests in the other milieu must llkewlse acquire the PnestuzR K/S Area and then check (see PriestcraeR In the K/S Area Descriptions). Readersareagain referred to the M y t h u s Ma@& book for details 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 tleroic 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 retained, the tie to the original persona, background, education. traintotals 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 warAlthough 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 managabout 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 evinomic 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 alamong 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 that courseofgarneyears-thevariety becomesve~ysimilarto weactually singular purpose by the choice of Vocation, it being a less focused one than the alchemist's. see in comparing people and their knowledge, skills, interests, etc. N.B.: Mere selection of a Vocation's K/S "bundle" does not guaranHighly dedicated Vocations are: Alchemist, Engineer, Mage, Astee full ability in regards to DweomercrseR and PriestcraeR! That is, trologer, Assassin, Priest, Wlsewoman, Medicine Man, Seer, ShaFull 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~fter they hope to have Full Practice capacity, would come after Survival with 16 points, but if both were at 12 points, if and that all other Vocations in the milieu can have only Partial then Deceptionwould precede Survival. We have also indicated the

ALCHEMY VOCATIOIYS TABLES


Alchemist Vocation (Mental TRAIT)
K/S Area Base STEEP Alchemy' 24 Astrology* 20 Botany 20 Chemistry 20 Geology/Mineralogy 20 Conjuration' 16 Dwcomcrcrdt (Elemental School)* 12 Magick* 12 Mathematics 12 CrYPt%ra~h~ 8 Divination* 8 Drawing 8 8 Foreign Language: Classic Greek Foreign Language: Hiero-/Egyptian 8 Handicrafts/Handiwork 8 Mcchariics 8 Metaphysics' 8 Smithing/Welding 8 Surviv,~l 8 Toxicology 8 Combat, Hand Weapons 4
Base STEEP Total: 248

ATTRIBUTE SMCap SMCap MMCap MMCap MMCap (SMPow + SPPow) x 0.5 MMCap .s MRCap MMCap MMCap SPCap .s PNCap MMCap MMCap PMCap PMCap SMCap PMCap PMCap MMCap (PMCap + PNCap) x 0.5 s

Apothecary Vocation (Mental TRAIT)


K/S Area Base STEEP Alcf~cniy * 20 Chcmislry Herbalisni' Medicine, Oriental Astrology* Biology Botany Business Administration Foreign Iang~iagc: Imperial Latin Foreign Language: (choice) HandicraftsjHandiwork Magick' Medicine, Vctcrinary 12 Metaphysics' 12 Toxicoiog~ 12 Dweomercr&t.*: Elemental School 8
0

ATTRIBUTE SMCap MMCap SMCap (SMCap + SPCap) x 0.5 SMCap MMCap MMCap MRCap MMCap MMCap PNCap MRCap MMCap SMCap

toalctt playersabod the opcratjcm ($1 t ~ c K/S Area: ( 1 ) An "s" indicxtcs that ttic K/S h a s Sub-Areas (See Chapter I I , page 137). (2)A bullet, "-," indicates tti;~t K/ the S in question works somehow tliffcrently than t h e others, such as in the rate that S u b h r e a s a r c gained. (3)An asterisk bcsidc a K/Sm c m s that it isa HekagcncralingKnowlctl~lc/ Skill Area. Check the individual ticscriptions of each of thosc Arcas for details. Rernenibcr t h e liniit;itions based on TRAIT total, a s to ttic number of tieka-gcnerating K/S A~CZLS the Heroic Persona is capable of possessing. (Asthcrc are more Spiriti~al TKAIT Knowlcdgc/Skill Arc,% which gcncra t e personal Hcka than ttic othcr TRAITS, players should c;onsiclcr c x c fully t h e ATTKIBU'fE scorcs tticy ;I.+ sign t o TRAITS.) Finally, a t t h e end of c;~ctiVoc-1tion'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 bundle. Mote that sonic Vocations ti.lvc a considerably higticr allolmcril of points, a l t h o ~ g h K/S Arcas in such the Vocationsare not what arc usu;~lly considered as "useful"-I Ick;tprociuc:ing, offensive, dangerous, ctc. llowcvcr, discerning players will find suc;ti bundles intriguing ...

. .
.

Akhemy (Mentai) Vocations


There arc two Alchcrnv Voulions: Alchemist a n d Apothecary. Alchemist: lfyou sclcct this Mcnhl TRAIT Vocation, be surc to cx;lniiric f which c:onic the bundle o K/SArcz~s with it, with a n eye toward Ilcka gcneration (although Alchemists arc not Full Practitioners). This particul,ir I lcroic Persona approach is o n c o f rcit soning, philosophical and mctaptiysical understanding, and a good bit of 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,

Fort~iric 'Telling' Combat, Hand Weapons Pricstcrxft' Keligion Base STEEP Total

8 8 4 4 4

PMCap (PMCap + PNCap) x 0.5 s SMCap SMCap

.
.

252

perhaps aristocratic sort, with a lot of courtly interaction required, yet with labor and often lack o status, f too. In order to create the things desired, a n alchemist must study and work. That means a t times adventure must be set aside for experiment, action for alchemical experimentation. Still, the produceand powers of alchemists make them a potent factor inany groupundertaking, be it intrigue, exploration, o r derring-do. To keep the role of alchemist in mind, think of experimentation, chemicals, Materia, court appointment, transmutation, laboratories, and athanors (alchemical furnaces),crypticformulas, elixirs, and dangerous Castings. Apothecary: Perhaps t h e more practical of mind of those with alchemical bent seek this Vocation, for from a base of alchemical study it branches into business and care for the health of human and beast alike. The typical apothecary is urban, but s o m e might be found in smallercommunities. A s previously noted, a tieroic Persona with this Vocational backgroundmight bedissatisfied and ready for something new and exciting ...or not. That's u p to you, if you select a n apothecary persona. I f you choose t o roleplay a more cautious apothecary, you should bear in mind such concerns such a s a shop, medicines, care and carefulness, useful Heka, curing, earning a good living, and respectablc status.

ARMS VOCATIONS TABLES


K/S Area Combat, Hand Weapons Arms & Armor Biography/Qeneaioay Combat, HTH, Lethal Combat, Hand Weapons, Missile Cultured Palate

Cavalier (Knight et a/) Vocation (Physical TRAIT)


Base S T W
24 16 12 12 12 12 12 12 12 12 12 12 12 12 12 8
8

ATTRIBUTE (PMCap + PNCap) x 0 . 5 s (PMCap + PNCap) x 0.5 s


(PMCap + PNCap) x 0.5 s (MMCap + MRCap) x 0.5 s (MMCap + MRCap) x 0.5 -s MRCap s SMCap (MMCap + MRCap) x 0.5 PNCap *s (MMCap + MRCap) x 0.5 (PMCap + PNCap) x 0 . 5 s PMCap MMCap PNCap MRCap s SMCap SMCap (PMCap + PNCap) x 0.5 (MMCap + MRCap) x 0.5

+
-"i

bnomicsFinance/lnvesting

aambling
Games, Mental Leadership Military Science Music Political Science spa* Survival Foreign Language: [choicel HandicraftslHandiwork Influence Poetry/Lyrics* Religion* Swimming/Diving Agriculture Base STEEP Total

8 8

8
8

Engineer Vocation (Physical TRAIT)


HJS Rres
Engineering, Military Fortification & Sieaecraft Jack-Of-All-Trades Combat, H m , Lethal Combat, HTH, Ron-Lethal Combat, Hand Weapons Combat, Hand Weapons, Missile Construction Clam blina Jury-Rimng Mathematics Mechanics Military Science SwveyingTopography Weapons, Military, All Other Foreign Language: (choice) Leadership Survival Base STEEP Total

Base STEEP
24 20

ATTRIBUTE
(MMCap + MKCap) x 0 . 5 MRCap s PMCap .s (PMCap + PNCap) x 0 . 5 s (PMCap + PNCap) x 0 . 5 (PMCap + PNCap) x 0.5 s (PMCap + PIYCap) x 0.5 s PMCap (MMCap + MRCap) x 0 . 5 .s MMCap S M C ~ ~ MMCap PMCap (MMCap + MRCap) x 0.5 MRCap s (MMCap + MRCap) x 0.5 s MMCap SMCap PMCap

16
12 12 12 12 12 12

Arms (YhysicaD Vocations


Cavalier: The status of this Physically oriented Vocation is fixed, and players whoare interested in having their Heroic Personas of knightly sort are off t o a good start. Such individuals are Physically quite capable and have ready access socially to many places. Of course, their basic abilitiesarc aimed towarda narrower area than s o m e other Vocations, but .... Things t o bear in mind when

3
rn
78.

12 12 12 12 4

4 4 248

Continued on page

v # ARMS VOCATIONS TABLES (Cont3 Mercenary/Soldier Vocation (Physical TRAIT)


Ban: WEEP
Combat, Hand Weapons Criminal Activities, Physical
Escape

Dweornercr&t (Mental) Vocations


Dweomerader First be sure to note that the v P e c t i v e expectingtohave Full Practice Heka capedty (bea Mage) must have a Mental IRAR score of 10 1 or more points. Then remember that even if this i the case, the odds of being able to do so are 4 to 1 s

ATTRIBUTE
(PMQP + p ~ 1 ~ , , ) 0.5 (PMG; + mc&) x 0.5

20

magick and have some Heka power despite being unable to fully channel H e k. i.e... thev will be Partial Ftaditioners. Thev will never be a Mage, but they can do many magickal things nonetheless. The Partial Practitioner also serves as an excellent h e for variant persona development--don't be discouraged about possible fail(PMCap + PNCap) x 0.5 s ure. (Remember Mtz Leibef s M r d and the Orey Mouser, for the MRCap .s latter happens to be a swordsman and thief with some small skill at M-- - --T. RCm m@ck Not a bad role model at alll) PNCap HekamakesEith fundion as it does. Heka use of all sortsisvery important, so those able, willins and ready to serve have all PMCap . s oit manner of employment in s c e y from lowest "hedge" praditie - . ners to the highest sort. Mages, the Full-Pradice users of Dweomerare cr~zft-Mack, 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 school which setsthe feet of its students on the path toward Darknessand position, estate, noble sport, arms, and protection (of the weak). 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 f far greater with success, and the abilities of the Vocation allow the to cause a grant of status despite others' fears o 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 h roleplaying this charxter are practicality, directness, task route of ap regions directs the C a s t i n p and thinking of t e Black School. Elemental School (lmprimistHall, Qui-tid Academyh Pradiproach, impediment, breach, strength, weakness, and construction. 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 all the whole multiverse! Naturally, Elemerdalists draw upon the Prctercampaign will initially take place, but soldiers will be so fixedalthough 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. Gray School (Penumbrate Pala?.sira Shadowy F o m ~ )This is thc : The soldier is obviously there for loyalty--don't laugh, those of you 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.

Qarnbling Handicrafts/Handiwork Street-Wise Survival Combat, HTH, Lethal Combat, tPTH, Non-Lethal Combat, Hand Weapons, Missile Criminal Activities, Mental Deception First Aid Ganies, Mental Jack-Of-All-Trades Military Science Foreign Language: [choice] Foreign Language: [choice]

PNCap SF'Cap .s

u
Gray School (Mental TRAIT)
K/s Area Base STEEP ATTRIBUTE Dweomercrazft, Qmy* 24 MMCap . s Magick* MRCap MRC~D. Deception MRCap s Influence SMCap Alchemy" SMCap Astrology' (MMCap + MRCap) x 0.5 Clyptw-a~h~ MMCap Demonology' s m p. s Divination* SMCap Exorcism* Foreign Language: MMCap Arcane Magickal Foreign Language: MMCap Hlero--tian SPCap -3 Multived Planes & Spheres SMCap Occultism* SMCop .s Pantheol~ MMCap Toxicology (PMCap + PNCap)x 0.5 s Combat, Hand Weapons PMCap Survival PMCap HandicraRs/Handiwork

DWEOMERCRAZFT VOCATION TABLES (BY SCHOOL)


Black School (Mental TRAIT)
K/S Area Base S T E P ATTRIBUTE 24 Dweomercradt, Black* MMCap .s Magick' MRCap Deception MRCap Demonology' MMCap Exolcism' SMCap Occullism' SMCap Alchemy' SMCap (MMCap + MRCap) x 0 3 . ClyptwaphY Drvinalion' SPCap - s Forergn Language: Arcane Magickal MMCap Foreign Language: Hiero--tian MMCap Foreign Language: (choice) MMCap Necromancy* SMPow * Toxicology MMCap Prlnlhcolqy' SMCap .s Combal, Hand Weapons (PMCap t PNCap) x 0.5 s Handicmfts/Handiwork PNCap Survival PMCap

.
.

Base STEEP Total Base STEEP Total

Elemental School (Mental TRAIT)


Base STEEP
ATTRIBUTE

Green School (Mental TRAIT)


K/S Area DweomercraeR, areen' Ma~ick' ~erbalism* Nature Wunement Alchemy' Astrology' Botany EEalogyjTiatureScience Divination' Foreign Language: Arcane Maglckal Fortune Telling* Music Spellsongs' Combat, Hand Weapons CWMPPhY Handicrafts/Handiwork Leadership Phmee Flora & Pauna Poetry/Lyrics* Survival Sublerranean Erth

Dweomerc& Elemental* Magick' Alchcmy' acology/Mineralo~ly Metaphysics' Multiversal Planes & Spheres
AstrologyDi'

Cl~emislry C~YI'LW~~~Y Divination' Exorcism' Foreign Language: Arcane Magickal Foreign Language: Hicro-Egyptian Forcign Language: (choice] Pantheology' Toxicology tiandicraRs/Handiwork Combal, Hand Weapons Survival Base STEEP Total

MMCap .s MRCap SMCap MMCap SMCap spcap .s SMCap MMCap (MMCap + MRCap) x 0.5 SPCaP *s SMCap

Base STEEP
24 24 16 16

A7TRIBUTE

12 12 12 12 12
12 12 12 12 8 8 8 8 8 8
8

MMCap .s MKCap SMCap SPCsp . s SMCzp. SMCap MMCap MMCap SPCap -s

MMCap MMCap MMCap SMCap .s MMCap PNCap (PMCap + PNCap) x 0.5 s PMCap

MMCap SPCap . s PNCap .s (MMSpd + MKS) x 0 5 PMCap + PNCap s (MMCap + MRCap)x 0.5 PNCap SMCap MMCap SMCap PMCap MMCap

MRcap * (MMCap+ MRCap) x 0.5 SMCap SMCep. (MMCap + HRCcip)x 0.5 SPCap .s SMCap

DWEOMERCMF'T' TABLES (CONT3


White School (Mental TRAIT)
Maglick' Apotropaism* Alchemy' Astrology' CYrWPPhY Divination' Exorcism' Poreign Lsnguage: Arcane M@chal Foreign Language: Hiero--tian Foreign L a n g u e [choice] Influence Metaphysics' Pantheology* Combat, Hand Weapons HandicmRs/Handiwork Survival Toxicology Heka-Forging'
Base STEEP Total
248

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 will translate to the a m p o n d i n g Psychcgdc K/SA m In a VrU-Adve other games in the DaagacnrsJourneys line for details). milieu (see

MMCap MMCap map. MRCap s


SMCap

SMCap . s (PMCap + m a p ) x 0.3S map PMCap

MMCap

(PMPow+ PNPow) x 0.5 -s

Green School (lhnscendent ConservatoireI: Individuals who deem life and nature of especial esteem adhere to the teachiings of the Qreen School. It is of a neuttal sort. although less selfconcerned than the C h q and more attuned to the White because of the Iattefs q a r d for all creatures. Some critics charge it is almost religious in its appmches and might be more properly held to be a heretical form of Priestcmft (because ofsuppased substitutionof life fordeities)than oneof DweomemR The Transcendent Conservatory laughs off such assertions, of course,pointingout that its members are quitevariedin theirreligiouspersuasions.The Qreen practitoners are attuned to nature, interested in all that is natural, assist all folk and aresomewhatremoved f o thecontest between Ught rm and Darkness. Thelr lack of concerns in some area (social, political stability, etc.) cause the d w e o m e ~ m t t e ofsthis Vocational hlcground ~ to be somewhat lower in status than most others, but they seem to be unconcerned. White School (OrgonebrightInstitute, Splendent Ilniversilyp Those highly committed to the cause of Uood are attracted to the Splendent University. Reason, order, altruism, and sacrificefor the betterment of all are keynotes of the theme of these individuals. They are mast highly regarded, but sometimes taken advantage of, too frequently being so higbminded as tonot considerpoliticsand expedienq.TheWhiteSchoo1 drawsupon Positive, Empyreal,and the RegionsAbove for Heka, andthelr Castirgs are thus influenced.

Mysticism (Spintuai) Vocations


Each of these four Vocations allows the Heroic Persona a chance to acquire a Heka Power after the persona is establied. The player must succeed in a Difficulty Rating "Hard" K/S roll b d on the H ' Snow. If Ps

Astrologer: This Spiritually oriented HP Vocation evidences an overwhelming interest both in what Is to occur generally and with regard to individuals. There is a thirst to know about those greater s lo than humanity and what they do. There i a s concern for the course of individual p r s and paths in the manifold scheme of thlnp. at Astrological forecast and the use of (Partlal Practice) Heka in other ways allows the Astrologer considerable latitude. The same Istrue ofstabs, for them are those of this W o n who are of little rank, and them are others of lofty status.For purposes of g d n g into the cxxrectftarne of mind for rolepl;drIng such a persona, think o the f heavens, planets, stars, comets, unseen guidance, destiny, opportune times, warn@, dark forces and light, and unfathomable mysteries. Diviner: A Spiritual 'TRAIT Vocation, which I not dissimilar in s approach from that of Astrologer (q.v.), the players thinking of having theirHeroicPersonas begin adventuringasadlvinermust be ready for a Heka-oriented role in the action. Perhaps not as completely dedicated in mindset as the Astrologer, the Diviner Vocation is still one which will be less mutable than some 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 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 purposes, geater beings, and redirection. Note that this is not a Full Practitioner persona. h t m e TeUw.The sad lot of t e fortune teller Ls Ulat many are of the h "hedge" variety and faken, which cloud this W o n ' s repute for its serious practitioners. In truth, the knowledge and skills of a Heroic Personawith thls V d o n are considerable and useful, and they provide multiple means of forecasting. However, the charlatans who pradice the trade, so to speak consign the HP to a low status when entering play. Only hard work and success can bring recognition, but the fortune teller has the tools for success. Again, this Vocation is a useful bundle of abilities for building another sort of Heroic Persona Vocation entirely, as fortune tellers need not necessarily be dedicated to beinganything but fortune tellers. See Astrologer and Diviner for the things to keep in mind when roleplaying such a persona. Think of personal protection, guarding against evil, and advantageous assodation (socially, economically) too, if you will. Soothsayer: If you are thinking of having a Soothsayer Vocation HP, read the paragraphs discussing the Astrologer, Dlviner. and Fortune Teller as well as this one. In brief, the Soothsayer is a sophisticated sort of Seer (q.v.), but this persona will typically open a channel to a guiding spirit for aid in foretelling things and directing a course of action to avoid the forces of Darkness. The Knowiedge/SWil Areas bundle of the Soothsayer Vocation is oriented toward Heka and its Partlal Practlce uses, and if you dedre a Heroic Persona with Mediumship ability, this is the Vocation to consider. To get into the role of such a persona, think of other spheres, higher knowledge, spirit guides, summoning, guardians, warnings, help, avoidance, and justice.

MYSTICISM VOCATIONS TABLES


Astrologer Vocation (Spiritual TRAIT)
K/s &Pa
Astrology* Mygticism* PriestcrzR' Astronomy' Biography/aenealogy Conjuration ' D~vination' Exorcism' Foreign Language: [choicel Foreign Language: (choice) Foriune Telling' Magick' Mathematics Metaphysics' Multiversal Planes & Spheres Occultism' Pantheology' Religion* Combat, Hand Weapons Hand~craRs/Handiwork Survival Base STEEP Total

B89e STEEP 24

ATTRIBUTE SMCap SPCap* SMCap MMCap MMCap (SMPow + SPPow)x 0.5 SPCap .s SMCap MMQp MMCap SPCap .s MRCap WCaP SMCap SPCap s SMCap SMCap *s SMCap (PMCap + PNCap) x 0.5 s PNCap PMCap

Fortune T e r Vocation (Spiritual TRAIT) iwBmcsrmP ATTRIBrn


Fortune Telling' Astrology*
24 I6

rn

Divination* 'Ravel
Apotropaism' Appraisal combat, nand Weapons Foreign I,mgmge: Ichoicel Foreign Language: [choice] Handicrafts/Handiwork Magnetism MediumMp' Mysticism* Occultism* Priestcmft*

.
@

Rel@on*
Survival DweomercrEeft* Exorcism* Magick'

s m p .s SMCap SPCsp 'S m a + PnCep x .5) cp (MMCap + MRCap x . 5 ) MMCap (PMCap + m p x 3)8 MMCep MMCap PNCsp SPPow SPCap* spcap SMCap 3MCap. SMCap PMCap MMCap .s SMCap MRCap

Base STEEPTotal

Diviner Vocation (Spiritual T R A m


K/S Area
Divinalion' Astrologyly' Fottune Telling' Mysticism* Occultism* PriestcrdL' Cogurntion' Deception Dweomercrdt* Foreign Language: (choicel Foreign Language: (choicel Magick* Mathematics Metaphys~cs' Political Science Religion" Astronomy' Handicralls/Handiwork Combat, Hand Weapons Survival

Soothsayer Vocation (Spiritual TRAIT)


Km / S
Mediumship' Mysticism* Pantheology' Astrology' Conjuration' Divination* Foreign Language: (choicel Foreign Language: Ichoicel
&19esTP%p

Base STEEP
24

ATTRIBUTE
SPCap a s SMCap s m p .s SPCap SMCap SMCap (SMPow + SPPow)x 0.5. MRCap * MMCap .s MMCap NMCap MRCap MMCap SMCap (MMCap + NRCap) x 0.5 SMCap MMCap PNCap (PMCap + PNCap) x 0.3s PMCap *

ATl'RIBUTE
Spew* SPCap* SMCap .s SMCap (SMPow t SPPow)x 0.3

24

. . .

SPCap . s
MMCap MMCap MMCap MMCarp MMCap as SMCap SPCep 08 SMCap SMCap SMCap MRCap p + rncap) x 0.3 PNCap PMCap

History
Litemture Magick* Metaphysics' M u l t i v e d Planes & Spheres Occultism' Priestcraeft' Religion* Infiuence combat, nand Weapons Handic&/Handiwork Survival

. .

Base STEEP Total

without outstandlng successes, this persona is othenvlse fated to Outbwry (Various TRAITS) V&&ions 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, merciAssassins' Guild and those special individuals employed by states lessness, and the gibbet. lldeh When thinking of having thls Vocation for your Heroic or nobles are never generally accepted in society--other than in the criminal substrata. Of course, your Heroic Persona mlght be Persona, remember that you have a choice between Physlcal or Mental TRAIT K/SArea direction. Neither approach, however, allows one who has determined to turn to the fight against Darkness-a 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 controlled by a guild, others do not. As has been noted elsewhere In tion, and cunning. 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 outtheir 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, and inequality. dom, wild living, rebellion, and sudden death. 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 mounteOUTLAWRY VOCATIONS bank has probably cheated them out of Assassin Vocation (Physical TRAIT) something! If you are thinking of having a Base STEEP ATTRIBUTE m b Heroic Persona with this Vocation, you Toxicology 29 M m have an eye for the flim-flam approach. 16 (RICBp+ R I C a p x . 8 ) 8 Combat, HlR, Lethal However, this Mental TRAIT, Outlaw Voca16 (PMCap + PNCap x .5) s Combat, Hand Weapons 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 16 SPCap *s Sh?eetWlse 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 adapt12 MRcap. Deception 12 mw able. Such HPs need never reveal to the Disguise upper crust the true nature of their backm w 12 ~~Cep+PllCapX.5) SMPow Impersonation 12 ground .... When roleplaying a mounteSurveillance 12 PNCap bank keep the following things In mind: Travel 12 (PMCap + PNCsp x 5 ) gullibility, pose, assurance, dupes, marks, 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 MMmAreas included in it are of very useful, Handicrafts/Handiwork 8 PNCap Legerdemain Physical TRAIT, sorts. It is a highly mu8 PNCap Survivat 8 table Vocation. Because of the need for sea travel, the "former buccaneer" can be Base STEW Total 248 a most helpful member of an HP group, and many other abilities travel well, s o to Continued on page 84. speak, into land usage in adventuring and contesting against foes. Gaining acceptance with other HPs is no problem, but

TABLES

ma

OUTLAWRY VOCATIONS TABLES


Bandit Profession (Physical TRAIT)
8ePeSTeEP ATTJVB UTE Combat, HTH, Lethal 16 (PMCap t PNCap) x 0.5 s Combat, HTH, Non-Lethal ( P M & ~ P N & ~ x 0.5 t ) Combat, Hand Weapons (PMCap + PNCap) x 0.5 s Combat Hand Weapons, Missile (PMCap + PNCap) x 0.3 s Criminal Activities, Physical (PMCap t PNCap)x 0.5 s Deception MRCap Military Science (MMCap + MRCap) x 0.5 Survival PMCap ambling (MMCap t MRCap) x 0.5 .s Escape (PMCap t PNCap) x 0.5 First Aid PNCap HandicraRs/Handiwork PNCap July-Rigging SMCap Arms & Amior (PMCap t PNCap)x 0.5 s Criminal Activities, Mental MRCap a s Foreign Language: (choice) MMCap Foreign Language: [choice] MMCap Herbalism' SMCap Tolerance PWOW Weapons, Military, All Other (MMCap + MMPow)x 0.5 s Endurance' (PFlPow + PNPow) x 0.5

(cod
ATTRIBUTE (PMCap t PNCap) x 0 5 s (PMCap t PNCap) x 0.5 ( P M C t Pricap) x 0.5 e ~~ (PMCap t PNcap) x 0.3 s (PMCap t P K a p ) x 0.5 s (MMCap t MRCap) x 0.5 (PMCap + PNCap) x 0.5 s PMCap (MMCap t MRCap) x 0.5 -3 (PMCap t PrlCap) x 0.5 mcap

Pirate Vocation (Physical TRAIT)

K/S Area

BaseSEEP Combat HM, Lethal 16 Combat, HM, NowLethal Combat,Hand Weapons Cornbet Hand weapons, MIPslle Criminal Activities, Physical Navigation

WAR=

Seamanship
Srwival Gambling Escape Pirst Aid HandlcraRs/Handiwork Jury-Rigging Arms 6 Armor Criminal Adivities, Mental Foreign Language:(choice] Foreign Language: [choice] Fortune Telling' Tolemce Weapons,Milltary, A l Other l Deception

mcap
SMCap (PMCap t PNCap) x 0.5 s MRCep -8 MMCap MMCap s m p

a s

(MMCap + MMPow) x 0.5 MRCap

mw o .

Base STEEP Total

Base STEEP Total

Mountebank Vocation (Mental TRAIT)


Criminal Activities, Mental Combat, Hand Weapons ambling Appraisal Criminal Activities, Physical Impersonation Legerdemain Street-Wise Survival Travel Acmbatics/aymnastics Alchemy* Animal Handling Buffoonery Cultured Palate Deception Dweomcrcr~fl' Escape Fortune Telling' Handiualts/Handiwork Jumling Music Priestcraeft* Thespianism Foreign Language: (choice] Foreign Language: (choice1 Tolerance Base STEEP Total Base S T E P 20

Note: Pirates gain BosthgKJSA m insteadof the RldfngK/9. If the latter ability is desired for the HP, it m s be eeleded. ut

ATTRIBUTE MRCap .s (PMCap t PNCap) x 0.5 s (MMCap + MRCap) x 0.5 0 s


(PMCap t PNCap) x 0.5 s SMPow

Thief Vocation (Mental or Physical TRAIT)


K/sArea
Criminal Activities, Mental C i i a ,Adivit&s, Physical rmnl Combat HTfl, Lethal Combat,Hand Weapons Deception Street-Wise Tolerance

mcap
SPCaP 0 s PMCap (PMCap t PNCap)x 0.5 (PMCap t PNCap) x 0.5 s SMCap SPPow s SPSpd s PNCap s MRCap MMCap -s (PMCap t PNCap) x 0.5 SPCap a s PNcap (PMSpd t PMSpd) x 0.5 s PNCap .s SMCap P fs MMCap MMCap PNPow a

ATIWBVTE MRCap .s (PMCap t PNCap x (PMCap t PNCap) x (PMCap + m c a p 1 x MRCap SPCap as

Acrobatia/Qymnastics
Appmisal Disguise Escape 12 12 12 12 12 8

mbw
aemoloay Impersonation Foreign Language: Ichokel Foreign L p [cholcel q w Fortune Telling* Jack-Of-All-Trades Rarities

m * o w (PMCap t m C a p x MRCap PNCap m c a p t m a p ) x 0.5 (MMCap t MRCap) x 0.5 08

8
8 8

Sria uvvl
Handld/nandiwork

. .

8 8 4

MMCap SPCap -s PMCap .s MMCap PMCap

Base STEEP Total

248

tDependlng on whetherthe persona le PhyslcaUyor McntaUy oriented. In the former case, usethe l o w c r ~ number In Mental W9 Areas. the P hlgherlnF y I c l ones, and In the lattn cese simply revem'thatand we hsle the hlgher In Mental. lower In Phyalcal.
A

Priestcrteft (SpirituaD ~oca~ti6ns


Remember that the combination K/S Areas Aiestcmff-Relirp'm count as only one in determining the number ofSpiritualTRAIT,Hek* generating K/S Areas the persona is able to passess. Healer:You might like to compare the list of Knowledge/Sldll Areas of this Vocation to that of the Priest. The odds are that you won't succeed in getting an HP being a Priest (q.v.), and you might well decide that you prefer to start from the Healer Vocation instead. Remember, however, that the SEC status of a healer is at least in the freeman class, while that of failed priests is absolutely uncertain until these HPs have directed and proven themselves elsewhere--assume a reception as a mere peasant of middling rankl The Vocation of Healer is agiving one. To roleplay it thinkconcern, helping, sickness, suffering disease, death, cure, recovery, health, selflessness, giving, friendship, goodness, and a better world. Priest: First note that the prospective HPPriestcmfter expectingto have Full Practice Heka capacity must have a Spiritual TRAIT score of 101 or more points. Then remember that even if this is the case, the odds of being able to do s o are four to one against Full Pradce. However, the non-Full Practitioner is still a viable Heroic Persona. Such HPs can use the partial Heka generated and know the Canons and Castings of Priestcrazft. They cannot b e a true priest, but they will still be Partial Practitionersof Heka and can have priest-like activities if they s o wish. (Compare with Healer, above.) Remember that as a priestpersona, HPs must each have a Pantheon, specific deity therein, and make a Vow of fidelity and service which they must always keep to the best of their ability. The Heka of such a persona is powerful, and the status of the Priest Vocation can rise to heights, but there are many stridures which must be kept in mind as well. 'The gamemaster will probably keep a particularly sharp eye on the Priest Heroic Persona, so be prepared to roleplay such a Vocation properly. To do so you must always bear in mind these keys: dedication, piety, service, loyalty, right path, law, prescription, faith-

fulness, ritual, belief, and conviction. Theurgistr When you consider this Vocation as a potential one for your Heroic Persona, think of one who is bitter about failure of ability to fully channel Heka. Not a Pull Practitioner, but determined to wield great Heka, theTheurglst gathers energy from many sources and aims at the use of higher forces to gain power and ends of beneficial sort. Rather than asking for aid, the theurgist cqjoles, demands, and even exacts such from Supernatural and lesser Entital beings. Because of this, the Theurgist Vocation is always on the edge between Qood and Evil, and the incautious can fall.. ..However, the player can utilize the base of K/SAreas of the theurgist to create a less bordelline HP over the course of play. To gain insight into the mindset of such a persona use the following key words: worthy, demand, deserving, compn, mised, good purpose, constrained, attend, and need. That is, the theurgist believes that humanity is worthy and deserving of help for the purposes it (and the W ) deems good, and beings must attend to such needs, help to fulfill such needs, and will be constrained to do so by the theurgist, or else the W will see to it that the belngs are compromisedin some way through his or her efforts and Conjuration. Wisewornan/Wiseman:This Spiritual 'IRAITVocation is similar to that of a failed (Partial Practice) priestess or priest who nonetheless takes avow and is bent on service. In this case, however, the persona is one bent on helping all, and in particular those most in need-the least ranked of the peasant class. Of course, if this is your choice for a Heroic Persona, the vision of the Wlsewoman/Wlseman can be expanded to include a larger view, i.e., remove the causes, and the symptoms will go away. The cause? Evil as personified by the Accursed, of course. Classes in and of themselves aren't necessarily wrong or bad, and people tend to rank themselves thus even when not constrained to d o so. Badness is the undue exploitation ...etc. When roleplayinga Wisewoman/Wiseman Vocation HP, think of these keys: caring, helping, ministration, sacrificing, providing, educating teaching and bringing hope.

Healer Vocation (Spiritual TWIT)


iaWi%i?8F

Ami3UTE

Thrgist Vocation (Spiritud TRAIT)


w S BdlseS7mP ATIWIBUTE

(M + SWow)x0.5 S W

Medicine, Oriental

16

(SMCap + SPCap) x 0.5

DweornercrW

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

ewoman/Wisernan Vocation

(SPCap + SMCap)x0.5 s SubterraneanA?~th Animal Handling

Foreign i.aqq& (choice1


Foreign Language: [choice) Handicrafts/handiwork

12
12

Domestic &ts 6 Sciences Ecoloay/Nature Science

(MMCap + MRCap) x 0.5 s

(MMSpd + HRSpd) x 0.5


Dweomem&'

Cornbet, HTH, 1YokLethal


Metaphysics*

me total

MultlYeraalPfanes&Spheres

Primitive (Various TRAITS) Vocations


If you are intemted in any of the following Vocations, m r n b e r that they are all 'Primitive" (q.v.), and will commonly sufferalackof respect in civilized areas. An HP of AQptian background, for instance, might have less of a disadvantage in a Primitive Vocation, but even then the H s status in P ' Bropean and &opean-influenced m might be questioned. The a d v m tages and drawbacks of Primitfve Vocations in general are discussed with regard to SEX Level under that pottion of the rules. Huntex The abilities of the hunter are useful ones outdoors and in perilous, wilderness-like places everywhere. Also, this sort of persona is an 'open book" with resped to the development of a unique Heroic Personal Initially, though, keep these things in mind when you roleplay one of the HunterVocation: nature, outdoors, teeming game, stalking quany, serenity. pureness of wilderness, and that sort of concept. Medicine Man:'lhis is a Mental TRiUl'Vodon, and the individual following it is typically of hlgkmlnded sort. The bundle of skills is useful He& producing, and varied. Concepts key to roleplaying a medicine man are: natural course, spirits, harmony of nature, tradition, protections, and cures. Seer.This isaSpiritualTRNTVocationin which the persona is concerned with reading what is to occur in the future through various meansof prognostication, all thoroughly grounded on a pantheological belief. Of course, the s Seer i not a Full Practitioner, but this Individual appmach is somewhat less barbaric than others in the genelal class, so the Heroic Persona might suffer less penalty (QM's option) for 'civilized" SEC Level than a Shaman el al, would. The K/S bundle is varied, Heka-otiented, and provides an excellent base for development of a unique HP. Seers rely on 'spirits,' the 'gods" of their people, and their 'arcane knowledge" to predict events and ad*. (Compare Shaman, below.) To roleplay such a V d o n properly, use the followingsortsof keys: bulwark direction, hedge, course, proptiation, ward, favor, legend, forewarning-dl in relationship to what occurs around the Seer's locale, for the individual serves to warn and protect Shamamms is the other, more darkly natured, of the Primitive Spiritual IRW' Vocations. This persona is a sort o 'hedge" (inferior)priest, a Partial f Praditioner,but one managingtoemploy some fairamount of Hekanonethe less. Typically, the s e ~ c of shamans is dedicated to the Netherrealm and e propitiation of Evil, including acknowledgement and worship of the powers

there. Playersdesiringto utilizesuch a background, however, may easilyalter the outlook of their Heroic Personas. Of course, lass of status when interab ing with s o p M c a k d , complex culhues ("dvllltatlon7 is a problem and such apersonawill alwaysbe shuSglingtoovercomealow lnlthl Class Level. To roleplay ashaman, UlInk of lurklng dangers, devils, sadflces, forbidden k, things, ceremonies, m sand propitiation. Wanior:The Wanior persona has great appeal, for it coqjures up images of the 'noble savage" and 'barbarian hem." Because it is mutable, and the warrior from some places might indeed not be as low in stahu as others in more avilized d m , many players are drawn toward this Vocation for their Heroic Personas. If you choose it, use the following roleplaying keys to help in properly depictingsuch an individual: W e , bravery, clever, unflinching determined, dogged, loyalty, honor, brothelhood, people (thetrlbe, band, clan, or nation of the &or). Witch Doctor:This Mental TRiUl'Vocatlon concerns Itself with combat ting the evils which t h e n the barbaric peoples-demons, monsters, spirits, warlocks and witches, etc If you are thinking of having a Heroic Persona with this K/S Area grouping you will find that there are lots of H e b h producing and other advantageous abilitiestherein, but remember t e SIT drawbadci-quite pronounced if you properlyroleplay this persona. With te h paraphernaliautiliizd to employ ApobPpaiSrn, I%ordsrn, and the discovery of evil Castings at work the Witch Doclor Is hardly likely to flt in well in urban f surroundings. Wen if you take the boy out o thejungle, so to speak, it will be hard to take thejungle out of the boy. It can be done, but it should be a long, slow process. Attaining status as anything other than a sideshow curiosity is likewise going to be quite difficult, but in some states a rise to t earistocratic h ranks might be possible. For roleplaying such a persona. thlnk of curses. s m e l l l n g o u t e v i l , ~ i o n fetishes, channs, d m , prosdptlons, ratlles, , medicines, powders, etc.

Primitive Vocations Tables


All participants, and gamemasters in particular, should not consider the personas with a primitive background as savages-not If they are r Heroic Personas in any event. aenerally, these individuals a e simply from states and cultures which are different, less 'advanced" in terms of 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 KS Area STEEP redudion with r e sped to the more s o p h i s t i k d environ rnent, although t e Q might dedde it Is h M 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 f sion o 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)


Base S T W ATTRIBUTE

Seer Vocation (Spiritual TRAIT)

K/s Area

Base STEEP

ATTRIBUTE

Combat, Hand Weapons Handicrafls/Handiwork Mountain Climbing Combat, HTH. Lethal Combat, mH, Non-Lethal Ecology/Nature Science Herbalism' Leatherwork Swimming/Diving Religion' Rature Attunement Base STEEP Total
12 12 12 8 4 16 16 12

(PMPow + PNPow) x 0.5 (PMPow + PNPOW) x 0.5 (PMCap + PNCap)x 0.5 s

Mediumship' Mysticism' Pri@cr&t'

SMCap PNCap ( P M C + P N C ~x~0.5 ~~ ) SMCap SPCap *S

252

Dweomercraeft' Handicrafts/Handiwork kmence poern/L@@ Magick' Occultism' Histoly

12 12 12 12 8
8 4

MMCap .s MRCap s MKCap SMCap. MMCap

Base SlEW Total

248

sL

Medicine Man Vocation (Mental TRAIT)


Base STEEP
weomercrzeft ' Handicrafts/Handiwork 16 16 16 16 16 16 16 12 12 12 12 12 12 8
8

Animal Handling Combat, Hand Weapons Combat. Hand Weapons, Missile Religion' Spellsongs' Apotropaism' Ecology/Nature Science History Hypnotism Medicine, Oriental Priestcr~ft* Base STEEP Total

ATTRIBUTE MMCap *s PNcap* PNCap SMCap MRCap FNCap *s PMCap SWow ( P M C + m ~ a px)0.5 s ~~ (PMCap + PPICap) xO.5 s s m p SMCap (MMSpd + MRSpd) x 0.5 (MMCap + MRCap) x 0.5

Shaman Vocation (Spiritual TRAIT)


Base STEEP
Priestcmft ' Animal Handling Astrology' Demonology* Exorcism* Handicrafts/Handiwork Religion* Survival Toxicoloay Combat, Hand Weapons Combat Hami weapons, MIsSik Divination' Dweomercraeft ' Herbalism* Frt Aid is Influence Mysticism ' Music Spellsongs' ATTRIBUTE SMCap SPPow s SMCap MMCap SMCap PNCap SMCap PMCap MMCap (PMCap + PNCap) x 0.5 s (PMCap + PNCap) x0.5 s s a p *s MMCap .s SMCap mCapo MRCap s s m p PNCap as (MMSpd + MRSpd) x 0.5

. .

. .

8 8
8 8

MMCap MMCap MRPow (SMCap + SPCap) x 0.5 SMC~D

Base STF,EP Total

Cont. on page 89

(Mental) Vocations
V o c a t i o n (Physical TRAIT) Base STEEP ATTRIBUTE Combat, Hand Weapons 28 (PMCap + FTiCap)x 0.5 s 24 PMCap Survival (PMCap + PiYCap)x 0.5 s 20 Combat. Hand Weapons, Missile 20 PNCap Hunting & Tracking (PMCap + P G 0.5 s N) x Combat, HTi-i, Lethal (PMCap + PNCap) x 0.5 Combat, MW, Non-Lethal (PMCap + PNCap)x0.5 s aames, Physical PNCap HandicraftslHandiwork SMCap Leadership (PMCap + PNCap) x 0.5 s sports (PMPow + PrlPow) x 0.5 Endurance* PNCap First Aid Mountain Climbing (PMPow + PNPow) x 0.5 Thespianism SmP Religion' SMCap Biography/Oenealogy MMCap MMCap I?;coloay/Nature Science

Warrior

K Area / S

Base STEW Total

Witch Doctor V o c a t i o n Base S T W K/S Area 20 Apotropaism * Exorcism' Demonology* Divination* Dweomercr~ft' Survival Toxicolw Witchcrzft' Combat, Hand Weapons Combat, Hand Weapons, Miiile HandicraftslHandiwork Magick* Music Mysticism ' Religion* Spellsongs' Drawing Ecolosy/Nature Science
Base STEEP Total

(Mental TRAIT)
A TTKIBUTE (MMCap + MRCap) x 0.5 SMCap MMCap s n pas MMCap s PMCap * MMCap SMCap (PMCap + PNCap) X 0.5 S (PMCap + PMCap)x 0.3 s PNCap MRCap PNCap *s s m p SMCap ( M M S p d + MRSpd)x 0.5 PNcap MMCap

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 Heroic Persona, it is likely that there'll be n o regrets. You start from a very solid SEC base, hare many STEEP points in multlpie K/S Are88, and Carl become more than a n ordinary individual in this Vocation. That Is, while the philosopher la dtdlcated, the profession can be e v d e d thnmgh inclusion of other K/S Areas so as t o makc tbe persona very strong without abandonlngthephlle sophlcal bent and Vocation. (It'sjust that lP i Philosopher suits action t o thought a d Wdttcn word. Think of a Nletzsche doing thus!). With respect t o the personification of a Philosophu, kty on thought, teachlngs, learning, civlllzetlon, d b course, publication, followers, ethics, and htcllect. Some Kelltic Ovates o n Arth have t h b 8, their b a s k Vocation (after gaining some knowledge of PHestcrceA and Combat of course). Poet/MusidanrSimilarto the Phllosophu (q.v.1, but not of dedicated Vocation, thls Mentel ?lWT 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 I suitable for instant addition and s continued diversification so as t o build the pasona into a very strong o n e indeed. Not M hl@y regarded as some, this Vocation still allows good initial SEC Level in social interaction, end the PoetIMudcian can rise with relative east a h . Think of these words to assist in mentally prepering t o roleplay a poet o r musician: aha. ~CULQ, lyrical creation, rhapsodizing, meter, flne Wng& song, wine, verse, romance, path-, d r a m a h e m ism, spectacle, history, time, place, and drasnal On firth, Kelltic Bardscombine thls Vocatlon with Spellsongs, PriestcmR and Combat as thelr K/S "bundle.' Sage: Before getting into this Vocation, ~ d t what is commented upon with r a p e d t o the PhC losopher and PoetIMusidan, above. Then, recelling that the Sage Is a generalist with a n ~nqUencb. able thirst for all manner of knowledge, cod& what can b e done with regard t o using t i hs tional base for your Heroic Persona. There an a Id 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 t i eort of hs approach to adventure and intrigue. Statublagood

isn't so d e d i d e d as t o b e difficult to slip out of t o become something else, albeit in general the aristocracy will look upon such an individual as "crass.' Care can rectify that, and lnitlal status is solidly in the middle. Things t o remember for roleplaying a Heroic Persona of Merchant Vocation background are: profits, trade, supply, demand, customers, accounts, labor, goods, scarcity. taxes, toils, tariffs, routes, cornering new markets, and rare 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 i 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. s 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), M l t u Sclence (naval battles assumed) llcy 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 humPersonas 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.

initially and can rise dramatically thereafter with success, although a sage is unlikely to ever be ennobied-or become a great noble. For roleplaying purposes use the following keys: learning, library, laboratory, discourse, authority, research, recognition, rational, multiverse, source, wisdom, lore, fact, supposition, and truth. Some Kelltic Ovates on E r t h have this as their basic Vocation (after gaining some knowledge of Prlestcrizftand Combat of course).

SCHOLAR VQCATIOflS TABLES

~~
sa p*

Philosopher Vocation (Mental TRAIT)


Bis96SEllGP
24

ATTRIBVMI
MMCap

Philosophy History BLography/Qeneatogy

MMCap fPMCyr + P n e p ) x O d

Travel Architecture Alchemy'

(PMCap + PNCap) x 0.5 MMCap

Astrology'
Sociology/Culture Foreign Language: [choice) [choice1 Foreign Lan~ttage: Foreign Language: Ichoicel Journalism Loeic Magick* Metaphysicsg Music Pantheoloay' Writing, Creative lntluence Literature Religion' Combat, HTn,NowLethal Handfua!b/Handiwork Leadership Survival

mcap*
=Capw MRCap MMCap MMCop-

MRCap MRCap MRCap* mcap mCap . s SMCap -s SPPCap


-0

mae ap

MMCap SMCap (PMCap

+ PNCap)x 0.3
pr(cap
SMCap PMCap

Base SIEEP Total

286

PoetlMusUan Vocation PIental


K/9 A m
Music Poehy/Lyrics* Cultured Palate Literature Musical Composition' Astrology* Biogmphy/Clenealoay Sociology/Culture Foreign Language: [choicel Foreign Language: [choice) History influence Mysticism' Spellsongs' Thespianism Writing, Creative Botany Ecology/Nature Science Qames,Mental Magnetism Rarities Combat, Hand Weapons BaPeS!mP 24

TRAIT)
ATTRIBUTE
PNCap .s SMCap m Ps MMP SMCap SMCap

. . .

MMCfip

P MMCap MMCap MMCap MRCap e SPCap. (MMSpd + MRSpd) x 0.5. SP SMCep MMCap MMCap MRCap e

. .

SPPow

Drawing
Handicraftspandiwork

Survival
Base SlTEf Total

MMCap (PMCap + PNCap) x 0.5 s mCap ma Cp P -

280

Continued on page 92

Sage Vocation (Mental TRAIT)


KJYhm

h e ST.&%'
20
16

Education Qeogmphy/lbrelgnLands History UngulsUcs Multiversal Planes & Spheres Phmee Flora & Pauna Phaeree Folk C Culture SubtPrmnean /nth Alchemy' Astroioay'

ATTRBVTG (MMCap + MKCap)x 0.5 MMC~P

HMG

MRCap s m p. s
MM W (SMCap + SR'sP) xo.5 a MMCap SMCap SMCap SPCap.

Chammatldsrn
Cultured Palate

. .

PNCap a

DweomermR' Foreign Language (choice] Foreign Language: [choice1 Fwelgn language:lchoicel Foreign Language: lchoicel Uterature Logic Magick' Mathematics Metaphysics' PanUleology' Philosophy Yoga' Combat IITH, Non-Lethal Demonology* HandicraRs/Handhvork Ileka-Forging' Necromancy' Politicel Sdence Sadology/Culture Survival Witchcraeft'

MMCap . s MMCap MMCap MMCap MMCap M M W MRCap MRCap MMCap SMCap SMCap . s SMCap SMCap (PMCap+ FNCap) x 0.5 MMCap PPlCep (PMPow + PNPow) x 0.5 .s SMPow MMCaP MRCap PMCap SMCap

. . .

.
. . .

VOYAGER VOCATIOPIS TABLES Explorer Vocation (Physical TRAIT)


Basc
Ecologyflature Sdence UnguIsUcs

Survival

L
p

navel Boating Combat, HTn, Lethal Combat. tfM. Non-Lethal Combat, Hand Weapons Combat, Hand Weapons, Missile Drawing

Flrst Aid Qeographypbreign Lands Hunting & Tracking S~eYtnglroposraPh~ Deception HandIcdts/Handiwork Mountaln Climbing Swimmlnpiving
Forelgn Language: [choicel Foreign Language: [choice] Foreign Language: [choice]

W P e

STEEP 16 16 16 16 12 12 12 12 12 12 12

ATTRIBV7'E
MMCap MRCap PMCap (PMCap + PNCap) x 0.5 PNCap (PMCap + PNCap)x 0.5 s (PMCap + PNCep) x 0.5 (RfCep + m a ) 0.5 6 Cpx (PMCap + i?iCap) x 0.5 s PNCap PNCap PNCap MMCap PNCap MRP MRCap PNCap (PNPow + PMPow) x 0.5 PMCaP MMCep MMCap MMCap MMCap

f2
12 12 12

8
8

8 8

Fbreign Language: (cholcel


Base STEEP Total

4 4 4 4
280

. .
. .

Continued on page 93

VOYAQERS TABLES (Cod


Merchant Vocation (Mental TRAIT)
Deception Business A U m h M d o n

..

Econornlca~nance/lnve8&g
Su~ival Travel Charismaticism aeography/poreign ~ands Influence Leadership

Rarities
Trade Phoneciano Animal Handling Boating Combat, HM, Lethal Cambat, Hand Weapons Combat, Hand Weapons, Missile Endurance' first Aid Handicrafls/nandlwork SwimmingDiving Foreign Language: [choice) Foreign Language: lchoicel Foreign Language: (choice) Qarnes, Mental Journalism S u b t e m e a n Btth Base STEEP Total

MRCap (MMCap + MRCap) x 0.5 (MMCap + MROap) x 0.3 PMCap (PMCap + PNCap) x 0.5 SF-P MM&P MRCap s SMCap MMCap MMCap awow s (PMPow + m o w ) x 0.5 (PMPow + PNPow) x 0.5 e (PMPow + PNPow) x 0.5 e (PMPow + PNPow) x 0.5 (PMPow + PNPow) x 0.5s P (PMCap + PNPow) x 0.5 MMCap MMCap MMCap MRCap s MRCap MMCep

mcsp

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

Seafarer Vocation (Physical TRAIT)


Navigation Seamanship Travel

w-

B@es1sfBp

Boating

Clothwork Combat, HTH, Lethal combat, nm, on-Lethal Combat, Hand Weapons Combat, Hand Weapons, Missile Endurance'

20 20 18 12 12 12 12 I2 12 12

ATTRIBUTE MMCap (PMCap + PNCap) x 0.5 (PMCap + Pripow) x 0.5

mcap
(PMCap + PNCap) x 0.5s (PMCap + PNCap) x 0.5 lplcCap + PNcap)x0.5 s (PMCap + PNCap)x 0.5s (PMPow + PNPow) x 0.5 (MMCap + MRCap) x 0.5 *s PMCap .s PNCap SPCep *s (PMCap + PNCap) x 0.5 MMCap MMCap SPCsp

First Aid
ambling JackOf-All-Trades Handicrafts/Handiwork

I2
12 12 12 12 8
8 8

m'a

Street-Wise
-C P Foreign Language: [choice] Foreign Language: [choice] Fortune TeIlii* aames. physical Jury-Rigging Survival

8
8 8 4

.J

. -

SMCap 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 centric, caution, prqjudidal suspidousness. an individual for the campaign. There are drawbacks and advantqes to such Heroic Personas. For InElf: If you arp, interested in a n Elf a your Heroic Persona, remember s 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 esotednokhurnan 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 M Alfen and Dwarfs are just too 'different" for mast people to be comfortable generally socially acceptable (if envied or mistrusted) too.The Q will around. m o m s are pretty common on so they ~ I C q p r d e d as probably allow a +2 t o Attradveness rolls for elfln personas. Take a look not 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, am inner person, beauty, and spirit. s Gnome:TNs is ashort businespnan, more or less, but the Mental W i a world where Heka is strong, and with P z contact common, the s hm I ' world's humans are no more inhospitable to non-humans than they are to Qnome non-human H 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 m At best, individual Qnornes might rise above . dictatesthe general attitude, of course, and the sophistidon of the specific short (pun Intended) of a middlingstahrs through official appointment, and only in a land of their own group in question is telling. benobleperse. ltisagreatbasistoworkfrom.however, and you On the plus side, norrhumans are not given a Vocatlon per se. The races ~acewlllany 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) M Areas.For purposes of roiepiaying an Alfar, keep in mind proper place, the hunt, Alf ar (Spiritual TRAIT) decorum, bravely, superiority, nature, adB a s e m ATTRIBUTE venture, and homeland. m h Combat, Hand Weapons 20 (PMCap + PNCap x 0.5) 3 AIFen. Alfen are nearhuman personas of SMCap Animal Handling short stature, witha middling drive and comme Cp ~ ~ w w a ~ w ot fortable leaningsa solid sr of individual. SWOW Magnetism Tney have sufficient Knowiedge/Skill Area PNCap a s Music mU abilities to assure that their s a size is ' SPCap .s Nature Attunement more than compensated for. Despite their PhareeRora & Rtuna mP map possible intellectual drawbacks, the Alfen pO@w/lyrks' MMCap do make interestha ~ e r s o n afrom asm& s Biography/aenealogy "' (PMCap + PNCap x 0.5) s Combat, Hand Weapons, Missile of background, perspective, motivation, HandiuaRspandiwork mcap goals, and K/S bundle. Roleplaying such a (PMPow m w x 0.3) + Mountain Climbing persona can be fun, too. Keep in mind praG (SMCap + SPCap x 0.5) 3 Phceree Folk & Culture ticality, &om, tradition, mundane corn PMCap Survival forts, solidity, comfort, livestock crops, and Weapom, S e i lS W pca -P ' nature. Divination* SPCsp *5 Dwarf: Physically oriented non-human, A MMCap Ecolo&y/Nature Science SMCap yet interested in and able with Heka Ule Herbalism* Dwarf persona is a doughty character, bluff, Musical Compo8WtV SMP and somewhatof arugged individualist,too. Heh RDUW (PsJlchagenfcP, Sittl" prua) While a Dwarf won't be likely as a figure in most of the polished courts (particularly ibw SllWTotal Eropean and Far Eastern)save as ajesteror a ~ychogenics.piritualpowet. s QMwill Cont. on page 95 buffoon, such characters can be bothstrong and useful in cornbaihgtheir foes and even-

NONcHUMAN HEROIC PERSONA TABLES (OPTIONAL)

u
NON-HUMAN HEROIC PERSONA TABLES (Cont3
ACen (Mental TRAIT)
K/S~ r e a b e STIEP;P A m m Agriculture 16 MMCap s DomesUc Arts & Sdences (MMCap+ MRCap x 0.5) s ( m p + 3p x 0.5) 6 m e e Folk & Culture MMCep -Y mcaps Cultured Palate Fxology/Plature Sclence MMCap Handlcrafts/'andiword m a Cp Herballsm' SMCap. (SMCap + SPCap x 0.5) Medicine. Oriental Nature AUunement SPCap .s Antma1 Handllng swow s Astrology' SMCap Rlography/aenealoay MMCap Cornbal Hand Weapons, Mlsslle ( m a p + PNCap x 0.5) s m Nd t PriCap Fortune Telling* s m p *s Oarnes. Mental MRCap s History MMCap Uterature MMCap Medldne. Veterinary -P. Music PNCap .s Yhzree Horn & Fauna MMCap Poetry/Lyrics* SMCap Survival PMcap Weapons, Spedal Skill PNCap zoolog MMCap

EH' (Spiritual TRAIT)


K/Smbat Hand Weamns. MLssUe
&rscSlPEP ATTRlBVn (PMCap + MCap x 0.5) s 10

Music PoetryILyrlcs'

Astrology'
Charlsmaticlsm Combat, Hand Weapons Wogy/rteture Mence Hmdiusfte/nandhwric Herballsm ' Hunting/7bcldng
Multfvarsal Ranes & Sphuea Musical Com poslUon ' Nature Attunement

s m p (PMCap + PNCap x 0 . 5 )s MMQP SMCap m a p MRCap P SMCap s m p .s MMCap (SMCap + SPCapx 0.5) 8 PMCap

mCsp

Lixlauisucs

Phmee Fo a & Pauna lr PheeEeeRak&Culture


Survival Weapons, Spedal Skill Anlmcrl Hmdllng Mystidsm'

Bi%e S E W Total

Heka Power (Ysychogenlcs, Mental)"

**TheQM wlll assip a Psychogenlcs. Splrihrel Power.

Base STEEP Total "The C1M will assign a Psychogenlcs, MentaI Power.

Gnome (Mental TRAIT)


Base STEeP ATTRIBUTE 16 (MMCap + MRCap x 0 5 ) (MMCap + MKCap x 0 5 ) Economlcs/Flnance/Investl q MMCao Rsrlties (PMCap + ~ p x ~ . s ) Travel MKCap Appraisal MMCap aemoloay MMCap Trade Phonedan (RICap+ R ( C a p x 0 . 5 ) ~ Combat. Hand Weapons Cornbet, Hand W e a p m s . Missne (PMCap + PNCsp x 0.5)8 MKCap Deception S P C r~ ~ Divination' M B P mcep MHCep s Influence (MMCap + MRCap x 0.3) -6 Law MRW' w u a MKCap Losic MMCap Mathematics MMCap Phaeree Flora & Pauna (SMCap + SPCap x 0.5) s Phaene Fdk & Culture s m p .s Street-wise map. Subterranean Orientation MMCap Subtenmean /8th Survival . p- ' r ' f SMCap Alchemy* ( m c a p + m ~ a xpo 5) Wpe MMCap Forelgn Language:(choice1 MMCep W d g n Language: ~cholcel Spele~OaY p"CaP

K/S Area

Business Adminishation

Dwarf (Physical TRAIT)


K/S Area

Bsee STEW
16

Qeolo~/Mineralcgy Mines & Mining Speleology Arms & Armor Corn but, Hand Weapons Comb& Hand Weapons, Mlsslle Construction Engineering Heka-Forglng* Masonry Mechanics Mountain Climbing Sculpture Smithin@Veldlng Subterranean Orientation Su b t e m e a n AWh Alchemy' Endurance' Handlcrafts/Handlwork Phaeree Flora & b u m Yhzree Folk & Culture Survival
Heka Power (Psychogenlcs, PhySlcal)'

ATfRtBUTE MMCao PMCa;, P m P (PHcap+ m c a p x 0.5) s (PMCap + PNCap x 0.5) s (PMCap + PNCap x 0.5) PflQp (MMCep + mcap x 0.5) (PMPow + PNPow x 0.5) .s
PMQP (PMPow + PNPow x 0.5) (SMCap + SPPow x 0.5) PMCap m p MMCap SMCap (PMPOW + m a p ~ 0 . 5 ) .

MWP (SMCap + SPCapx 0.5) s PMCap

Heka Anvu

(Psychogenla, Mental)"

Base STEW Total ''The O wlU assign a Psychogenics. Physical Power. M

THE KNOWLEDGE/SKILL AREAS What a K/S Area Is And Isn't


Before we venture any further in our discussion of Knowledge/Skill Areas, it is important to clarifythe concept of the K/S Area and its use. Simply put, a K/S Area is an indication of a persona's relative knowledge or skill in performing or understanding some activity or body of information. The individual STEEP scores are measuring tools that show what Heroic Personas are better or worse at-like a yardstick for abilities. Personas have acquired these skills or knowledge within specific subjects over years of practice and or training. Merely possessing a K/S Area is not a guarantee of success when applying such knowledge or performing related actions, however. Furthermore, expertise within a Knowlec&e/Skill Area does not grant Heroic Personas across-the-board mastery within the overall field, for they are meant to be simplifications of relative capability in a s o m e times very broad area. Just because a persona may have skill in Dweornercmfting, for example, that persona would not be able to 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 K/S Area is: a chance at application of some talent or familiarity toward success in a related endeavor.

scious coordination of newal input; and (2)That whlch stresses the Physical, relying more on keenness of senses for its operation. f The Vocation o the HP will affect the sort of Perception the individual has, although those with a Spiritual Vocation can opt for either. Before going on, note that HPs are able to acquire Perception in both TRAIT Areas, and actually possessing such dual ability allows an individualto make huoPerceptlonrolls If desiredl CThiscan be a big advantage, indeed.) It is obvious that in a game such as this there is avery great need for acuity of Perception. Because there are two sorts of this K/S,the means o determining each a e somewhat different f t than other K/S Areas, and even separate from some o the modular f game portions of the Dangerous Journeys line. Heroic Personas with a Mental 'IRAIT Vocation must take Percep tion (Mental).Those with a Physical TKAlTVocation must take Percep tion (Physical).Personas with aspiritual Vocation are allowed toselect either form of Perceptfon. Here are the formulas for calculating Perception STEEP: Perception (Mental) SIEW 2D 10 + PNCap + 5 if the HP has a Physical TRAIT above 1 0 0 + 5 if the HP's Vocation is Mental

Perception (Physical) STEEP 2D10 + MRCap + 5 if the HP has a Mental TRAIT above 1 0 0 Universal K/S Areas Known To A H s U P + 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 physiAreas 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 KS 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 exPlayers 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 NaNative Tongue: This is also a Mental TRAITK/S Area. To determine ture Tongue. Those o Ptzrie sort will have PBir Speech; those of f starting STEEP, use the following formula: Borderer nature will have Hobgoblin Tongue; and those of aoblln mY Native Tongue S E = 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 Nahre Tongue S'EW Class Level x 3 + MMCap complete information. 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 which language the HP will know. In all cases, the gamemaster will decide the final outcome, of course. Human language ability formula is the same as for Nature Tongue: Human Language STEEP = Class Level x 3 + MMCap Both Nature Tongue and the human language are simply forms of speech with reading and writing applications, of course.

Additional HP Knowledge/SkiU Areas


As mentioned earlier, Heroic Personas will each have unique K/S Areas in addition to those possessed by virtue of their chosen Vocation. These serve to add to each persona's individuality and enhance overall abilities unrelated to the Heroic Persona's fields of expertise. Determining How Many An HP Gets: In addition to the Knowledge/Skill Areasgranted for Vocation, all HPs have a number of extra K/S Areas of their own choosing. How many and what kind of other Areas are possessed depends on an HP's TRAIT scores, as shown on the Bonus K/S Areas table, below. Also, the Heroic Persona will have one more Knowlec&e/Skill under the TRAIT classification related to that persona's Vocation. Thus, an astrologer with an S of 110, an M of 93, and a P of 70, for example, would have five extra Spiritual K/S Areas, three extra Mental K/S Areas, but only two extra Physical K/S Areas. These additional Areas may be chosen from any one of the K/S Areas listed beneath the appropriate TRAIT. To find the STEEP score for each additional area, roll 2D10 and add in the appropriate ATTRIBWE.

Urace.sK/S (7x5). Adding his Mental Mnemonic Capacity (MMCap)of 18to this number, we come up with a total of 53STEEP polnts for his Naffve Tongue K/S. Then we roll 2D10 t o begin determindon of his Perception (Physical). We get a 9 followed by an 8 (17 total) and then add hls MRCap of 18, for a total o 35 for that K/S Area. f To calculate his RidingSTEeP, we add the 35 (Class Level 7 x 5)to his PMCap (because o the primarily Physical TRAlT W o n of f Cavalier).This gives us a Ridlng STEeP of 55. Trade Phoneclan is done a little differently. This time we multiply hisClassLevel of 7 by 3to get 2 1, then add his MMCap of 18.' h e result is a 3 9 for his STEEP in the n a d e Phoneclan K/S Area. We perform similar calculations for hls Vocational K/S (those listed in the "bundle" for Cavalier). After finishing that, we use the precedingtable to lookupwhat extra K/S Areas he is entitled to. Dirk has the followingTRAlTscores: M 89, P 99, and S 79, which, when found on the ciiart, translate into three bonus Mental TWUT K/S Areas, three bonus Physical TRAlT K/S, and three bonus Spiritual TRAIT K/S.Additionally, as Dirk belongs to a Physical Vocatlon, he gets one extra Physical K/S for a total of four. That means Dirk gets 10 extra K/S Areas total. Next we proceed to the K/S lists (pages 99-1 00) to choose which additional K/S Areas we will take. We decide to do the Mental KnowledgejSkil1 Areas first, and pick out Appraisal, Oeography/Forcign Lands, and History. We roll 2D10 for each and get 15, 1 1 and 13. After adding in his MRCap of 18 to the first, and MMCap of 18 to the other two, we add them up to find hls final scores of 33,29, and 3 1 for these three. To finish the rest of the extra K/S Areas, we repeat the procedure for the other two 'TRAIT tables.

Bonus KIS Areas


TRAIT Score
36-53' Additionaf &B Rress 1

range are possible d u e to

This concludes the bulk of your work for the initial determination of Knowledge/Skills, though there are other modifications possible due to specialization, age, birth rank, and background "quirks" which are covered below. For the most part, any further additions t o your levels of Study/Training/Education/Experience/Practice points will have to be acquired through the expenditure of Accomplishment Points (see Chapter 1 1, page 134), which are gained through adventuring. The use of K/S Areas and STEEP points is explained under T h e K/S Operational System," on beginning on page 123.

Example: Here's an example of determining Knowledge/Skill Areas STEEP. As Dirk aalligher is of the non-hereditary aristocracy, Aristocrat 1, SEC 7, he has a STEEP of 3 5 in his L%quette/Social

Enhanced STEEPOption: If your HPis human, not an Alfen, Alfar, etc., your gamemaster may allow you to choose not to take one additional K/S Areadue your Heroic Persona's Vocational TWUT, but 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 additional Knowledge/Skill Area were beingadded. Use the hlghest TRAIT ATTRIBUIE score, and roll 2D10 as usual, addlng the ATTRIBWE 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 spend the additional Mental TKAlT Knowledge/Skill Area from the HP's Vocation as extra STEEPin existlng Mental TRAlTK/SAreas. The HP's highest Mental TRAIT ATTRIBLTlE score is 2 M n Mental Reasoning Capacity-so t o that score of 20 the player adds the results of a roll of 2D10. aetting lucky, the player and throws a 7 and an 8, for a total of 15, s o there are now 35 STEEP points to spread around in the HP's MentalTRAlTIVSAreas.The player decides on the following additions: Criminal Activities, Mental: + 6 to 26 Base STEEP. aambling: + 6 to 2 2 Bme STEeP. Appraisal: + 6 to 1 8 Base STEEP. Deception: + 6 to 1 4 Base STEEP. Dweomercmfl: + 6 to 14 Base STEEP.

Let's assume that this HP has a total MTRAlT of 106, so t h e player has added four K/S Areas-Apotropaism, Demonology, Ma$&, and Spellsongs. However, considering that t h e HP will often be posing as some other sort of persona the player ignores these K/S Areas and instead puts the remaining 5 STEEP points into the Heroic Persona's ED'quette/Social Oraces total, s o that the HP will be more convindng when assuming the guise o an aristocratic persona. Thus, all 35 f STEEPpoints are used to build up existing Knowledge/Skill totals, and the HP is much more able in those six Areas.

specialization there. You cannot specialize In more than o n e SubArea in o n e K/S, though when your STEEP with that K/S reaches the

Knowledge/Ski~ Sub'Areas
As you may have noticed, s o m e of t h e KS Areas are wider in scope /

and cover a larger array of knowledge than others. The bigger o n e s are divided into several "Sub-Areas." Upon taking such a K/S, you get t o choose one or more of the Sub-Areas to start out with. Mote, however, that while the following tables apply to most K/S Areas, they are not accurate for all of them. Check t h e K/S lists (page 99-100) for notes regarding which o n e s work differently-i.e., those marked with a bullet (.). Not all K/S Areas, of course, havesub-Areas; most of them you will be able t o use in all situations covered by their description. Also, a s your HP'sSTEEPgoes u p through experience, so does the number of Sub-Areas. Finally, exactly which Sub-Areas any particular K/S possesses are described under t h e "K/S Area Descrip tions" (Chapter 1 1, page 137). The num ber with which an HP begins depends o n that HP's starting STEEP, and is listedon thesub-Areatable. Note thatifyourSTEEPwas 36, for instance, you would start out with three ofthesub-areasin that K/S. Write the names of your Sub-Areas alongside the numbers of their respective K/S Areas (that is, the number of the KS Areas' slot) / on your HP sheet in the section provided, and whenever you use said K/S, you are limited to using it in the Sub-Areas known.

SubMArea Table
STEEP
1-20
# Sub-Areas

-3

4' All 'All, if the total number of Sub-Areas is less than six.
a

-I
e !
A

&

Optional K / S Sub-AreaSpecialization: An interesting option t o consider, if the QM agrees, is specializingin a K/SSub-Area. When you utilize a Specialized area, the effective number of STEEP points your HP has is mdtiplied by 1.5 (drop fractions) for purposesof determining whether it is successful. On t h e down side, all your other SubAreas (in that K/S) perform at only half your normalSTEEP. Also, when choosing a Specialized Sub-Area, you must give it two "slots" instead of the normal one. You may wish to record your effective STEEPalon@de the name of the Sub-Area o n your HP sheet, or otherwise indicate that you have a

point where you have allthe Sub-Areas you may "Proof" half of them (drop fractions) so that they don't take the penalty. Furthermore, y o u may n o t s p e d a l i z e in a K/S that doesn't have Sub-Areas, n o r may t h e Weapons, Special Skill Area o r any Heka-producing WS Area b e Specialized in. Note that you can take u p Specialization in a previously unSpeclallzed Sub-Area 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, though this c o s t s extra points t o do, requires more training tlme (see "Accomplishment Points,' page 134), and will c a u s e the effective STEEP levels of your nonSpeciallzed, non-Proofed SubAreas t o drop by half as well. To see how this all works out in p r a d c e , look at the following example. Example: One of Dirk Qallighef s K/S Areas I Arms &Armor, and s that K/S Area is divided u p into Sub-Areas as follows: 1. Forging Swords 2. Forging Other Edged Weapons 3. Making Other Non-Edged Weapons 4. Making Bows And Arrows & Pletching 5. Making Crossbows And Quarrels 6. Making Plate (fltted) Armor 7. Making Chain Mail 8. Making Lamellar Armor 9. Making Armor Of All Other Sorts 10. Making Shields Of All Sorts Since Dirk h a s an Arms & Armor STEEP of 35, we can choose three of the above for him t o be profldent with, and we d e d d e to take 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. Suppose that, o n second thought, we decide to have Dirk Specialize 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 I s Specializing. h e must give two slots t o Chain Mall, thus staNng with 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 a a n effective STEEP of 5 2 (35x 1.5), though t because of this he's not as good with the forging and worklng with swords, having only a STEW of 17 with them. Now imagine that, after a lot of adventuring Dirk's Arms & ArmorSTEEP eventually rises t o 5 1 a n d h e now has all of the S u b Areas. Since there a r e 1 0 of these, h e can "Proof" flve of them s o that h e c a n u s e them a t his full level (of 5 1 ) instead of only a t 25. We decide t o have him "Proof" F o r g h g Swords, Fo@r~g Other Edged Weapons, Making Bows a n d Arrows & Fletching. Makir~g Crossbows a n d Quarrels, and Making Shields o f All Sorts. So now h e h a s Chain Mail expertise a t 7 5 , t h e five 'Proofed" Sub-Areas at 51, and t h o s e remalningat a n effectiveSTEEPof 25. We note each 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 Dirk's HP sheet. 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. That's fine, with the following proviso: When the CtM asks for a roll against a particular Sub-Area from a player who has not yet designated Sub-Areas, the player must decide at that moment whether or not to assign the Sub-Area to the HP. If the player decides "yes," the HP may use the Sub-Area immediately, and will have that Sub-Area from now on. If the player decides 'no," the HP may not use that Sub-Area at the moment, but the player retains the option to assign the Sub-Area at some future time. This rule allows new players to gain a better idea of what each Sub-Area covers, before having to choose, and it also allows for HP visualization to occur over a period of time, rather than all during persona creation.

KNOWLEDGEISKILL AREA LISTS BY TRAIT


Detailed hereafter are the three lists o all the K/S Areas and their f A'ITRIBURS, one llst each for Mental, Physical,and Spidtual Wits. You may use these to pick out your HP's extra Knowledge/Skllls. Por a complete description of each Area, s e e 'me Knowledge/Skill Area Descriptions,' Chapter 11 page 137. , When using the lists, keep in mind t e followingnotations, which will h appear behind the ATTRIBUIE modifier. A bullet. "a,' means that them is somethingdifferent from usual about the way thatthe K/S works, such as the rate at which Sub-Area are g i e and thatyou should look it up for and details. An "s"means that the K/S has Sub-Areas. An asterisk beside a 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


Area

Agriculture Apotropaism' Appraisal Architecture Astronomy' Biography/aenealogy Biology Botany Business Adminisbation Chemistry Criminal Activities, Mental Criminology Cwtqlraphy Current Events Deception ~ern&ology* Domestic Arts & Sciences DweomercrreTt' Ecology/Nature Science

Economics/Pimnce/lnvesting
Education Engineering Engineering, Military Espionage EtiqueUe & Social aracea Foreign Language+ FoNflcation & SiegecraR ambling Oarnes, Mental aemology Qeography/ForeignLands Oeology/Mineralogy

ATTRIBUTF: MMCap s (MMCap + MRCap)~ 0 . 5 MRCap MMCap MMCap MMCap MMCap MMCap (MMCap + MRCap) x 0.5 MMCap s MMCap 8 MRCap (MMCap + MRCap) x 0.5 (MRPow + MMPow) x0.5 MRCap MMCap (MMCap + MRCap) x 0.5 .s MMCap .s MMCap (MMCap + MRCap) xO.5 s (MMCap + MRCap) x 0.5 (MMCap + MRCap)x 0.5 s (MMCap + MRCap) x 0.5 (MMCap + MRCap) x 0.5 s MMCap MMCap MRCap s (MMCap + MRCap) x 0.5 . s MRCap s MMCap MMCap MMCap

MRPow MRCap s MRCap (MMCap + MRCap) x 0.5 -s MRCap MMCap m e Utelature MMCap Losic MRCap Magick* MRCap Mathemath MMq Medicine, V m MMCap M l t r Science iiay (MMCap + MRCap) x 0.5 Native Tongue MMCap Rwigation (MMCap + MRCap) x 0.5 Perception (Mental) PNCap s P h s e Rora & Fauna ~~ MMCap Political Science (MMCap + MRCap) x 0.5 Public AdmMstnation MRPow Rarities MMCap Socioloay/Culture MRCap Spellsongs' (MMSpd + MRSpd) x 0.5 ~ u ~ e r m e firth an M M C e ~ ~ S ~ ~ Y % ~ ~ P W ~ P MRCap ~ Y Trade Language MMCap Toxicology MMCap Weapons, Milby, A l a h e r l (MMCap + MRCap) x 0.5 s Zoology MMCap Influence JoumaUsm Law ~guistlcs Up Reading & S g Imguage in

'Heka-producing W9 Area. (See the Mytbrr MqUr book) +See page 101 for a complete UJt of mw&n L a q p q p of IEN1. -the ForlegnlmgmgeK/SArea p t b n (page147) M for complete informetfon q a d h g c m e m ablllly, dc.

Physical Knowledge/Skill A h s
Area Acupundure Acrobatics/Oyrnnastics Arms & Armor Boating Clothwork Combat, Hand-to-Hand, Lethal Combat, Hand-bHand, NokLethal Combat, Hand Weapons Combat, Hand Weapons, Missile Conslruction Construction, Naval Construction, Transport Criminal Activities, Physical Cultured Palate Disguise Drawing Endurance'
Escape

Spintual Knowledge/Skill A reas


Area
Alchemy' Animal Handling ATTRIBlJE SM(;I~ . !3I'l~u~+

?-

First Aid Qames,Physical Gemsmith/Lapidary' Handicrafts/Handiwork Heka-Forging* Huntinuracking Jack-Of-All-Trades Juggling Leatherwork Mechanics Mines & Mining Mountain Climbing Music Perception (Physical) Police Work Printing Riding Seamanship Smithing/Welding' Speleoloay Sports Su bter~ane~m OOrntation Surveillance/Security Survival Swimming/Diving Tolerance Travel Weapons, Special Skills

ATTRIBUTE PNCap (PMCap + PNCap x 0.5) s (PMCap + PNCap x 0.5) s (PMCap + PNCap x 0 5 ) PNCap (PMCap + PNCap x .5) s (PMCap + PNCap x 0 5 ) (PMCap + PNCap x 0 5 ) s (PMCap + PNCap x 0.5) s PMCap PMCap PMCap (PMCap + PNCap x 0.5) s PNCap s PNCap PNCap (PMPow + PNPow x 0.5) (PMCap + PNCap x 0.5) PNCap (PMCap + PNCap x 0.5) s (PMPow+ PNPow x 0.5) s PNCap (PMPow + PNPow x 0.5) .s PNCap PMCap .s (PMSpd + PNSpd x 0.5) .s PNCap PNCap PMCar,

Astrology*
Ruffoonery Charismaticism Coqjuration* Divination' Exorcism ' Fortune Telling* Herbalism' Impersonation Jury-Rid ng Leadership Magnetism Medicine, Oriental Mediumship' Metaphysics' Multiversal Spheres & Ylancs Musical Composition' Mysticism ' Nature Attunement Necromancy' Occultism* Painting (Artistic) Pantheolog' P h z r e e Folk h Culture Philosophy Poetry/Lyricsb Priestcrzeft' Religion Sculpture Sorcery' Street-Wise Thespianism Witchcradt* Writing, Creative

W L i p .s SM(,<II, SMPow SMCap SM<'di) Sf'f'ow (SMCap + SPCap x 0.5) SPCap 4Y( StJLq~s SMCap SPCap SIT'ID.\

. . . .

PMC&

PMCap (PMPow + PNPow x 0.5) PNCap .s MRCap s (PMCap + PNCap x 0.5) s PNCap PNCap .s (PMCap + PNCap x 0.5) s PMCap PMCap (PMCap + PNCap x 0.5) .s PNCap PNCap PMCap (PMCap + PNCap x 0.5) PNPow (PMCap + PNCap x 0.5) PNCap .s

YW'

SMCap SMCap SMCap -5 ISM(:al) Sl'c.,rl) . ().')I \ SMCap SMCap sPlC;~p . SMCap . (SMCap t SPPow x 0.5) SMCap SYCap .s sl'~:<q) SMCap SMCap SMCap

. .

. . .

3
b

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

Quick Reference List of Foreign Languages


A:$wptian A;gyjtian I)i,ilcc.t Annamese Armenian
A~L~ritLit~

Atlantlan 1)ialcct Bantu Bantu Dialect Bcniyorob tkrbcrian Boideutsch Brythokelltic 15~1lgari,iri Burnicsc Canlese Chcrokeelroukian Chincsc Chincsc 1)ialcc:t Dcutsch

Farsi Fxsi Dialect Francodeutsch French French Didect Grecian Qreek Dialect Hindic Hindic Dialect Iberian Iberian Dialect Iroukian Kelltic Kelltic Dialect Khazirian Kongolese Lakota Lakota Dialect btian

Lantlan Dialect LAn Latin Dialect Lemurian Lemurian Dialect Lemurian-aleffa Lemurian-dekasta Lemuyan Magyar Malayan Malayan Dialect Manchurian Mongolian Mongolian Dialect Nepalese Neustrian Nipponese Nipponese Dialect Phonecian

Phonecian Dialed Quechuan Roumanian Siamese Skandian Skandian Dialect Slavic Slavic Dialect Soumi Soumi Dialect Sumerian Sumerlan Dialect Suskirouk Teclan Ti betan TurkioSumerian Vardish Vardish Dinlcct Vlach

Phm-ee Languages*
Dccvish Urowish Elvish F;tir Speech
Ooblintalk

Ancient, Arcane, Dead & "Lost" Languages


Ancient Sumerian Arachnidian Script Arcane Maglckal Classic Qeek Etruscan Exotic Afrikkan Hiero-Egyptian High Atlantlan Imperial Latin Kelltic Druidical Lemurian Pictogram Lost Farsi Old Chinese Unknown Tibetan Vedic Y'dragi Runic

Gnomish

Hobgoblin Tongue
Oniese Yaricsc Shughitc Sphinxian Trowish 'Many others exist but are not commonly known, Ict alone taught. The gamemaster might expand this list, s o check to see if more are available tol$ou. Note: Pnzree languages in italics are common languages utilized by the various folk d w l l i n o on that world to converse with one another.

MORE HEROIC PERSONA DATA


Now that you've finished with your persona's K/S Areas, the next thing to d o is to come u p with t h e HPs aeneral Information-that is, appearance, luck, age, background, personality, and all of the other kinds of things which will help t o bring a persona t o life.

Attractiveness
The first thing t o d o is t o make a roll of 2 D 6 t 8 for an Attractiveness 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 on the mechanics of the game, it d o e s have agreat deal t o d o with how your HP will be treated by all other personas. The results of the roll can be referenced o n the following table, which indicates what each number represents. Though t h e dice roll can yield a result of from 8 to 20, results a s low as 1 are listed because HPs can have such a rating after age modification. Ratings lower than; 1, however, are never present in normal, healthy humans, and ratings higher than 1 8 are likewise beyond the HPs. In fact, only perhapsone ortwo peoplesince the beginning of time haveever had Attractivenessscores higherthan that. Such lows and highs will, however, show u p quite oRen in t h e various supernatural foes of humanity, and t h e HPs are advised to treat them with caution, for such sights can b e a truly mind-warping experience! For the effects of Extreme Attractiveness, s e e "Heka And Heka-like Powers List," Chapter 15.

lnner Qliness of @d m (-4 or-5). j s as a merry gazc or a serene ut countenance might be indicative o lnner Beauty noted at a glance. Oncc f the persona in known,however, the modifier will affect Attndivencss. In cases where this brinp a persona into Extreme Attradiveness r n e , ags 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 remain at the maximum (20),but those personas will be especially loved. venerated, trusted. etc.

Joss
The next thing to d o is todetermine how many JossFactorsyour I1P starts out with. The term "Joss" is Pidgin English for the Latin word deus, and in t h e Mythus game it indicates a combination of Iuch, karma, fortune, and t h e like-having it around comcs in vcry hmdy. All HPs have Joss Factors, a s d o s o m e very tough EPs and a few other important types of personas. The most J o s s anyone ~ 3 have is 1.1, n and the initial amount for HPs is determined by a roll of D'Yu on the Initial Joss table. Don't b e too worried if you make a bad roll, a s higher levels of J o s s c a n always b e earned through adventuriq. The rules governing Joss are given in Chapter I I, page 129. Example: 'The cavalier, whom we have named Dirk Gallighcr, is now ready t o see how many J o s s Factors he starts with. We h k c a couple of warm-up rolls, and, after getting a lucky 92, tlccidc that 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
02-03 04-07 08.09 10-12 13-15 16-17

Initial Joss
D% Rdl
01-08 09-16 17-24

Homely
Plain
Average AttractiveICute Handsomepretty Strlklng Beautiful

Joss PBctors
2 3 4

18
19

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 M negatives red~lcing Attractiveness. That is, the a 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 co~inting s -1, -2, -3, -4, and -5 respectively. Thus,positiveaddition a reflects some degree of Inner Beauty; negative deduction reflects a like degree of Inner Ugliness. The modifier is used only when the persona has the opportunity to interact to s o m e considerable degree with others, however. It doesn't affect outward Attractiveness at all, usuallJcalthough a ooldeyed appearance or a slight cruelty to the mouth might b e signs o f

Birth Rank
While Uli information is possibly less important than AUratljvcnc%s,it gives you agood feel forwhat your Ws farnlly was like. Also, the O might M event~ally bring into play a few of the players personas' siblinp and other relatives to help and/or complicate things m y . In order to dckrn~ine starting Birth Rank players must roll Doloon the Birth Rank table and find the result under the Ws geIIeral SEC ratings (Lower, Middle, or Upjxr Class).

Special 7th Child Table


Rank
1 st Child 2nd Child 3rd Child 4th Child 5Lh Child 6th Child 7th Child' 8th-9th Child 10th + Child

Lower Class
01-10

Birth Rank

Middle Class 01-15

Upper Class
0 1-25

W6 Roll 0 1-30 51-60


6185 66-70 7 1-75 7680 8165
86-90

91-94 95-97
96-99

00

Birth Rank 7th Child 7th Son or 7th Daughh 7thWdofa7thChild 7th Son or Daughter of a 7th Child 7th Child of a 7th Son or D a m r 7th Sonpaughter of a 7th Daughler/Son' 7th Son/Daughter d 7th Son/Daughter*' 7th Child of 7th Child Parents 7th Sonpaughter of 7th Child ParenLs 7th Sonpaughter of 7th Child & 7th I)eughter/.%n Parcr~lst 7th Sonpughter o 7th Child 8: 7th Sonparghkr Parentst t f 7th Son/Da@ter d 7th Son/Daughter Parentst t t

f'

If your HP turned out to be a 7th child, you have gained additional benefits, and you must now roll again to find your own particular status and the birth rankofeachofyourparents. Ifoneorbothofthemwasalso a 7th child, then, a s per the legends, you have been specially giRedl Roll again on the following table to determine your exact heritage.

"Whicheversewyour HPIs, the parent 1 t e 7th of the o w t e sex. s h "Whichever sex your HP Is, the p e n t is the 7th of the same sex. tWMcheversexyourHPIs, onepuenti8the7thof the oppositesex, and the other is a 7th child. ttWhk:heversexyow HPL, one parentis the7th oflhesamebex and the other is a 7th child. 7th of hs e sax. ipr 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

tttHothdyourH~~parents~1eeechthe7thofthelrsexandyourHPLsthe

7th Child Special Advantages


Birth Rank 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 7 1 S o n of 7th 1)aughtcr 11 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);~ugIitcr 7th 1)aughtsr & of 7th Child ParcnLs 7th Son of 7th Son & 7th Daughter Parents 7th Ihughtcr of 7th Daughter & 7th Son Parents
Added J m s

M Bonus

P Bonus'

S Bonus'

Heka K/S Bon ust

'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 o TRAIT indicator letter appears, the individual may place the added point in whatever ATTRIBUTE of the TRAIT dalred, add it L 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


m c r filling in yo~lr Appearance and Birth Rank the next thing to d o is to establish some general information about your HP's m e , background personality, and thelike. (Ageisimportant beclauseit mayyieldSTEEPand ATTRIBLrlF:modifications.) These can be just about anything you want, though your appcarancc should reflecl your A7TRIBUES (a high PMPow would s ~ a sa tni~~scular build, for example). Age: Onc very important characteristic of HPs is their startingage. For game purposes, this is usually considered to be between the ages of 25 and 35 for humans, though given in this section are the rules for crfating advent~lrers s young as 12 or as old a s 80. The main a differences d ~ l e age are in the amount of STEEP, the level o the to f Attrdctivencss rating, and the level of the ATTRIBUTES an HPstarts out with. The following tables express the total modifications in all of

these areas tor cach particular age prior to !he 2 3 3 5 cxtcgory (or nunhuman equivalent), and the curr~ulativc cffccts of aging 1hcrc.lftcr. Thus, theresultsofeach lineshould be regarded intlc~x?rlcIcr~tly of Iht others before the 25-35 range; after that range, liricl ltic c:~~nitll.rli~c results. Note that during a campaign, the p m c r n a s t c r will likcwise take these tables into account a s your Heroic Persona ages! STEEP: This is the amount of the bonus or pcn;~lly o ;in Ill"s 101.11 L number o STEEP points d u e t o age. If you ciccidcd to r11.ihc your I l l ' f age 12, for example, you would have t o go back and rcniovc ,I t01.11 of 100 STEEP points from the persona's various K/S Arcas! Of (.our w you would not have t o take all of them from o n c K/S, l)ut r.lllic'r wo~ild remove 1 0 points here, 5 points there, and perh;q)s 2 0 ~x)inl.s cis(.where until a total of 1 0 0 had been rcmovcd. Motc thal c)nic' Arc.,~s, such as Business ad mini strati or^ and Yolicc: Work c:oultl I)(. c11r11i-

"

A g e Ranges by Race
Age Level'
Human*

Alfar

36-40

56-60

85-100 101-116 117-132 133-148 149-164 165-180 181-196

Alfen 4083 84-126 127-169 17C-212 21 9 2 5 5 256-298 299-34 1 342-384 385-427 428-470 471.513 514-556 557-599

Dwarf 30-62 6394 95-126 127-158 159-190 191-222 223-254 255-286 287-31 8 3 19-350 351-382 383-41 4 41 5-446

Elf

Clnome

45-99 100-153 154-207 208-26 1 262-315 3 16-369 370-423 424-477 478-53 1 532-585 586-639 640-693 694-747

25-53
51-8I

82-109 110-137 130-165 166 1')3 194-221 222-249 250-277 278-305 306-333 334-36 1 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
1

STEEP" -100

AT"
t3

MCap -2

HPow -2

p F&p d

PPow
-4

PSpd

-2

t1

t4

SCap 4

SPow
1

SS@ 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 c m l t v aRer this point1 uuaie

nated entirely, as thwe KS Areas requlre years o experience which / f very few kids could possess1 The Q will assist in all such actjustM ments. To add bonus STFeP, you would dojust the opposite. When ddngso, you m q add points wherever you like, even shrtlng new K/SAreas ifyou so desire. Note, however, that when you do put lna new K/SArea, you do / notadd an ATIWBUIE rating to the totalSEEP. All you have lnthat K S is what you give it from the amount indicatedInthetable. Also keep I mind n applies here, andthat the ceiling on your Dwecwn-mstill herein lies the one exception to the abov6-you cannoC.useyour bunus STEEP to increase aqy d y o w H e l c a p r o d d q leear Any improve ~ ments there must be gained through actual playl (Cbamemastersneednot wony about that for OPs, of coursel) Attractiveness (Am: 'though younger people tend to be much less knowledgeable and experienced, they generally have better looks and are in better health than older people. This is reflected in the modifications to Attractiveness listed above. Note that the maximum human Attractiveness, no matter what, is still 20, though with age penalties one's score can fall below the lowest rollable level of 8. ATTRIBUE5: The remaining columns show modifications to AT' I R I B W . For spatial reasons, aslightJy differentmethod of abbreviation has been used here. As usual, M, S,and Pstill mean Mental, Spiritual, and Physical, but no CATEC1ORYabbreviationsaregiven asthe rnodiflcabions n apply to both CA7EQORIESof the TRAIT. Thus if the table shows a +2I PSpd for example, that means that b t b for your Phydcal Speed ATT R I B W (PMSpdand PNSpd) are boosted by 2. One importantthing to keep in mind comes up with 1 2 to ISyear-olds, who receive a higher bonus in their FSpd than they do in their PCap ATlRlBUlES. Just keep in mind that a persona's Speed A7TRIBURS still cannot exceed the corm sponding Capacity A'ITRIBUES. For example, if a 12yearold HP named Myssa has a premodification PMCap of 16 and a PIdSpd of 14, even though she is listed for 4 bonus points, she can take no more than 2 because, until her PMCap goes up, her maximum PMSpd Is 16. On the bright side, however, if she is still from 1215 years old when she does raise her PMCap, then she gets a corresponding PMSpd increase f e , re because she is then allowed to take more o her bonus. f Also, keep in mind that no Heroic Persona can have an AITUBUTE of less than 6. What this means is that if an age modification would reduce an A'ITRIBLTE to below 6 (fat chancel), then you can't make your Heroic Persona that age. (Agemodificationscan raise ATlRlBUIFS higher than 20, however.) Likewise, if an HP has an A'ITRIBUIElowered to below 6 due to aging over the course o a campip (seebelow), then f the HPmust be putasideasthatpersonawiUnolongerbesuitableforplqy. This sho~ddn't prove to be too much of a problem, however, as Aooomplishment Points (seeChapter 1I, page 134)can easily be spent to keep one's tiPahead of theyears, and ATlRlBUTEScouldbemagiddlyaltered as well. In any case, the maximum effectiveageforany HeroicPersonaIs 80, whereupon the persona will haveto be retired should she or heget any older, unless m@ckal intervention reduces the pemna's effectiveage1 It must be noted that there are certain magichal itemsoreffeds that could reduce an HP's effective age-as with Dorian Cirqy's portrait-ht this matter is left generally tc the QM's discretion1 finances: Finally, there is an age modification for one's bankroll as well. (Qenerallyspeaking, the older you are the more prosperous you are!) This is covered under "Heroic Persona Resources" ( p q e 112).

Also, as you mqy have guessed by now, it's not a bad idea to decide on your age before you figure out all your CAIKIORY and TRAlT totals, Sub-Areas, Damage Levels, S?EEP ratin@, etc., because, once your ATFKIBW change, all o the above will have to be changed as f well1 Note, however, &it you d o not aaust your SEEP levels when your AlTKIBUTeS d m g e durlng the carnpalgn-only when your ATIRIBLII'ESchange over the wurse of initial creation of the persona. Here's an example o the above process: After rolllng up a Herolc f Persona named Rafael, we decide to make him 16years old. He loses 50 points of STEEP, gains 2 more points of Attractiveness, gets a bonus of +3to his Physical Capacity and +2 to h b Physical Speed f ATFKIBLII'ES, but loses 2 points from all o his Spiritual ATlRlBLTES. Theabove tablecanalso be used toapply the effectsof agingto lips who have been inthecampaign forawhiie. Keep In mind to only apply the additionalmodiflcat.jons since the last aging a4justment. not the total listed. For example, Rafael, after adventuring for awhlle. nnally makes it to his 20th birthday. He gains 40 points of STEEP, 1 point of Attractiveness, 1 point in his Physical Capacity, and 1 point in Ns Physical Speed ATIXIBUJES.

Background Detail Creation


Your Q will probably want to work with you to weate your backM ground and make It flt into the campaign. Some of the broader areas are discussed below: Physical Descrl'on: 7his includes such thlngs as helght, weight. build, wmplexion, hair (length and color), eye color, etc. General Description: Your persona's overall personality traits. gestures, habits, and the like are good to put here. Usual Dress: Your HP's general dress, appearance, and other physical characteristics can be derived from your SEC and your Attractiveness score. Brief Backgwnd: What your HP does and how the persona got where he or she I now. Be inventive but "realistic," and check it out s with the Q when youare through, to make sure it matches the QM's M plans forthe campaign. This is also agood t h e for the Q to hand out M what "quirks," if any, she or he feels are appropriate to your HP. Quote: TNs should be a favorite, colorful saying or two, by your persona which helps to illustrate the HP's personality.

Quirks (Knacks and Peculiarities)


Having finished deciding your Heroic Persona's age, working up physical characteristics, and gettinga general idea as to background. it's time to and flnd out what the gamemaster is willing to give you in the way of "quirks." A Quirk (or a CounterQuirk) is a special advantage (or disadvantage)that individual personas have due tothe nature of their background. Such advantages or disadvantages may be very minor, or they may be so important that they prove to be your HP's prime resource. It is very important, however, for the Q to maintain M game balance when handingout Quirks. None should be so powerful that an HP no longer flnds the game challenging, nor should the disadvantages be so severe that an HP has no hope of survival or ery'oyment of the game. Por every advantageous Quirk an H reP ceives, there should also be given a disadvantageous CounterQuirk of nearequal intensity and viceversa. Ukewise, the Q M should see that all such Quirks fit well with a persona's background story.

Somegood examples of Quirks are as follows: 7heHeroicPemonawas a leader of a local sbeet@ng and thus has connections with some of t e h gang members and the Thieves' W d . (lhk, by t e way, is different h h o m d does not count a g a b t - t h e H s regular list of Spedal ConP ' nectiors-see page 115.)Said c o m d o n s a ~ ~ oh e ~ a c c e stospechl tw s information such as who's been robbing the local merchants, where mercenariescan be hired, who m q have murdered whom, where blackmarket weapons m q be pumhased, and the like. The persona can also entreat old "buddies"for aid every now andthen, possibly raistnga whole platoon of wellarmed Rghters at a moment's notice. As a corresponding CounterQuirk, the HP Is wanted dead by an old, rival gang leader and is sought after by a nearby lord as well. In another case, an elderiy sorceresshas a large cdlection ofgrimoires and enchanted objects, and therefore is not llrnited in the DwemercmfHngSEEPby the Spiritual CATEGORIES. On the down side,she also has asthma and arthritis, i blind in one eye and mostly deaf,and,due to s her poor state of health, takes double the effectsfrom all poisons and disease (double ST'R ratirgs against her; see Chapter 12). On a less radical scale,Dirkaalligher, whom we havededded wasonce a squirein the serviceof a petty noble, has developed a "sixthsense" that may warn him of impendingdanger (i.e., the O will give him little clues M every now and then during play). C o m p o n ~Di has a hard time , (becausehis sIxthsensedoesn't help running due to an oldjousting ir-$uy when he is already in a dangerous situation!). The possibilities go on endlessly. The above only give you a snall samplingof what m q be possible with Quirks. Note that on basic, general principals, your campaign will be much better off if you play conserva-

1.e.. h f tively with them, stick to m i n a mt eqiodty d thet h e . I done comdly, however, a mqjor set o Quirks, llke thoseo the so= f f and h the gang leader, can add s a n e real spice to t egame. Just be careful to keep game balance in place and don't take on more thm you can easily h a n d l m r c rolepky. If you ape new to mleplqhg and/or stIU getting m comfortablewith the regulargame rules,thenyou're better off leavingthe mechanics in place. In fact, OMs m~(y to more Qulrhsaltogether,or wlsh only gant ones that don't affect the game quite so much, and that's pr*, ef* too. Ifyou decldetotinkerwiththegamernechanlcswhen kdgnhgQuirks, it is best to establish a ShoItpooensUtat appliesonIy to onepersona.The sorceresswho, due to her poor f#akof health, suffersdouble the&eds of pdsom and disease, is an excellent emnple of 'fooUng around.' Likewise, Dirk's Quirks can be e&ly expnmed in the form d new rules. For example, the aM could seaetly rdl lDlO at varlom times, letting Dirh's sixth sense give a slight wamlng if t e roU was at 7 or higher. h mewise, Dirk could be made to roll a D l 0 whenever he wished to nut moving only at half-rateif the roll was 3 or less Utilization of any Quirk must be controlled by the gamemsster so as to suit thecampalgn and not giveany HP (orthe wholegroup of HPs) too great an advantage. For example, a Quirk that enables a persona access to a bonus Forelm Language can b e controlled by llmltatlon of frequency of making contact with others who speak that language. Thus, the ClM can stipulate that the language is likely to be encountered only one day per week with a 25% probability of actual contad with it on any glven week, and some r s o trouble If the HP Isseen too ik f frequently in the company of such foreigners. Just what can be learned through any source I also necessary to limit. When flrst used, s the Quirk to encounter those speakingthat language mlght be llrnited to peasants or immigrants-or others bearing little useful information. 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 I meant to s h help personalizeand spiceup personas, not t o destroy t ecampalgn. Be careful with it--if you're in doubt about a Quirk, don't allow it1 Flnally, keep in mlnd that the O is the ultimate authority in the game, M 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. (famemasters h-ee are to cl for mils when results indicate Quirks which they don't like and/ al 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 mechanlcal or roleplaying standpoint. Thus, some modlflcation o the above f 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.

- -- ..-" ..-".".. --..


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 ~ ~-es ly Rorenline Sub?Area of Weepom, Spccfel SMII K/S 8s an additiOZI& bonus Ks&eA / Woodsman: Add 5 STEEP to each directly related K/SAree, including use o hunihg weepons. f 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 o + 10 to Adma1 Handtlng MS. f 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 B to orient. T 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 t App&K/S o Am%. Ysychlc awareness: Can detect non-Physical manifestations per &'&c Vlsfon 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~ght vision 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). Natural l ~ ~ k - p l ~ kabillty: Persona has a (+I20to plck any mechanfcal (key~perated) lng lock. 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 o that power but confers a 20% lmmunff# f (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-like abilityto 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)~seasc resistant All diseases are at 75% STR vs. this persona. Slr~mg Yc'crsona has a "reserve' of 2D6 Spiritualpaints aboveand beyond STRAIT, although they do not count until Spldlual ELISsuqrassed w~ll 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.
~

m.

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. t 1le;lls F'hysiml damage a 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 o dellcacy of touch. f 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. I hatcd by animals of all sorts (may include mounts!): Penalty of -1 0 to Animal Handling K/S. s Cannot swim. Acrophobic: Shuns heights, perform all actions at 90q0 normal 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: G not learn any additional languages, additional STEP in thaw known costs twice normal N's. m 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


While the above process is wonderful for making your HPs come alive and irijcctingsome real creativity into them, it is also very t i m e c:ons~criiingaridis agrcat deal of work to make up all that stuff1 For the 1)cnclitof the novice and/or hurried player (and the OM creating OPs), 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 froriinreligion t o personality. The use of these tables is )~~ ~l stlictly optional--4hcy are includedjust to help you when you've got 10 ~ i i ~ ~ h i : I II'q[rickorjustcan't thinkofanythingto put down. m e up:m 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 liltc, or any combination of the above! t 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.

require you t o roll n o matter what, or t h e ClM may let yo^^ take ambidextrousness as o n e of your Quirks. If you arc arnl)idcxtro~rs, you can fight Florentine without the Weapons, Spc:ci;ll Skill K/S (q.v.), and c a n perform other tasks using both h;lntls siniuil.lneously .

Race
If you're reallystuck or in a hurry, then you can try Lhc l.~l)lc.s n Ill(% o following page out. Roll first for your gcncr;ll typ: on tlic first t,~l)lc, and then roll again o n the second table for your spc.c:ilic. r a w .

Handedness
This t ~ b l c niay very well b e o n e o n which your gamemaster will

HP Backgrounds
These tables provide sample background professions for your Heroic Persona. Simply locate your SEC, and roll a 1DG. All you need t do is fill in the story from herel Keep in mind that your HP's Vocation and background type are not o 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
1

Lower Lower

Middle Lower

Upper Lower

Wanderer Serf Escaped Slave Bond MaidIServant

aP YY
Beagar

Stablehand Cnok/Servitor Street Sweeper Peddler Minstrel Acolyte

Apprentice C~allsni.~ri Priar/Monk Peasant Farmer Mae's Apprentice Soldier City auardsrnan

Middle Class Backgrounds


Roll 1

3 4
5
ti

Actor Scribe Animal Trainer Soldier NCO Merchant Shop Clerk

Lower Middle

Middle ~ i d d l e

Upper Middle

Shou Owner villa& Oficial MasonICarpenter Armorer/Smith CraRsrnan Innkeeper

Manor Oflicial aenllernan Parrner Engineer Squire Lieutenant Town Oficial

Upper Class Backgrounds


Roll I Lower Upper Middle Upper Upper Upper

auild Master Captain City Official Moneychanger Scholar Magister

Mine Owner Royal Oflicial Baron Viscount Count Master Thief

Duke Noble Heir Royal Advlsor Archduke Marquis Prince

General Type
D% 01-10

Result
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
Black D% 0 1-25

Result
Etheopian Afrikkan Mixed (possibly including other races) Magrnurian (Melenesian) Hindic Islander (South Seas/Micronesia) Mixed (possibly including other races) Lemurian Rgyptian Atlantlan Mixed (possibly including other races) Amazonianflargaardian Northern/Westem mopean Southern BropeanplYorth Afrikkan Mixed (possibly including other races)

Brown

Red

White

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)

?/

Religious Attitudes
D%

Result
Agnostic/Unbelicvcr Witchcr& Clloomy Darkness Shadowy Darkness Elemental Clods Balance Nature Deities Moonlight Sunlight Other (Old Qods, Forgotten Religion, Outer Planes, etc)

Political Beliefs
D% 01 4 0

Result
None Conservative Moderate Li beral Anarchist

01-05 06-10 1 1-20

21-35
3640 4 1-50 5 1-55

4 1 -60 61-80 8 1-95 96-00

56-75
76-90 91-00

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) perhaps Quirks, should such be deodred.The GM is stronStyc8utioned t reserving 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% 01-10 11-20

Resuftfng Qufrk
Cannot make Special Misses in combat. If a dweomercrazfter, HP has 2D20 bonus to Magi& and Dweorneru& K/S Areas. I m u n e to Natural Surpdse, and tfeatT t l Surprise as Natural Surprise. oa Immune to Illusion Innate Hekaengendered power (One only-4M's choice) Protective aura absorbs 5 points of damage from all attack forms per CT. Regenerates 1 Physical damage point per CT, If alive. Resistant to poison or disease (allSTK ratings halved). Shapechange ability: Persona may assume mundane animal form once per day. Natural telepath: Can communicate with others within sight distance.

21-30 3140 4 1-50


51-60

61-70 71-80
8 1-90 91-00

Supplemental CounterCluirks
D% 01-10 11-20 2 1-30

3140 41-50
51-60 61-70

Re;sulting Counter.Quf& Has a sworn enemy who wants the persona dead. Heka magnet: Double all Heka costs for Heka Shield and the like. Impressionable-susceptible to SuggestIon/lllusion Phobia ~vslvere (OM'Sor p1Eyrels choice). Poor writ@ and drawing &l& &anas of failure inscribing gaolls and other nqickal il20%

Random Insanity or Madness. 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

f Fear of undead: 75% chance o panic when present

-"-

General Personality
Cool, casual, easygoing Excitable, emotional, boisterous Stern, dignified, formal Cheerful, extroverted, talkative Sober, introverted, sullen Crazy, wild, unpredictable

Cleneral Interests
D%
0 1-25

Result
Adventure*, challenges, travcl Politics ',status, power Knowledge ', lore, ancient objcds Entertainment*, music, art

6180
8 1-95

26-50
51-75

I
=-

9600

76-00

Conformity
5 1-95 Radical, rebellious, nonconformist Neutmi, uncaring Conformist, trendy, fashionchaser

Note: Keep in mind that thesearejustgeneral items on this table, and feel free to mix and match different areas of inteaest. The Brst marked terms (i.e., those with an asterisk) provide an idea as to the overall nature o each f
result. The other terms just balance out the package and can b e j u a e d around at will.

In all roleplaying games, money and equipment are two things of prime importance to any persona, and how much of each your Heroic Persona starts out with will be discussed in this section. As in real life, wealth in the Mythus game is measured in many ways, including income, bank accounts, possessions, stocks & securities owned, etc. In addition to wealth, all HPs have resources in the form of Special Connections, too. (These are in addition to whatever connections the HP received in the form of a Quirk.) These will likewise be discussed.

ter establishments will easily handle c ~ e c hum, and topquality ones wlll manage gold, platinunl, and even oricalcum. Banks and the like deal in all metals, of course. TIic matter of exchange rates for coinage and metals is discussed in dd.ril in the Epic of A & complete fantasy adventure mllleu. Thegamemasterwilldeterminetheflnalvaluesof coinage, of course. and there may bevariation and/orsome metals might not be uscd. Simply put, though, an ounce of bronze in coin form buys the equivknt ;tmount in 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 ~ bronze is $1 an ounce or copper as high as $ 5 per ounce. Wealth The stzrting ~ ~ 7 1of h t individual Heroic Personas i determined by their s Adamantine is a non-ferrous metal which is much harder Uim stccl SocicSconotr~ic 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 C 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 a added to the castof the item being forged. Finding the nictal ;~nd st~iith/ shown, arc applied to the persona in a variety of ways. The BUC System: As already mentioned in the basicrules, themonetary armorerabletoworhitwill beapmblem! tlowevcr, itaddstoUicstrcr~:$li. ~ n d system for the Mythus fantasy roleplaying game is based on the Base Unit quality of the item as is detailed in the Weapons sccUon In Ch+lcr 12 Hekalite is also a non-ferrous metal used for making -cnch,intcil*/ Coin, so wc call it the "BUC System" and the standard coin of exchange is t whcn simply tilled a BUC. Portliesakeofclarity wearerepeatingherethe basics 'magickal" objects. It is alone worth twice its w e l ~ hin ori~llcuni while dct~iling n ~ l c covering the BUC System. new s refined into pure metallic form. Hekalitc's uses arc discus\cd I n the On k'rtti, the basic coin metal is bronze, s o the BUC is a bronze (B)coin 'Items of Magick" chapter in the Mythus Magidc lxwh Oricalcum is arare and precious metal as heavy a5 pldtinutn but only ofoneounceweiyht(about28~s).Thevalueofallothercoinsregardless of thcir metal content or weight is then expressed in BUG, BaseUnit Coins. slightly harder than gold, and it has a lustrous color rcmnOl~ng hue tiic It so happens that a BUCwill purchasejust about what one dollar US ($) 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, howthus known, can befound inacatalogorpricesheet,orcan beextrapolated. ever, and on the islands of both Hy Braseal and Lyonncssc. Now let's s e e how easily and well the BUCSystcnt works. The III'gocs There are but a few excepbons, s o wedon't need to bore you with toomany 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 o f a ~ sword. Cheap ones are a few hundred BUCs, but masterpicccs of thc Metal Values craftsman's hand begin at around 3,000 BUGS and go upto at l u s t twice Mebl 7)pe BUC Value that cost.That doesn'tconsider adamantineor hckalitcor Hcka Forcling Hckalile or any form of Heka either. An explanation of metals i given hcrwftcr. s Ormlcum ( 0 ) 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) worth owning, too. An average horse In prime condition and age got-s for Bronze (B) from 7,000 to 25,000 BUCs. Think of sports cars whcn you considcr Nicklc (N) steeds trained for warfare and combat. A fairquality liyht w'rrhorsc is Brass (BK) 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 a similar amount for extra decks and for fitting it out. Fitting out is the silver and 1.15 parts copper for hardness and unique color. stuff like canvas, spars, cordage, anchors, chains, small b o a b oars,

Hf2KOIC F'EKSONA R

and all. It doesn't consider weapons, supplies, etc. Machinery of war? Simple constructions of wood, rope, leather, etc. cost about 2,000 bucks for the smallest common sort-a heavy crossbow-like scorpion for example, a device shooting a spear-sized missile. With spring-steel arms the cost is doubled. A well-made trebuchet is about 10 times larger than the basic scorpion, s o it will cost 20,000 BUCs--with no need for adding anything in the way of price, for there's not much need for additional materials to improve or even for flash on one of those dariinsl Amilitary engineer and crew can build you all sorts of this sort of equipment on the spot, a s it were, given the raw materials. 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. This brings us to the cost of hire. Minimum wage is about 3 BUCs per hour for common labor: journeymen earn about 12 BUCs per hour: and masters begin at 2 5 BUCs per hour. An attorney will fetch from50 to 500 or more BUCs per hour, but no need to discuss such things a s that In a nice book such as this is .... Mercenaries will work based on a low wage plus their license to loot and the spoils potential. Base rate, with fair prospects for the latter, is 200 BUCs per week, plus food and drink for a regular infantryman, 300 for crossbowmen, 400 for skilled archers, 500 for light cavalrymen, and feed for the horse (say 10 BUG perweek) is extra. Now a medium booper commands 600 and a heavy (mounted serjeant)gets 750. Corporals work at the next higher grade, NCOs get a 10% addition to corporal pay rates. Under officers get double corporal rate, junior officers double the NCO rate, and top officers get double junior officer pay. The overall commander then gets a bonus of from 10%to quintuple pay, plus a bonus for victories based on a pre-agreed rate. (You bet it's costly to field an army of paid soldiers1 That's why a quasi-feudal system is still used in most states in the milieu.) That should give you a solid idea of how to manage things. Base everything on what the reality is or was historically, converting the latter to dollars and dollars to BUCs. gamemasters are quite free to make up whatever they like. The single requirement for any of this is consistency. When something is decided upon with regard to cost, the G M must make a record entry accordingly. Depressed areas might have a standard based on brass or tin, s o that prices in BUCs wili be onequarter or onetenth the normal. Obviously, a BUC will go a lot further there. lnflationa~y areas will have a standard which will demand anywhere from a mere 10% more in cost to as much as a copper standard being equal in buying power to the BUC, i.e., a five times greater cost. Other Acronyms For The BUC : It is up to the participant group to decide if they like another acronym for the basic unit of exchange. The system is designed to enable gamemaster and players to be comfortable and at ease when dealing with coinage and money matters, conversant and able to think in the correct terms. Therefore, whatever acronym best suits the campaign should b e used. For example, the QUID might be substituted for the BUC, a QUID standing for Quantifjhg Unit Identifying Denomination (perhaps with a doublesized bronze coin making a QUID worth 2 BUCs, or a copper standard for those who recall the days when t h e e was worth five $). Converting From Other Systems: It should be a fairly easy matter to convert wealth from another game system to the BUC System, using the 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 BUCs per ounce. Jewelry is a simple matter, and you can use standard prices here. remembering that mark-up over disposal value Is s o m e

where between two and seven times. Note, however, that larger stoncs have proportionately more worth than is expressed by the basic, sni.~llstone costs. If a one-carat 'flawless' diamond of D quality I worth s $10,00O(thus 10,000 BUCs), oneof I 0 caratsand Dquality isat Itsc;rr.~t value plus 10% due to rarity. Just add another 1 YO per carat to lilitf additional value of stones up to 2 5 carats, 2% per carat for stoncs from 26 to 5 0 carats. Then add for color rarity by adding 1 */u per carat wcigllt of thestone. Forsizesover50 carats, count each carat as thrcetoycl the value, adding for any special features on a 10% to 50% scale as sccms reasonable to you.

Determining HP Wealth
Not surprisingly, how much your HP starts out with dcpcflds 0111 1 1 ~ persona's SECclass. Cross-reference on the Initial HP Rnanccs LII)Ic to see how much the HP is worth in each of the following calqorim ( i t 1 termsofBUCs). Also, notethedieroll underthe'Cash on lland'colu~tw. The following sections explain what the various table hwdings nlc.lti. Net Worth:This Is thesum total of all your financial resources minus your 'Cash on Hand.' It includes the value of all your possessions, your bank accounts, and what, if any, investments you own. It assumcs ,I young HP, who I -just starting out.' It is from this number that you will s determine what you own in the way of a dwelling, transportntio~l. clothes, equipment, etc. For specifics on figuring all this out. s c c "N(.l Worth,' below. Cash o n Hand:This is pretty self-explanatory. It represents Uic itlili'tl amount of petty cash you have ready to spend at Ute catnpri!ltl'a beginning. This is the free money you have when you start. It doc5 11ot count against your possessionsthose are determind from your N d Worth. It could b e in the form of coin and/or gems. Bank Accounts. This amount, which is part of Nct Wo~tll,is Iiow much you have in local banks or guilds-though it docs not rcprcsc:nl money held in any investments or financial ventures (scc 'Spc:ci.d Connections,' page 115). Note that this money can bc shiflul itilo Possessions Categories if you s o desire, and remaining Net Worth (that which was not distributed to Possessions Categories) may likcwiw 11c placed into Bank Accounts. DM1 (DisposableMonthly Lncome): This is how much rnoncy you have coming in each month after all the bills are paid and ncrv-\\ilic:\ takencareof.Solongas youcontinueto keepasteadysourccofinc:o~iic~ (whatever you and the O decided that it was while going through 1 1 1 ~ M last section), you will receive this money at the beginning of ccrch and every game month. While ail the bills you start with are covered, if you acquire new ones during the course of game play, your Disposal)le Monthly Income will be reduced by the amount necessary to pay thcm. Note, however, that when you do finance things and pay thcm off, your Net Worth goes up. Also, note that while Disposable Monthly Income docs cover m y ongoing payments that an HPstarts with, it docs notcovcr payniclits on land or holdings subsequently purchased. I f you don't own your dwelling place, horse, or whatever, then reduce your D 1 according M to the payments. Note that the maintenance costs for any po.5sc.ssions that you start out having the u s e of (regardless of whcthcr you own them o r not) is covered under here.

Wealth A d j u s t m e n t For Age


As mentioned above, the older you are, the more money you have

(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 crossreference your age and your general SEC class.

Wealth Adjustment For Age


Lower CIaw
12-15
16-19

N e t Worth
Now that you have your Net Worth figured, it's time to go through and decide exactly what that means you own.The first thing to d o is 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 each. When figuring this out, note that goods such a s homes, animals, weapons, equipment, etc. count at 5 0 % of their full value. For 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 considered 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 receive the value which they counted against your Net Worth. For example, if your were really hard up for cash and had to sell your saillmat, you would receive 12,500 BUCs for it (unless you could nqotiatca better price, of course). Whether or notthis effected yourNet Worth would depend on what you did with the money. If turned it into Cash on Hand s o you could spend it, then your Net Worth would drop by 12.500. If, however, you put it in Ule bank then your Net Worth would stdy the satnr. The following arc descriptions of some Possessions Categories and sugcgc?tionsregarding each. Home/Dwelling: Everyone, except for some few personas of the lower classes, has someplace to live. For HPs of less than around the Middle MiddlcClass, however, it might bea better idea to live in arented room or building where the rent is considered to be covered automatically. On the othcr hand, a decent little cottage starts at around 30,000 DUCs or so, meaning that this category will start out at about 15,000 6 U C s of your total Net Worth, and could very well climb up to 100,000 D U O or more, depending on how fancy you want to get. (Part of the fun

20-24 25-35
36-40

0.125 0.25 0.5

Mlddlc C I w 0.125
0.25

0.5

1
2 3

1
2 3

0.3 1
2

41-50

of fantasy RPas I that a man's home can be his castlel) Note that, for s game purposes, the HPs, being theremarkable people that they are, are often assumed t o own their residences, and thls I typlcaliy where most s of the money goes.. Clothes: This should closely fit your persona's tastes and personality. Anywhere from 5 0 BUG (retail) for the robe and sandals of a peasant, to 5,000 BUCs or more (once agaln, retail) for the aristocrat, to at least double that sum for the noble! Prices will also have a i to wlth d the quality, age, etc. of the clothing, sojust about any amount of money could be justified here, but the above glves you a good SEC range. Weapons & Armor: This would include all armor and weapons owned by the persona. For descriptions and prices of wwpons and armor, refer to Chapter 12. Transportation:Since travel is an important part of adventuring the Mythus FRPa assumes that personas are elther able to ride or (in the case of seagoing HPs)operatea waterbornecraft such a s a boat or small s ship. No matter what you choose, it I important for personas to have a means of transportation. While Heroic Personas of Lower Class may not own a mount or vessel to start with, those personas wishlng to be

SEC Level 1

~ e worth r
3D3t5 x 10 5D5+3x 20 3D3t5 x 50 SDl 0 x 200 5D5t5 x 500t 10DlOt10x 1,000tt ID20 x 10,000tt 3D20 x 10,000 t t 5D20 x 20,000t t

Sank Accounts
Nil

2 3 4 5 6
7

~ f l
Nil

8
9

Nu 1D x 1,000 3 3D3 x 2,000 1D20 x 1,000 3020 x 1,000 5D10 x,2,000

Cash On Hand 5D10+10 3D5 x 20 5D3 x 50 5D6x20 5D6 x 50 SD10 x 100 1D20 x 500 3D10 x 1,000 5D10 x 1,000

DM1 Nil'

NU*
Nil'

NU**
3D3x 10

JDBx50
lD2Ox 100 2D20 x 100 5D10 x 200

'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'i equalto 120 s plus 1 point for every 1,000 BUCa value.

involved in any longdistance travelling will eventually need to have some means to d o so. s Miscellaneous: This I another handy category, containing various items that might prove helpful for adventuring. If you wish to start out owning typical adventuring equipment, such asrope&grappling hooks, lock-picking tools, etc., this is definitely a category for you. Securities: As mentioned above, these count at full value vs. Net Worth and include evelything from precious gems and coins not kept in the bank to land and buildings. Oenerally speaking, whatever Net Worth you have leftover could be spent here (orjust used to expand your bank account). Final Notes: In summary, take care of your needs flrst and then work your way down to the less important stuff. Housing, clothes, weapons, armor, and transportation should take top priority. Remember that all possessions (except for securities) only count a t half their retall value against your Net Worth. Once you have finished, the grand total ofyour Possessions Catege ries plus your Bank Account should equal your total Net Worth. Feel free to write out whatever descriptions of your belongings you desire, as doing s o will serve to color play, help you relate to your HP, and enhance the persona's individuality even more! Example: To help illustrate the above process, here's an example of how we did it with Dirk Qalllgher. As h e is 29 years old and of the Lower Upper Class, Dlrk starts out with a total Net Worth of 100,000 BUG, a Bank Account of 15,000 BUGS, and 1,200 BUCs a month in Disposable Income. Furthermore, he also has 1DZO x 5 0 0 BUCs in Cash on Hand: we roll a 6, and s o he starts out with 3,000 BUGS for spending money. s Now all we need to d o I divide out his Net Worth. First we deduct 10,000 BUCs of his Bank Accounts (we decide to use 5,000 of it towards Net Worth). After doing so, we are left with 90,000 BUCs of Net Worth to distribute among his Possessions Categories, which we divide up a s follows:
BUC Amount Pasessions nouse (twostories, done & wood construction,excellent condition) Clothes (veryyood material, good quality) Armor (chain mail, gunUets, crested helmet, small kite shieldall excellent quality) Weapns (broadsword,composite bow, 2 d m arrows, hand axe, dagger--all in excellent quality) Riding horse (garron, included in SEC) Jewelry (familyring. gold; bracelet, gold &jewels; necklace, emerald and ruby cxl gold chain Miscellaneous (ridinggear, camping equipment, c1imbing)advenluringsupplies) Oold coins' (insale at home)

o Disposable Monthly lncome of 1,200 BUCs, whlch is now reduced L 200 BUCs a month after paylng 10,000 BUCs (wiping out hls Bank Account In the process) and agreeing t o pay an additional 1,000 BUCs per month for 1 8 months. Dlrk plans t o sell the shlp to recover the money after completing the adventure, although If he did suddenly pay It off, his Disposable lncome would return to normal and his Net Worth would be boosted by 12,500 BUG. However, he would havc to put that money Into the bank or some other form of like asset to havc such an increase.

Special Connections
In addition to a certain amount of wealth, your Herolc Persona also starts out with o n e Special Connection for each TRAlT score which equalsorevceeds 90. ASpeclal Connection Isdefined a s o n e individual theHP knows that could prove to be especially helpful during the course of an adventure. MoreSpecial Connections can easily begaincd tIirou!jh play, a s your persona finds evil and eliminates It, rescues victims, solves crimes, returnsmissingtreasures, etc. Such activity will cause the OM to s decree such relationships at the conclusion of the adventure. A your HP's repute grows, the persona's connections within the same field or M associated Vocations will Increase, and thus your O might prochin1 that such a relationship has come about. Precisely what Special Connections your persona bcglns with dc; pends on the character's SEC and a dle roll. While many of thcm arc: obviously of local nature, some others are a little less specific, and must be located after game play begins. For example, imagine your HP is a young man who happens to know a weaponsmith, and on his first adventure, he finds an ancient, elaborately worked sword. He decides to have It examined to determine Its quality and value, and announces that h e knows a local swordsmith in thecitywhocould evaluate It. If you have him do so, you would then note that on your HP sheet, and forever afferward the swordsrnih your llt' knows is there. Finally, keep in mind that. just as Special Connedionscan b c q i n d , Uicy canalso be lost Neglecttends toweaken theseties, asdocs (insonic, U i o ~ ~ t i not all cases) moving upwards or downwards on theSEC ladder. Just lx sure to keep the HP in touch with all the Special Connections that are important to you. Also, keep In mind that Quirkrelated Special Connedions a n also belostthrough play (though they area bit moredurablethat normal Special Connections), and that they don't wunt againstthe total number o Special f Connections that your HP starts out with. It is also possible for your Herolc Persona to know an OP llerolc Persona (or 'Other Persona' H P t t h a t Is, an t1P controlled by the gamemaster. Such an lndivldual may actually join the party for a short timeifitappears that extra help Issorely needed (such as if large nurnbcr of the HPs were killed, In whlch casesuch a connection could fill in until new HPs are generated to replace them). In any event, you may only make one roll on this table and must expend one of your Special Connection slots to d o so. Roll 1D20 and consult the tableappropriate for your SocicXconomic Class. If you roll the same connection twice, you have the option of keeping it (and having another connection of that type), or of rerolling.

Net Worlh

Total
A security cwnled at fuU value

Second Example: During the course of a quest, Dirk needs to take a long journey by shlp to an unknown land. Since he can't find a ship for 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 and status is known in the area, the seller decides to take a marker and let Dirk pay part of the money up front and therest In monthly payments. Because he is a member of the Lower Upper Class, Dlrk started with a

Possessions
The tables in the following sections list some of the more common Items whlch a Heroic Persona might wish to purchase, along with their typical BUC value. While these tables cannot contain every Imaginable

' r

w
J

Special Connections
D20
1 Peasant Class Acolvle Apprentice C r h m a n Bartender Blacksmith City auard Courtesan Fletcher (f Y S PY Innkeeper Juwlcr Manor Servant Minstrel Monk Scribe Shopkeeper Stablehand Strcct Urchin Town Crier Wheelwright Wilderness Quide/Scout Freeman Class Actor Armorer

able
AristocratClass
Admiral Qeneral Ambassador Astronomer Banker Baron Church Oflicial Crime Lord Duke Educator Quard Captain Guild Master

Artist
Bailiff Cartographer City Oflicial Craftsman aentleman Farmer Gypsy Leader Jeweler Landowner Madam Mayor Merchant Musician

Mqj8trate
Master Crahman Prince Royal Advisor Royal Treasurer Spice/Silk Merchant Steward Troubadour Wealthy Landowner

Sergeant
Sheriff Squire Tax Collector Weaponsmith

OP Heroic Persona Table


D20
Peasant Class P~ck from table 1 Assassin Bandit Cutpurse (Thief) DweomercrseRer (Black) DwcomercrseRer (Green) Fortune Teller Healer Hunter Mcrccnary/Soldicr Pirate Seafarer Wisewoman/Man W~tch Doctor Alfar* Alfen* Dwarf' Elf' Qnorne' No special connection Freeman Class Pick 1 from table Apothecary Burglar (Thief) Diviner Dweomercr~Rer(Black) Dwwmercrdler (Qray) Engineer Medicine Man Merchant Mountebank Poet/Musician Soothsayer Wanior Wisewoman/Man Alfar* Alfen* Dwarf* Elf' Qnome' No special connection Aristocrat Class Pick 1 from table Alchemist Astrolv Cavalier Dweomercr~lter(Elemenlat) Dweornercr~ner(White) Explorer Philosopher Priest saSe Seafarer seer Shaman Theurgist Alfar' Alfen Dwarf' Elf. anom* No special connection

Instruments for activating a poh?l, wh,it your Heroic Persona has o n hand must be known a t all times. Your 'mundane' self knows exactly what Items are w r ried whereiblllfold, comb, c ~ i s h ,and so forth. That Information is Impohin1 t o you. The very life of your 111' riiigllt d e p e n d o n not only havlngcerliiln wc-IIF o n s o r ltems, but also havlng Uie ;~t)iiily to immediately locate arid use ttic w c x p o n s o r objects a s well. For example, imacjne Uiat your I It' illid hisassociatm havejustdi.scuvcrcd Uic L~ir of an ogre. Your HP rcscucs a Sriglilctiui @was intcndcd for supi)w for Uic whoi , vile monstcr, and make a nin Sor siSdy. s and Your HP party i ovari~itctic.xl no I u l for the ogre. Your party's only hoi)c is a rapid escape. YourlIPdccidc~tli.~t theonly way togct away is to sct a firc to OIwh thc. entrance to the ogre's d m . lInSorlun,itcly. h e discovers suddenly Uiat lie doesn't -remember' where h e put thc oil. (The gamemaster inquirers whcrc o n his i)c:rwri your HP keeps Ule oil. You ciUicr fonpt or didn't bother to write down Uiat iriforn~k tion o n your HP Shccl or In your notcs: l ergo, yourt1Phasmlsplaccd or k ~ sUicoil!) In short, be s u r e and maintain a careful record of weapons and ccluipmc:nt. Use additional paper for itcms wliicti won't fit o n your HP shcct. Kcnic:nil)cr s that It I good mastering o f ;I g.lnic for your a to say, 'If It isn't wrillcri down. M you don't have it with you.' Encumbrance: Anohcr i s u c of ink s Whilc portance i Uiat of cncurnl)r;~ncc. t h u e i s no fornlal systcrn of cncurihri~n(.(. in the Ftythlrsgame, Uic ClM has Ulc rilglt to decide when you're cmying ttx) much. Remembcrto take intoacwunt Ulcactudl bukofanobjcctaswellasiLswc.jyht whcn A trying todecide how much you m n 1~1ul. sc3-011 case and a pair of large tornr-s, for but instance, aren't twibly hrx~vy, arc .still a real pain to cany around without Uic aicl

item, they should serve to illustrate examples of t h e equipment available to the personas. Special items, such a s silver arrowheads, arcane books, scrolls, potions, magick items, and s o forth might also require ccrtdin connections to buy or have made. For a detailed list of many popular implements of destruction and their effects, see Chapter 12, a s well a s the "Items of Magick" chapter in t h e Mythus Magick book. s While finding and purchasing various types of equipment I important, being able to hang o n to and to find such equipment is even more so! From loose coins in a pouch to a carved coffer containing t h e

backpack you use have a big effect on how much of a load you a n Lxir and how soon you willgeitired.These m a l l good t h i n p for Uic O M to take inlo account when making decisions about encumbrincc. In general, your QM will allow you t o have a broad variety of e q u i p ment and a few of t h e more readily available types of w c q m n s at thc beginning of t h e game. Naturally, your Vocation and t ~ c k y r o u t i d will determinetheactual materialsyou wlll haveavallablc. Yourpncrnastc:r will also inform you of where you aregoing and what you c a n wrry along. If, for example, your Heroic Persona is seeking a pack of ghouls

inhabiting theshunned catacombs beneaththeclty, l?wohd bedifficult (to say the least) for the persona to walk down the street dressed for battle and armed to the teeth1 On the other hand, If your HP team had a cart or wagon and were dressed normally, It would be a simple matter to not only transport all manner of equipment and weapons Into the right section of town, but also to gain access to the underground burial complex far below the city. That illustrates several points. What you start with Is by no means the limit of materials you will be able to obtain. A successful adventure will take planning, money, and possibly Speclal Connections. Furthermore, your QM will probably notmention how you are to go about accomplishf ing any given mission. That is part o the wonder of a roleplaying game. You must think, reason, imagine, and solve problems on your own and as a team, against the backdrop of sketchy Information and often unknown enemies which the QM creates, equips, and will act for. The gamemaster will be as f o ~ r i g has is possible when you ask questions, but t will also not giveyou informationthat you would not otherwisehaveor wuld not know, and will play the adversarial roles as ably as possible.That is the challenge of the Mythus game and the excitement of participation. It obviously follows that succeeding brings a hue sense of accomplishmenU f In summation, maintain your list o weapons and equipment. Usethe HP Profile Sheet to note the standard items of equipment that you always have with you, and, when undertakings special mission (such a s an expedition)where there are many additional items of unusual nature to be used, then a good idea is to createan expedition equipment sheet to list each item. Rememberto note thenatureand cost of each ltemas f well as how and where it is camed and who is in charge o it.

Transportation
Personas with mounts, vehicles, o r waterborne craft need to know some information about these Important possessions. The lists on pages 121 and 122should give you a verygeneral idea of the types, cost, and physical orshuctural damagewhlch can be sustdned by the varlous animals and vehicles. Remember that these are rebll prices for new and slightly used mounts or vehicles, and they only count agalnst your Net Worth at halfthe aboverate. Note, though, when you buy one later it adds only half I t s cost to Net Worth. War horses, in ascending order are: the Genet, the Courser, the Charger. and the DesMer. Riding horses come, in ascending order, in these types: the Pony, the Palfrey, the O m o n , and the Racer. Work/common horses come In these ascending types: the Jade. the Cart, the Dray, and the DraR Descriptions Of Mounts: The following desdptlons explaln what the entries on the Mounts Table cover. A s The donkey or burrow. A beast of burden able to cany a load of s: about 150 Ibs. at the maxlmum. Camel, Bachian: The two-humped camel of Central Azir, stronger but slower than its cousin, the Dromedary, and able to bear about 500-lb. burden. Camel, BactreDromedary: A cross between the Bachian and Dromedary camels, it is strong and fast (able to bear about 6501b. burden), but very ill-tempered and rare. Camel, Dromedary: The warm desert, shglehumped camel of AMk able to cany u p to 35aib. weight. Elephant, Afifkkan: The loxldont. It can cany at least a 2,000-lb. burden without being appreclably slowed. Elephant, Azirian: The standard elephant, sllghtly smaller than Its AMkkan cousin, able to bear loads of 1,500 Ibs. 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. Horse, Charger: A medium-to-large warhorse able to carry 300+ Ibs. Horse, Courser: The smaller, faster warhorse able to bear about 250 Ibs. Horse, Deshier: The massive warhorse able to cany 3 5 0 t Ibs. Horse, DraA: A plow or heavy-load anlmal. One can bear a ridlny load of 350 lbs. Horse, Dray: A caniage or coach draft animal. It Is roughly equal to a Qarron. Horse, Oarron: A sturdy saddle horse able to cany a 300-lb. weight. Horse, QeneLThe smallish but tough warhorse able to cany 250 Ibs. Horse, Jade: Anagof poor quality used asasaddle horse, and able to carry 200 Ibs. Horse, Palfrey: A good, easygaited saddle horse able to carry about 250 Ibs. Horse, Pony: A small but sturdy saddle horse able to carry about 200 Ibs. Horse, Racer: Agood, fast, saddle anlmal with the abillty to cany 200250 Ibs. weight. Mule: A hybrid between an ass and a horse. They can be used for riding, packing, or dr&/plow work. In the flrst two capacltles they can bear about 200 Ibs. weight. Pony: A specles of horse smaller than all others whlch othenvlse has the characteristics of the ass.

STANDARD ITEMS
On the following page is a list of standard items which are easily found and purchased by Heroic Personas. If you wish, use mall order catalogs to add, confirm, or change prices.

Special Equipment
The tables on pages 1 18, 119, and 120 detail items and costs for those things that are either unique, hard to Bnd, or must be custom made for personas. Such items or equipment will always cost more than a comparable standard counterpatt. Oamemasters should base the price on the values given below, and adjust up or down depending on availability and any custom features desired by the HPs. Specially Constructed: Those things which are.not usually purchased by theaverage, evevday person (whoeverthat is.. .)comeundertheheading of Specially Conshucted. Note that some things whlch are othemise wmmon may be included in this section if they areunusual in designorsize.Also considered are those items which must be made by a craftsman. Items of this sort which are not readily available may take days, weeks, or even months to construct, and should be subject to a secret roll by the Q to M determine the final quality. Rare Items and Equipmenk The items in this category Include items which are very hard to find or procure. In terms of equipment, it is always specially constructed, and it may bedifficult tofindacraftsman who can make it properly. Heka-Connected 1tems:Those items which arerequired for Heka users of all sorts forritualsoras materia belong in this category. Items marked with an asterisk are capable of storing Heka. Also note that some of the listed items are covered in thesedons on K/i3 Areas, and in the'ltems o Mack' f chapter in the Mythus Magick book.

STANDARD ITEMS TABLES


Clothing Table
Descrlptlon BUG Value f3clt 10 floob, h~yh, hard 150 Boots,high, soR (or fine shoes) 100 Boots, low. hard 75 noels, low, son (or shoes) 50 Cap 15 Cloak 75 Oirdle, broad 75 U~rtilc.normd 50 Hat 30 Robe 50 30 Cloth, rotton bolt 15 Cloth linen. boll 15 Cloth, wool. bolt 25 Dress 75 a1ovt.s. cloth 5-1 o Glovcs Iulhcr 25-50 Needle. sewing 1 Scissors 10 Sh11 t/blc)use 30 Tt~rcdd,1 spool 2 'Trousers/skirt 25 Dadperon Beaver, pelt &nlne. pelt Fox, pelt Merten. pelt Mink pelt Muskrat. pelt Sable, pelt seal. pelt

Fur
BUC Val*
200 200

Miscellaneous
Desdptton BUG Vdua Backpack. lealher 50 Bag 5-25 Bancl 25 Bmket. large (bushel) 5 Basket, small I Bird cage 20-100 10-25 Blanket Bucket/pail b20 Candle snuffer 2 Candle. tallow 0.5 Candle. wax 1 Cask 10 Chaln. Iron. heavy I/foot Chaln. Iron. light 0.5/1001 0.75/foot Chain, Iron, medium Charcoal, 1W. bag 2 Chest, wooden. large 125 Chest, wooden, small 50 coal. l a b . bag 1 Comb 0.5 Dice/knucklebones, 1 pnlr 1 Qrlndslone 10-25 5 Hacksaw Hairbrush 3 Jar 1 Jug 5 Keg 25 Ladder. 13' 75 Lamp. oil 15 75 Lantern. hooded m.plnt 1 Ndls, Iron. 100 10 Oh. lamp. quart 5 Padlock & key 50 Paintbrush, medlum4arge 10 Paint 1 gallon 50 Pepper. pound 100 Plck axe. rnlnlng 3060 Rpe. smoking IS Rpewaed/tobaw. 8 m. pouch 5 Pole. 10' 5 Pouch, belt. l q c 10 Pouch. belt. small 7 Powder, chalk 1 Pulley 5-25 Quilt 50- 150 15 Qulver. 1 doz. anows cap. 25 Qulver, 1 score m o w s a p . 20 Qulver, 1 score bolLs cap. 35 Quiver, 2 score bolts cap. Rope. 50' 10 Sack, large 8 Sack, small 5 1-5 Salt. pound Scabbard, broad 100 scabbard, long loo Scabbard. short GO Scabbard. sword, b a s k d 150 30 Sheath, dagger or M f e Skin for water or wine 5 Soap, 8 oz. bar 1-5 Spade/shovel 25-50 I sp~ke. iron, large W g . 50' 0.1 lnderbox, with nlnt & stccl 5 Torch 1 Whetstone 5 Whistle 2

N O
200 100 100 500

500

Musical Items
Dcrsdptton Drum Fife lute aong Horn Lute

BUC Value
50-500 50-500 50.500 ~ 0 ~ 0 0 75-750 100-1.000 50-500 50-500

*F
Recarder

Provisions
Thieves'
I)esvlptfon Ilcwwax, 1 pound

items
BUC Val%
5

Livestock
Deswlpoon Ch~ckcn cow Dog. guard Dog. hunting
Olk11

Desdptson BUC value Ale or beer. pint 1-3 Brandy, pint Bread, loaf Flour, 104b. sack Ctraln, horse meal, 1 day Rations, standard, 1 week Rum. pint Wine, quart, good Wine, quah w a w e d

BUC Value
3

Furniture
Desa?ptfon Bench, wooden Bowl, pewter Bowl, pottery
Carpet. small

BUC V'ue
50

tidwk. large Hawk. small O X


y1>1
~'I>J<'OII

Chair, wooden Cup, pewter Cup. pottery

Ylylet Shcep Songbird

Curtalns/drapea
Cushion Cutlery, copper cutlery, pewter Decanter. aystal Decanter. poUery aoblet, pewter Mattrw, straw-@kd Mattress, down-f%Ued Pillow. feather Plate, pewter Plate. p o w Sconce. wall Stool Table

Tack
L)cscrlpdon 1\11m d bridle
~ L IIICI

BUC Wue
75-150 30 60 200-1.000 50.250 30-150 5

Saddle Saddlebags, I q e S ~ d t l l ~ b n gsmall s. hititile blanket

SPECIALLY CONSTRUCTED - ITEMS


Clothing
Description Beaver, ape or jacket Bcaver. coat Beaver, trimming on garment Ermine, cape orjacket Ermine, coat Ermine, Lrimming on garment Pox, cape or jacket Pox, coat Fox, trimming on garment Marten, cape or jackcl Marten, coat Marten, trimming on garment M~nk, cape orjackct Mmk, coat Mink, trimming on garment Muskrat, cape or jacket Muskml, coat Muskrat, trimming on garment Sable, cape or jacket Sable, coat Sable, trimming on garment Seal, cape orjacket Seal, coat Seal, trimming on garment
BUC Value

TABLES
Furniture
BUC Value

2,000

Description Armchair, padded Armchair, wooden Bed, four-poster Bench, padded Bookcase, 4' x 5' x 1 ' Bowl, silver Buffet Cabinet Chair, padded Chandelier Chest of drawers Cup, silver Cutlery, silver Decanter, silver Desk aoblet. crystal aoblel, silver KeLUe, iron, various sizes

750

Loom
Mattress, dowkfllled Plate, silver Rug large Sofa or couch

Tub
Wardrobe, plain Wardrobe, with mirror(s)
BUC Value

Miscellaneous
Descriotion Bcacon Dell, l ~ r g e Botlle or flask Box, iron, latge Box, Iton, small Cham, iron, h e , small, foot Cmmpons, each Crowbar Dlce/knucklebones, I pair, loaded D 111, iron t Cllue, 8 oz, pot atapnel arappling hook (for ships) Lanlcm, bull'scye Lantern, waterproof Manacles, pair & key Metal file Mlrror, large metal Oil, waterproofiny pint Padlock w/poison reservoir & key Pliers

Thieves' ltems
Description climb in^ hook and line Drills and chisels Hearing cone Key-makhg set Magnifying lens Thieves' picks h tools Utility suit
BUC Value

100 100-300 5 250


10

300 150

Torture ltems
Description Branding iron w e , humansized Chair with straps Clamp Iron boots Iron maiden stock^ Thumb screws U-mck Vise
BUC Value 20

150-250
300

Musical Items
Description Dandore Chime Harp LYre Mandolin Rebcc & bow
BUC Value

150-750 20 500-5,000 275-3.000 280-4.000 300-3,500

30 50 1.500-3.000 250- 1.000 100 250 75

RARE ITEMS TABLES


Miscellaneous Furniture
Description
Mirror, 1 sq. fool
BUC Value 20

Description
Brocade/satin Brocade/silk Cologne/perhune, 1 02. Incense,rare, 1 oz. Ink 2-02. pot Ivory, pound Mirror, smalL silver Paintbrush, fine Razor Spice, rare, oz. Unguent, rare MetaEeating add, pint MMature lantern

BUC value
300 900 50-500

Clothing
Description
CloLh, saLin, boll Cloth, silk, bolt Cloth, velvet, bolt

B E Value 250

750
500

HEKA-CONNECTED ITEMS TABLES


Alchem~ca~ lrems
Description
Almthor* Alcrrib~c Balance b weigh& 200 Basin* 5,~25,000 Ocakcr 10 Dcllows' 5.000-25.000 Brazier' Cauldron* Cn~ciblc Punncl Furnace Hourglass k n s , concave or convcx 50 10-50 Mour & pestle Tongs 10 Tube, glass (container or piping) 2 Twcczcrs 2 Wdcr clock 100
BUC Value 10.000-50.000 50-100

v--w

d l . -

Reliqious Items
&scription
Beads, Player' Incense, stick Symbol, holy, iron* Symbol,holy, silver' Symbol, holy, wooden' Holy water, 1 oz.

BUC Value
10-100 0.10-5

10-50
50-75 5-25 1

Miscellaneous
Description
Air bladder Book, blank, 100 pages, papyrus

Book, blank, 100 pages, parchment Booh, blank 100 page.%vellum


Book, blank, 100 pages, paper Box, small, gold Box, small, lead Case, bone, map or scroll Case, leather, map or scroll Paper, 1 sheet Papyrus. 1 sheet Parchment, 1 sheet Pen, fine, wood or metal Tome (containingCastings) Vellum, 1 sheet Vial, ceramic Vial, crystal or metal

BUC Value

Oclhclonna, spng Wolrsbane, sprig

1.000-10.000

'Items that can store Heka,

u---ry
Physical Damage Points 100 + 3D10
200 t 5D5

MOUNTS TABLE
'ISpe Of Mount Ass

Camel, Bactrian Camel, Bactro-Dromedary Camel, Dromedary


Cart

~ n c of-r e 3D3 x 100 6D6 x 500 7D6 x5M) 6DlO x 500


4D5 x 100 Base 40,000 Base 30,000 b 50,000 3D3 x 1,000 ID10 x 1,000 W 125,000 H 3ase 100,000 5D6 x 1,000

200 + 6D6 175 + 5D10 70 + 5D20


240-280 t I D20

Charger Courser Destrier


DraR

Dray Elephant, Afrikkan Elephant, Azirian Garron Genet Jade Mule Palfrey Pony (Horse) Pony (True) Racer

230-260 + 1D20 250-300 + 1D20 240 + 1 D20 230 + 1 D20 400475 + 2D20 375450 + 5 D 5
16 180 t 5 1 220-250 t 31) 10 80 + D l oo

Base 30,000 2D10 x I00 5D6x100 6D3 x 1,000


4D6 x 1,000 5D6 x 100

100 + 10D10
160 + 51)lO

140 t 6I)O

ID20 x 1,000

50 + 10D6 140 + 5D10

LAND VEHICLES
73.pe o Vehicle f Cart

Price d VeMcle
500 + (2D3x 100)

Damage Points
20 t 21110

Buckboard
Wagon

Carriage Coach, royal

1,000 + (3D3x 100) 2,000 + (2D6x 500) 5,000 + (3D3x 1,000)


50,000 + (6D3x 1,000)

50+ ID10
100 t 3D20

200 + 5D2O
250 t 5D20

WATERBORNE VESSELS
PIormal Adverse Favomble
6

- Conditions
3

BBoe Movett t
9

Skifffiowboat Canoc/Kayak' Boat, Long" Cnnoc, Oulrig$qert Sailboal Small 3" ,1111rlg Ship, Sm. aalley, Small . ~ ~ l ~ n g Lg. Ship, Warship (lallcy, Laqct t
"

12

9 12 15 a a l6/a a a 12/a

6 6
9

15
18 21

b b 8/b b b 9/b

c
c

24/c
c

c 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 I a work deaJhg with game rulea s 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
c

1-5rnph 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

Small Sailboat a

Small Galley a

Small Ship a

Large aalley b

Lage Ship b

4(;-50 1 1 1 1p1 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

Small, paddled cmR Small, oared cmR/Large paddled craft Small galley Large galley Small sailing vessel Large sailing vessel

Tumhg Radius 60"

THE K/S OPERATIONAL SYSTEM


n e concept central to almost all roleplayinggames is that of abilities and skills. In the Mythus game, personas have a number of Knowledge/Skill Areas which represent what sorts of activity they are skilled at or knowledgeable in and corresponding levels of STEEP (Studymaining/Education/Experiencejpractice) points, which represent just how proficient they are. Basically, during the course of a game, either a player will announce 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 directed by the scenario or the particular situation. For example, the adventure text might specify that all HPs who see a certain nlne can make a Dweomercrzft K/S roll to recognize it as ancient syrnbol of power used by the Egyptians. When the HPs actually find the rune, the OM may then proceed to ask them to make Dwcornercrzft K/S rolls, and those that d o s o successfully will recognize the mne.Those who fail, of course, will know nothingabout it ...unless their fellow HPs tell them. Likewise, during the course of an adventure, players might make K/S 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. W announce that Dirk will follow cautiously, and we make a roll against e his Police Work K/S (ShadowingSub-Area) to follow the suspect without being noticed. If we succeed in the roll, then Dirkwill be able to trail him without beingdetected, but if we fail,thenthemysterious figurewill notice Dirk and probably attack. take evasive action, or otherwise try toget rid of him. If we do fail the roll and he tries to get away, it might be passible for LIS to pit Dirk's Endurance K/S against the persona to keep up with him versus K/S Rolls," on page 127). despite his evasive maneuvers (see"K/S In any event, the GM will always decide if usinga Knowledge/Skill Area is possi hle, sometimcs which K/S (and Sub-Area)must be used, and how difficult it will be to d o so. The actual process for making the roll is called s the K/S Operational System, and i described in the next &'on.

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 mcntioned above. The scenario states that recognizing it would bc a "Difficult" feat, and so Alyssa must multiply her STEEP by 0.5. Shc does so and comes u p with a K/SChance of 2 1 , and so must roll ;I 2 1 o r less on Doloin order to recognize this rune and its signiflcancc. t Lid the a M ruled that this was a "Moderate" feat, then Alyssa would hCwc O0 had a n 86%chance to succeed, or but a mere 4 1 chance had it bccn assigned a DR of "Extreme."
w

Standard Difficulty Rating


DIPrrcuUy Rating
Moderate (Usual level) MulLlpller
3

Hard Difncult
Very Difficult Extreme

2 1 0.5 0.25 0. I

Rolling Against HY Statistics


It is also possible to find yourself rolling against your 1 IP's TKAI'IS, CATEClORIES, or AITRIBUT'ES, if a specific K/S Area tlocsn't apply. TRAITS: In a situation which is obviously a test of our IiP's Hlysic '11 abilities, the OM could just as easily have u s roll against his PhysicArl TRAlT at a DR of "Difficult" to resolve the situatlon. That woukl cjvc f Dirk a 49%chance o success, and would make it simpler for thc gamemaster. Or, in a test of will, we might need to roll against hi, Spiritual TRAIT to determine the outcome. Sincc the TKAlT scorc:s of Heroic Personas tend to b e fairly high, this method will only be usul 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. CA'IEGOFUI93Amuchmore reasonable way o findingthc o~ittx)rn(: f ()I anactivity is to use a persona'sCATFXiORY score. These are hi# e n o q h to give the HP a reasonable chance to succeed, and the tash c;ui Ix: narrowedtoameaningfulHPWstic. lfyou weretryingtoliftala~e, c ~ r y h treasure chest, for example, you might have to make a roll using your f 'Y score. A roll against your S might allow you to gct the feeling that you'rc P being watched o r a roll against your MM might allow you to remcrrilxr ;I bunch of hastily studied information found during a scenario. 1l;rndIc such a roll exactly as you would a regular K/S mII, but sulutitute your CATFXiOR( score for the SIEEP rating. ATIRIBUIES: Then @n, if the CIM really needs to nmow down U lc chance to match the HP's relative abilities, he or she can also usc A7TRIBUE scores. For example, the ability to rapidly and ac~wldcly manipulate a delicate mechanism would require geat manual dexlcrA i t y 4 r Physical Neural Speed (PNSpd). m e m a s t e r who wantcd to givc the persona inquestion a slightly better chacecould say t a the task hi~d h a DR of "Moderate," or even "Fay," allowing for a W e r pcn;en@y f chance o success.

Making Kolls Against

STEEP

When the GM has decided that a K/S roll is to be made, either by rcqucsting that a player d o s o or agreeing to allow the player to, the OM f must then determine the DifficultyRabig(orDR for short) o the attempt. As in real life, some undertakings in the Mythus game are more difficult than others. For example, not all locks are as easy to pick not all noises are as casy to hear, not all runes are as easy to recognize, etc. Tncre are six ratings of D which vary from "Easy"to "Extreme," and the R harder the D the tougher the roll. The usual level for most K/S rolls is R "Moderate," and it can get harder or easier from there depending on the situation. See page 125 for tips for the OM on how to assign DRs. Once the GM h a s determined the DR, it is time to figure out something else called the K/S Chance. In order to d o this, crossreference on the Standard Difficulty Ratings table and find the multiplier which corresponds to the DR assigned to your roll. Once you have the multiplier, proceed to multiply it by yourSTEEP rating (round down) to determine the K/S Chance for that roll. In order to succeed, you must roll your K/S Chance or less on D%. For

Combined Efforts
When two or more Heroic Personas work together t o accomplish a task, they may corn bine their STEEP levels o r CATEQOKY scores into one giant total to use in a single roll. Exactly how many would b e able to work o n it at once depends o n t h e situation, and it is u p t o t h e gamemaster to come u p with a logical figure. A treasure chest, for cuamplc, tn~ght just large enough for only two people t o combine be thc~rcfforts lift it. An elaboratescam, however, might havethreeor to f o ~ seasoned mountebanks involved. Exadly how much of your ~r STEEPyou can contribute dependson how many people are involved. The first two HPs can add in their full totals, afterthat the personas are I m t c d to contributing a certain percentage (drop fractions) o their f full total 7 tic amounts of these percentages are listed o n the Combmcd Efforts t'lble at the bottom of this page. Once the total combmed STEEP h a s been arrived at, it will be u p to the player whose persona made the largest contribution t o actually ni,lhc the roll. If two or more of the personas made equal contribut~oris, then it will be up to them to decide amongthemselves whogets to do so f'or example, a group of five schemingcriminals are trying to bilk a r ~ noblc o~ct a large sum o money. The QM rules that this ~ h of f 1s ,In ' tutrcrnc." feat, and the five mountebanks go about their r c s c m h m d corn bine a s much of their Criminal Activities, Mental STEW po~nts s they can. The leader and his right-hand man have a STEEP rat~ngs 65 and 53, respectively, and they will b e allowed to of c on1bmc their full amounts. The next two con men have scores o 44 f mtf 4 1 , of wh~ch they will each be allowed to contribute 50/o,or 2 2 m d 20 points rcspcctively. The remaining mountebank may contribute 2 5 k of his STEEP level of 40, or 1 0 points, and the scores are all combmcd for agrand total of 170. This is multiplied by the"Extreme" rnult~plier 0 10, yie1dir.g a total K/S Chance of 17. The leader of the of qroup rolls a 13, and the scam succeeds! It's probably agood idea for thcni to "make t r x k s " (possibly another roll ...) at this point, before the noblc Finds out he was cheated! Combined Efforts Of Diverse K/S Areas: Many times, more than one persona will become involved in an effort to accomplish a common goal, and they will apply different abilities to achieve that t n d This dffers from othcr combined efforts because the latter ~ o r i s ~ d cST1:LP in like K/S Areas, and here we are using different rs A r e a to reach a common goal. Use the following guidelines for hanal~rig thtsc matters: One Heroic Persona will b e the individual in charge of the project employmg diverse K/S Areas. The principal HP will then select o n e Kriowlcdge/Skill Arca which will be the main one, the chief used t o a t t m thc qoal desired. This is the Central K/S Area. The olhcr personas and different K/S Areas involved must each l o y dly aid the Central Arca in a direct fashion, o r else they cannot I t n d STEFP percentage to the final determination of success.
r

only a limited-mount of personnel will prove useful in any project. This means that between 1 t o 1 2 (1D3, 1D6,2D3, etc., OM'S option) people will b e of any direct help in any particular project, and that figure must b e intelligently ruled o n by the Q in each and every M varied sltuation. Each related skill will a a u s t the level of success roll by 10/oof its STEEPtotal (dropping all fractions, c a s e by case), and o n the average three t o six diverse KS Areas may be used in this endeavor. / / t Such KS additions, while useful t o the effort and adding to is chance of success, d o not negate the personal involvement of the persona who is operating the venture o r is the project's coordinator (director), and that HP still must figure only her or his own STEEP against the table when an Automatic or Special Failure has occurred. (Check the K/S Failure chart o n the next page.) To obtain highquality assistance (STEEP above 33) from Other Personas in such a project, it will take a higher level of expense. Any OP with less than 33 STEEP will require payment o standard type f (going market value for average skill). Those OPs with 3 4 6 6 S T W are highly skilled and will assist for twice the cost of the less-skillcd f (under 34). Those o 6 7 + STEEP will want a piece of the action. It is very easy t o figure this with income generation of the project, for you simply agree that for every point above 6 6 that the OP has, he or s h e receives base compensation plus a percentage point of the profit from the job, so someone with a STEEP of 7 6 would get 10/~ the of profit. (In many real situations the extra money from a Special Success does not get figured into the profit percentage for the "help," and the QM must decide if this will be t h e case in any given situation.) A"top man" with his 7 6 STEEP would give you a 7V0 adjustment to the project's STEEP chance for success, but it would not count toward anything in the case o a n Automatic o r Special Failure (see below) f based solely upon t h e Central K/S Area STEEP of the persona managing the whole. (That HP might be "the star of the play," but if it's a box office disaster, t h e persona doesn't share determination.) For anyone t o "give of themselves without thought o rcward" to f promote a venture means a "matter of principle" and "great convidion," "dedication," "total commitment," "belief" and so on. Many tin~cs this meanseventualjust compensation for efforts put forth, although "mitiyatingcircumstances"maymodifyUlisasisthejudgement ofthe a (inother M words. let the persona cheat the poor dupes who believed.. .).

Rolh'ng V Guesswork i a
"That's all very well," you might ask "but what d o you d o if you need to roll against a K/S in which your HP has noSTEEP7 Or use a SubArca that the HP hasn't gained yet?" It is possible to succeed in such rolls, though very difficult. For a K/S that your HP doesn't have at all, calculate the roll as if the persona had a STEEP total o 1. Note that a f D o f "Hard" is the toughest your roll could get and still give you a K chance of succeeding (It's rather difficult to roll less than a I on D%) 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 D by two1 K Thus if Dirk Qalligher needed t o make a "Moderate" roll against the Astronomy K/S, which h e doesn't have, he would have but a 2% chance of succeeding. If h e needed to make a "Hard" roll against the Riding (Camels Sub-Area) K/S, h e would calculate the K/S Chance with his RidingSTEEP of 36, but would have t o d o so against a D of R "Very Difficult" (7% chance) because h e doesn't have the Carriels

Ir

Combined Efforts
#

o Participants f
3-4

ConMbutlon
5 0 % each 25% eaGh 15% each

5-6

7+
L

-r0

Sub-Area. Note, however, that if you don't s p e c i f i ~ l l y have a Hekausit~g Area wlicti it's called for, then you can't use it a t all1 Sometimes, though, t h e gamemaster might wish t o allow for a higher default STEEP than t h e requisite 1 point. This latitudeapplies mainly when the missingK/S Areaisone in whichany above-average persona in the campaign milieu would have s o m e capacity o applif cation. Areas such a s Current Events, History, and Sports, Individual niight b e applied with above 1 STEEP point capacity by most Heroic Personas. Thus, for such skills and knowledge, the QM may allow a default STEEP above 1 point and a s high a s the KS Area's / corresponding ATTRIBUTE if that s e e m s reasonable. For example, if Alyssa needed to make a Biography/Oenealcgroll, s h e might d o s o a s if s h e had a STEEP equal t o her MMCap ATTRIBUTE of 16, if t h e yamernaster deemed s h e spent a reasonable amount of time keeping tabs on the information soilrces which dealt with the appropriate knowledge in question, and it was local o r regional in nature. While 16 isn't great, it's a lot better than 1 and in many cases a more reasonable base. The G is cautioned, however, not to allow too M much latitude t o HPs, especially when low ("Easy") DR modifiers are to bc applied to rolls. K/S Areas to which this allowance might apply are: Appraisal Jury-Rigging Domestic Arts & Sciences Logic fcolqy Political Science Diograptiy/aencalogy Sociolog/Culture Gambling Boating Games First Aid Gcography/Topography Mountain Climbing History Religion Influence sports Travel La w Note that there are obvious factors which apply. The two general arcas of consideration are the Heroic Persona and the player. If the HP is s o played a s to spend time in the game outside the adventure scenarios doing things which relate to the K/S Area, then a higher dcfa~~lt STEEP can be allowed without concern o n the part of the OM. Lilicwisc, if the player is actually in possession of s o m e degree of knowledge or skill in the Area, and it is not unreasonable that the HP might also havc s ~ r c h capacity, the gamemaster can also feel comfortable to apply a greater default STEEP. In all other cases, though, the 1 point is adequate, reasonable, and equitable!

o 34 to mll a a n t If s h e mlls a 1,2, or 3 then she will bc so s u ~ s f 1 1 l f gis. that she can overhear part o their conversatjon without them even lxing f aware s h e is doing sol In another situation, Alyssa Is t@ng to watch ,I particular building for any s i p o peculiar adivity. Thc O mlcs Ul,d Uiis f M is an "Fasy" feat, thus giving her a K/S Chance of 1 0 2 and a 10%d ~ r r i c c for a Special Success. If, however, she rolls a 96 o higher then shc will r overiook the obvious (Automatic Failure), and if she rolls a 99 or 100 (Special Failure) the occupants will probably ndicc her! As far as rolls usirq unknown K/S Areas or S~rb-Areasgo, S p u i.11 no Success is possible witha K/SArea that you don't know at ;dl, thougll you can roll o n e a t the normal (10% of K/S Chance) ratc if you arc: ju\l missing a Sub-Area. Special Failure, however, is very likely kIrc.11 making such rolls. Any result of 96-1 00 counts as a S[n:cji~lh~ilurc. with a K/S Area thatyou don't havc, and m y result of98-100u)urrls a s a Special Failure with a Sub-Area that you do112 I~avc. On the other hand, personas with very hiah STLW ratimp (51 or more) areless likely t o b e plagued by Automaticand Spc:cial l;rilurcs. The K/S Failure table lists which rolls will always count ; ~ f;~ilurc s for those with greater expertise.

Determining t h e Difficulty Kating (Dig


While the adventure scenario hercwith lists the DK o d l K/S roll\ f required in its text, there will be perhaps twice as many rolls 111;1dc d ~ i r i ! ~ ; the course of the scenario's play in which the ticterrliin;rtion o f Llic. Difficulty Rating will be up to the aM. The following i a brief surnm.iry of s what each Difficulty M n g generally represents, and the cJarncm,atcr need only choose whichever one seems to Lest fit the situation. Easy: This means that the application of the K/S is ordin.lry, customary, and undemanding. It is a typical and routine LISIJIC of . ~ n Area which can be performed with only basic levels of S11:Lt'. Ari herbalist diagnosing a poison ivy vine, for example, would d o so .I! , I DR o "Easy." Such individuals tending t o a snakebite mi@ also I)(. f assigned a n "Easy"if they had all o the right matcri;ds (sorncthirig I o f clean the wound with, the proper herbs, and bandaqcs), or thcy rrli!UrL have t o face a "Moderate" or worse under more difficult c:irc.urristances. (An attempt t o treat a victim in a dark slimy czlvc, ;rnd ~ i \ r r i c : only a dim brazier for light, and few of the proper nicdic:in;rl t ~ r Ir) \ would b e more like a n "Extreme"!) ModerakThisisaslightly moredifficult application of a K/SAr(;l. 'llii5 DR assumes that the task is nol exadly routine, but is not tcmbly touch

Special Successes and Failures


In addition to those mentioned above, there are two other conditions to keep in mind while rolling. First of all, if the number you roll is cqual to 10%(again, drop fractions) or less of the K/S Chance, then 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 it up especially badly! For example, Alyssa i trying to stake out a busy street for the arrival of s f two known assassins. She has a Surveillance/SecurityS7F:iT o 34 and the QM assigns this attempt a DR of "Hard," thus giving her a K/S Chance

K/S Failure
K/S STEEP
1-50

AutomaUc Failure
96-98

Special Failure
9900

'If a 100 Is rolled, then roll lD6. On a roll o 26 the f result is Automatic Failure, but if It is a 1 then t h e result will be t h e dreaded Special Failure.

either. Most K/S rolls will be made Llgainst a "Moderate" Difficulty Rating. Hard: This indicates a n especially tricky and/or complex task which requires the full attention and effort of the HP so doing, but still not one s o tough a s t o sorely press those with at least a fair level o f STEEP. Writing the rules for a roleplaying game is a good example of a task which is at least DR "Hard." (Believe us, it isl) Dimcult: This means a taskwhich is demanding for anyone, regardless of STEEP ability, because of poor conditions, great complexity, and/or tremendous complications. Extreme precision might be called for. Mate rials could be lacking, time might be short--any number of things could make for a "Difficult" DR. It's not easy to hit the bull'seye of a target! An unfamiliar weapon, haste, or distractions might make it "Hard" at Point t Blank range, or " E a e m e " a distances beyond that. Making such a shot on a windy day will probably be "Hard" regardless of any other considerat~ons, "Difficult"iftougherfactorsareaddedin.Inasimilarvein,think and of performinga longjump which i a the limits ofyour ability. %you can st ~sually manage 1 4 feet and have once made it 16 feet. A lSfoot distance would then be "Difficult." Very Difficult: This is just o n e step more demanding than "Difficult," and for all of the same reasons. In the example of the longjump above, hitting your top distance, 1 6 feet, rather than 15 feet, might well be "Very Difficult." Extreme: This indicates atask at the verylimitsofpossibility forthe individual. Take a task which is "Hard" or "Difficult" to begin with, throw in a few added complications, and you could very well wind up with a D of "Extreme." The s a m e could apply to even a n "Easy" task R when an attempt is made t o perform it under very trying conditions (see the example of the snake bite, above). Following the last example, longjumping 17 feet--or even 14 feet with a strained a n k l e could qualify for a Difficulty Rating of "Extreme." Other Comments: For somewhat more precise DR calculation, this second method is likewisegiven. As mentioned above, it i usuallyagood s idea to start with "Moderate" and work your way up or down. Try to consider all of the agqravating and/or helpful circumstances s u ~ o u n d i n g theattempt. Astepofonelevelof DRisgood foraminortomedium factor, and a change of two or s o is good for a mqjor one. For example, Alyssa is trying to recognize that rune mentioned above. It is only asmall sketch on faded parchment, and it was not averywell-knownsyrnbol (aminorfactor raising the D to "Hard"). Furthermore, this symbol is not often used by R Dweomercrzfters, and is t h ~ l a very obscure rune (a mqjor factor raising s the D to "Very Difticult").On the up side, however, a local mage knows R of it, and has used it on occasion (thusbringingit downone fora final result of "Diffic~ilt"). In a more complex example, Dirk Galligher is trying to sneak through t h c g o u t ~ dof an EP's heavily guarded chateau from the outer wall (which s he already climbed) to a ground-floor window--which will dmw upon his Criminal Activiti'es, Physical (StealthSub-Area) K/S. The Q rules that M but one such roll will be necessary to cover the distance, and sets about defining the situation: The grounds a v e r about 20 acres altogether, but the buildingstillsits onlyabout 175yarcisfrom Dirk's position. It'satnight, and. as it had rained heavily that afternoon, the ground is covered in a swirling fog. Dirk is dressed all in black and is wearing very quiet, padded footwear. On the down side, there are two gargoyles on the roof of the house who watch for intruders. Additionally, four teams each of o n e guard and o n e watchdog patrol the yard o n foot. The grounds themselves are bare of all

- " vegetation save a soft carpet o grass and a few rows o small (3' - 4' f f high) shrubs. There are, however, a number of marble statues set about 30' or so apart. Each is roughly 6' high and 2' wlde. Now that we have listed just about everything that could affect the difficulty o sneaking u p there, it's time t o see what we can come up f with in the way of a DR. First o all, we start with the "Moderate" rating f f and then take into account all o the trouble that the chateau's defenses will cause Dirk. Since the yard isn't huge as such yards go, both the gargoyles and t h e guards will boost the DR by around two each t o a ranking of "Extreme.' However, the weather, Dirk's stealthy dress, and t h e statues should begood for a reduction o two or so, and f the QM offers Dirk a n additional reduction of o n e if he gets down on theground and crawls o n his belly. The only problem with that is that it would take much longer t o reach t h e house, and h e would have to make additional rolls t o get all the way there without being n d i m d (see"Handling Long Projects," page 128), and s o Dirk declines t o d o so.Thus, h a v i w finished that, the QM gives this attempt a final D of K "Difficult." If Dirk fails his roll, h e will be caught, the guards will alert t h e entire household a s t o his presence, and our hero will certainly find himself in a c o m b a t situation. Dirkmay be able to kill a few of the guards and escape, but that's another story. (See the chapter on Combat, hereafter.) This should serve to give you ageneral feel for how t o sct Difficulty Ratings. Deciding exactly what a DR should be is a very subjcctivc activity; it's u p t o t h e QM's intuition, knowledge, and imagination to determinejust how much tocount all the aggravating/heIpiqcircumstances for. However, it's also good policy to talk over the situation with the players and reach a general consensus, too, even though the QM has the final word. On many occasions, the DR of a roll will have as much t o d o with how much the QM and/or scenario writer wishes t o challenge the players as it d o e s with t h e realistic level of difficulty. Note that in all cases, the word of the QM supersedes that of the scenario writer. If, for example, we were running the game with the rune and decided to make it easier t o recognize, we could jusZ say that it was less obscure and only make the players roll at "Hard," "Moderm ate," or even "Easy." Likewise, we could enhance the guard f o ~ in the second example, give more cover, have something that Dirk ruuld ux to ut neutralize the d q , or we could j s keep the guard forces the same and a r b i M l y lessen their impact on the DRcalculation. On Uleother hand, we could d o the same sort o thing to make succeeding in both examples f harder. It all depends o n what we feel is necessary to keep the game challenging but not too difficult for the players to have some t tP succcss. Optional E x p a n d e d Difficulty R a t i n g Table: A sixcategory D K system is fine, and it covers most of the usual possibilities. It also allows random DR assignment for those times when the particular activity isvariable. S o d o e s theoptional DR method shown in the b b l e at the bottom of page 127, which breaks the categories into 1 0 ratings, filling in t h e uneven gaps in the regular DR system. When Heroic Personas are relatively weak in K/S STEEP points, you might wish to use only the first six DRs for all but the key places in an adventure. Thus, even though this optional table is based o n 1 D 10, 1D6 can b e used a s well when random selection is desired. Finally, n o matter what modifications a DR may receive, it may get n o easier than "Easy" (or "Very Easy") or harder than "Extreme." Just ignore any considerations which would push it past either of those two extremes.

K/S Versus K/S

ROG

L,

Sometimes during the g a m e there will be occasions when two personas will be using their K/S Areas against each other. One cxarnple of this is a mounted c h a s e duringwhich both riders will pit thcir Riding K/S against each other. Another good o n e is a vampire scarchingthrough a bedroom, looking for asmallchild hidinginside. In that case, the vampire's Perception K/S (Searchsub-Area)would be pitted against the child's Criminal Activities, Physical (Hiding Sub-Arca)K/S. Mote that this would apply only if the vampire already kncw that the child was there1 If the monster was unaware of that fact, then the youngster would only have t o make a regular K/S roll to escape detection. However, when you d o have t o resolve such a disputc, you basically have e a c h persona make aspecially modified roll against the K/S that he or s h e is using. Unlike normal rolls, the basc Difficulty Rating is not automatically "Moderate," but rather it depcntls o n how the two opposing STEEP levels compare. To discover your basc DR, subtract your enemy's STEEP rating from your own and c o n s ~ ~ l t KfSContest DRs table in the right-hand column. the Once you have the base DR foreach contender, thengoaheadand apply whatever modifiers the QM feels is necessary to take into account conditions that could b e helping or hindering each participant. When applyingsuch modifiers, however, it isusually simplerto riialtc a strict distinction between what affectsonepersonaand what affects the other. That is, a disadvantage applied t o o n e persona s h o ~ ~bc used t o increase that character's DR and not t o decrease ld that of the opponent, and vice-versa. I-or cxarnple, say that Dirk is arm-wrestling another HP in a bar, a coritcst that involves a competition between their P CATEQOM i<lE.S.Whilc he is doing so, a girl c o m e s u p behind him a n d tickles him in the ribs, and another d o e s t h e s a m e t o his opponent a n d pours hccr ovcr thc poor fellow's head t o boot! The DR of Dirk's roll would bc increased d u e t o his distraction, but would not b e lowtrctl d u e to his opponent's distraction. Likewise, t h e other HP would rcccivc a penalty for being tickled, and yet another for having beer pourcd ovcr his head, but would not get t o roll a t a lowcr I)R d u e to Dirk being tickled. As an example of this process, assume that in t h e situation mentioned previously where Dirk was trying to trail the persona in the alley, he failed his Police Work (Shadowing), roll and t h e man v v noticed him and is tlyingto fleeon Optional DRs a stolen horse. Difficulty Rating Multiplier A s s u m i n g Dirk Vcry Y2sy 4' c a n quickly acc'lsy 3 quire a mount t o Routine 2.5' give c h a s e , h e Moderate 2 h a s a Riding Co~iiplcx 1.5' (Horses/Mulest Lird 1 Specialized) Very Hard 0.75' STEEP of 54, and Difficult 0.5 his foe h a s a (SpeVery Difficult 0.25 cialized) STEEPof Extrcnie 0.1 6 3 (whichtheQM determined beHew, optional DR multiplier forehand). This . L A gives Dirka base

w-II

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 fast horse and t h e EP h a s t o make d o with a slow, uncooperative mount. The OM rules that thls is good for a decrease of two levels. bringing Dirk's DR down t o "Moderate." Not working In Dirk's favor, however, I s a s m o k e screen which t h e EP h a s just unleashed from a magickal Casting, as well a s t h e fact that the darkstorm clouds which have been hanging around all day have suddenly begun to pour down rain. The a M rules that t h e s m o k e screen cancels the advantage Dirkgained from riding t h e faster h o r s e - t h u s boosting his D K back u p t o "Dlfflcult." Furthermore, his DR is worsened yet even more t o "Very Difficult" because o t h e rain. Working in favor of the f EPis his extreme familiarity with t h e area, which allows him t o make sudden, surprising turns o r bursts of speed every now and then. Working against him is t h e rainstorm, which makes it a s hard for him to get away as it d o e s for Dirk t o k e e p up. The Q rules that the EY's M familiarity lowers t h e EP's DR by o n e (to "Easy"), but then the rain brings it back u p t o where it was originally. Once the final DR for e a c h side h a s been determined, each of Lhc participants need only make t h e roll. ~f o n e K/S Contest DRs succeeds and the other o n e doesn't, then the former wins. Likewise, if both succeed but onerolledaspe -2 1 o r lower cia1 S u c c e s s t h e n t h a t pers o n a wins, o r if both failed but o n e rolled aSpecial Failure then that persona loses. If both rolls succeed o r fail by a similar, general degree, then a tie of sorts h a s resulted, if a tie Is possible. if a tie is not possible at all, then eachopponent must again roll until t h e process yieldsawinner. Note that if s o m e o n e d o e s roll a Special Success or a Special Failure on the final roll of a contest, then t h e regular advantages or disadvantages should b e applied normally. Continuing the above example, both Dirk aalligher and the EP prepare t o make their rolls. Dirk's STEEP of 54, when multiplied by f his DRof "Very Difficult," yields a K/S Chance o 10. Meanwhile, the bad guy h a s a hefty advantage with a STEEP of 6 3 and a D of R "Moderate," t h e combination of which gives him a K/S Chance of 126. Both Dirk's player (us) and t h e QM then proceed to roll. We get lucky and c o m e u p with a n 09, which just made it by I I Thc GM, however, rolls a 98, which counts a s a n Automatic Failure1 Thus, by s o m e miracle, Dirk (falligher succeeds In keeping u p with the bad guy despite t h e mqjor hurdles thrown in his path--nd that this sort of thing will happen often ...

Frequency of K/S Kob


If you have previous experience with roleplaying games and the s use of skills, then you also have s o m e idea when it I appropriate to 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 I obviously s

(! r-J

insufficient to complete the entire task. However, for those of you who are new to all of this, the following section will give you a feel for it. It should also help serve as a reminder of good guidelines for making such decisions for the experienced players and CiM's a s well, so read on! As with figuringout what Difficulty Ratingtomakesomeone roll at, it isalsoup to theaM to make the final decisionwhether ornottogive someone who fails a second chance or what specificcombination of K / S rolls (and the time frame in which they are made) will be necessary to complete a lengthy task. Try and Try Again: Oenerally speaking, a persona has o n e chance to succeed in a K/S roll, but if the persona fails then he o r s h e might be able to try again provided that t h e following three conditions are met: ( I ) The persona knows the attempt failed. ( 2 )The persona has the time and resources t o try again. (3)The persona didn't mess things u p s o badly the first time that further attempts are useless. With regard to :he first condition, it is important to keep in mind that with some K/S rolls it will b e hard for a n HP to tell whether or not the attempt was successful. For example, in the situation with the rune mentioned above, the HPs are provided with an opportunity t o make a startling discovery. If Alyssa failed her Dweomercrseff roll, she would notjust sit there and say, "Oee, ljust can't seem to notice that this is a rune of power used by the Egyptians. Pardon m e while I try again!" Another good example is if Dirk were hiding under his bed from a vampire. The cavalier would have n o way of knowing whether or not he had succeeded (even though his player would know) until the vampire either attacked or floated by without paying him any attention. Even more obvious than the first condition is thesecond timeand resources, and it will be this o n e that prevents second tries most of the time. The most precious commodity is time. Even if an HPgets a second opportunity, the GM will require a certain amount of game tinic to pass before allowing another attempt. For example, if your persona fails a PM roll to try and pick u p a heavy treasure chest and carry it up a flight of steps, the GM might require that the HPsit down and rest before giving it another try. Hopefully, the group of crazed fanatics in anothcr part of the palace won't figure out where the HP is before the persona is ready to try again! Limits o n resources are also troublesome. If, for example, an HPfailsa Ridingroll andinjures his or her horse, that persona obviously won't get a second try until another horse is available! The above example is also very good for illustrating the third condition, nicssing things up, a s in a n attempt to bribe aguardsman or persuade a roomful of people that they are about to b e attacked by monsters. Obviously, if your Heroic Persona offers money to a p a r d and the anests theHP for attempted bribery, it's notvery likely that the guard is going to b e receptive t o another attempt. Also, if a n IIP fails an Influo~ce (Oratory) roll while trying to speak to a number of patrons in a tavern, they are probably going t o think that the character is crazy and will not pay attention t o anything else that persona might say thereafter. Ttie usl~al to really foul things u p is to roll a Special Failure. In way such a case things will always turn out s o that nosecond attempt is possible. In the above example regarding t h e treasure chest, for

instance, if you rolled a Special Failure then your HP might have pulled a back muscle o r broken the chest's handles, making it impossible to try again. Or perhaps the HPaccidently dropped it and it splintered into a million pieces. In the riding example, a Special Failure could make t h e difference between merely iqjuring your horse and breaking its neck. Finally, when in doubt look u p t h e K/S being used (See "The K/S AreaDescriptions" beginningon page 137).Each description should give you a general feel for how the K/S works, and s o m e Areas have definite rules as t o how often they can b e attempted. Handling Long Projects: Usually a single K/S roll is sufficient to deal with a small to moderate-sized project. A Perception (Search) roll could check out anything from about as small a s a suitcase to a 20 by 20 foot area. A Ridingroll might cover five miles of chasing, or a Police Work ( S h a d ~ ~ nroll might cover three miles of trailing by s) horse or one mile by foot. A Criminal Activities, Physical (Sneak) roll might allow a persona to cover a few hundred yards outside or a few hundred feet inside. Time, as well as distance and size, is also a factor. It would take a persona a lot longer t o belly-crawl somewhere than it would to run. A regular Criminal Activities, Physical (Sneaking) roll might cover the persona for from o n e Action Turn (see "Movement and Time," page 130) out in t h e open to but one Battle Turn or less when things are a bit more crowded1 Once again, look u p the K/S Areaif you're not sure what o n e roll will cover. Most of the descriptions therein will give general guidelines for that, if not definite parameters. Note also that different K/S Areas have greatly different size projects which a single roll can cover. The Creative Writing K/S, for example, can cover whole books that might take many game months t o write, whereas t h e Acrobatics/Oymnastics (Jump) K/S is good for but a single leapl It is when the persona needs to use a K/S for a biggerandlor longer project than what o n e roll can logically or realistically cover that you need to make multiple rolls. Doing so is n o big deal, but trying to determine what happens when you succeed in one roll m ~ fail ill d another can sometimes b e a bit tricw. On some occasions partial success will simply yield partial success. One example is with a Perception (Search)K/S roll, a single o n e of which might cover about a 20' x20' area. If your persona were searching a 40' x 40' area, then you would have to make four such rolls to cover the entire thing (i.e., there are four 20' x 20' areas in one 40' x 40' area). A success o n one roll would mean that the searcher found whatever there was (if anything) to find in the 20' x 20' portion covered by that particular roll. If the searcher failed the next roll, then nothing would be noticed in the next 20' x 20' section, but that failure wouldn't interfere with the success the persona had o n the first. On other occasions, however, you must succeed in every single roll or the whole attempt fails. For example, it does the persona n o good to succeed in one Criminal Activities, Physical (Sneaking) roll unless the persona succeeds in all of them, as any failure means that the character gets caught1 But in any event, it is u p to the common sense of the gamemaster to decide for sure what happens when a series of rolls is not entirely successful or does not entirely fail. We recommend that a Special Failure o n any o n e roll b e allowed to completely mess everything up. In t h e above search process, for example, had the first roll been a Special Failure then t h e HP must have gotten something in an eye and been unable to concentrate o n any searching at all1

THE: MANY USE25 OF ~ 0 %


D~lring course of a game, you will definitely come upon times the when the dice just don't seem t o b e going your way, or perhaps you have to make some ultra-important roll upon which the velysuccess of a mission, not to mention your HP's life, could depend. Duringsuch occasions you may find it helpful to spend s o m e Joss Factors (JF for short).Though it is best t o b e conservative with your HP's Joss, as t h e amount you start out with will probably have t o last you through the entire adventure, spending a few points can certainly make t h e difference between success and complete disaster! Generally speaking. J o s s operates by altering the "reality" of the 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 earth-shaking change. Mote that Joss cannot change results after t l ~ fact. If you plan to use J o s s to make a K/S roll easier c or to cause a blow to hit automatically, you must spend the Joss before making the roll. J o s s may, however, be used t o 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 top, but it might possibly allow the persona to land o n or grab hold of any projection or ledge. Once Joss is used, the only way toget moreof it is toearn it through excellence of play or by spending Accomplishment Points (see page 134).The following list states s o m e of the more common ways in which Joss can be used, but it is by no means complete. The things that Joss can accomplish are limited only by t h e imacjnation of the players and the GM. ( 1 ) Joss can be used t o decrease the DR of a task by o n e level per factor spent for your persona or a friend, or increase it for a foe. In the chase example above, if Dirk wished, h e could spend o n e J F and lower his D from "Very Difficult" t o "Difficult," or h e could spend as R many as four and lower it to "Easy"! Likewise, h e could increase the EP's DR from "Moderate" to "Extreme" by spending four JFs, thus stacking the deck for that contest very differently! 12)Joss can be used to cause a single attack against oneself or an ally to fail automatically, or o n e against a foe t o succeed automatically. This is good for but a single arrow from a bow or swinging of a sword. Doing s o costs o n e JF. Mote that any hit made t o succeed automatically counts a s but a "regular" strike and not as a "Special" (see Chapter 12, "Com bat," t o find out what are "Special Hits"). Also, keep in mind that the Joss must b e spent before the attack is made. One can spend Joss after one has been hit t o lessen the potential effects of the blow before the dice determine them, but once the roll has been made, it is too late t o negate it entirely. ( 3 )Joss can be used to e a s e or worsen the effects of a blow already struck. One JF can be used to change a normal hit into a Special one, or make a Special Hit normal. Additionally, o n e JF can b e used t o make a normal blow "Minimal" (i.e., it automatically inflicts the least amount of damage possible for its roll). For example, a minimal roll for a s p a r , which does 3 D 6 damage, would b e 3 points. (Once again, c o n s ~ ~ l t chapter on combat for details.) Also, Joss can b e used t o the

ease the effects of Shock or Permanent Damage caused by a wound (seeChapter 12).One JF could also be spent t o negate or delay Ihe effects of being Dazed. (4)Another likely use for J o s s i t o help HPs to escape from being s trapped, imprisoned, orstranded. If all their schemes togct out of ttic m e s s in which they find themselves fail, then they can spend Joss to cause s o m e miracle t o happen which will free them. The following list gives thegeneral cost per HPto escape. If one HY doesn't have eriough Joss left t o pay, then someone else can pay for that persona if they s o desire. If they can't afford it or don't want to, however, then slid I l l ' must remain trapped while the rest of t h e party escapes.

Sample JOSSFactor Costs


or not imMed with @, gucndirrg t
,o isolaed r

with light

Not isolated means that the HPs are not more than 30 rninutcs ( v i d the most common method of transportation in that locality) froni ;I reasonably sized (5,000t o 25,000 plus population) town of ncutrA o r friendly people. Otherwise, our heroes are really out in thc wiltlcrness and are much less likely to be rescued. Here's a n example of using Joss t o escape. O L Ifriends Dirk m c 1 ~ Alyssa and three other HPs have been stomping around on a dcnsdy jungled island off the coast of Afrik. During the course of thvir exploration, they have been captured by a tribe of c;lnnil)ills ; ~ n d locked away in rattan cages where they await the pot. l h e evil wit t h doctor who leads the tribe proceeds t o order a dance to rdcbratt: ttic latest catch, and most of the tribe g o off to the revelry, leaving only a pair of mildly intoxicated guards watching the ciigcs. As our unlortw nate heros were stripped naked before being locked up, thcrc's no1 a whole lot they can d o to escape, and they are t h ~ t forc:ctl to sjx.ritl s s o m e Joss points. The party is definitely isolated, but only liqhlly guarded, and thus it will cost each HP 3 JFs to escape. Ihis c:osts [)irk f and Alyssa the last o their Joss, and t h e third party membcr h,ts lnil o n e Factor left aRer paying his. The fourth and fifth IiPs, howcvtr, can't afford the charge as they have only one JI' each, and now nobody else is able t o bail them out1 In light o this situation, the OM might decide that it was Lirnc th,lt f an earthquakesuddenly struck the isle. The wooden cages might sl)lit open and the hill atop which the prisoners were held could sud(ltnly disintegrate in a mass of streamingmud-slides. The mud-slides might carry Dirk, Alyssa, and the other lucky HY down the other sitlc ol I hc: hill away from t h e headhunters and deposit them in a lagoon, wticx they canswim to the safety of somecaves in which they can hitic. Ttit: other two HPs, however, could b e carried in the opposite dircdon, toward the feast, and land squarely in the middle of a n army of ttic savage tribesmen. Thus the Joss Factors might d o their work, ;lntl then it would be up t o Dirk, Alyssa, and t h e other fellow to figurc out how t o rescue their friends!

(5) anothergood wayto useJossistoobtainanextracluewhen Yet you can't figure something out. This will cost from 1 t o 6 JFs, depending on just how much information you need and how dramatically this will alter the course of t h e game. For example, while exploring d e e p down in a n w p t i a n tomb, Dirk comes upon a huge stone door with a blank bronze plaque set in t h e center. Inscribed upon the doorjust above the plaque are the words, "Show thy power and enter!" Alyssa, who failed her roll t o recognize that obnoxious rune mentioned earlier, hasn't t h e foggiest idea what thls inscription means. Knowing that the object of their quest is probably behind that door, s h e decides to spend s o m e Joss toget a clue how t o open it. The QM decides to charge her 3 points, and Alyssa suddenly finds the scrap of parchment with the rune in her pouch. The symbol upon the paper is surrounded by a border which bears a very strong resemblance tothe plaqueon thedoor, andtheenlighteneddweomerc r ~ f t eknows suddenly how to get in! r This is not to say that the QM should hold t h e players' hands and spoon-feed them all sorts of hints whenever they run into something tough. Be sure to keep these extra clues expensive enough so that the heroes will buy them only when they have absolutely n o other recourse! (6)Meed a friend? If a n HP is in a place where it is possible to meet strangers, and is in dire need of extra help that can b e gained n o other way (such a s a guide who is foolish enough t o lead the HP into the UndergroundTempleof theSlaughI), then the HPcangainaonetime Special Connection by spending Joss. Once again, this costs from 1 to 6 JFs, depending o n t h e knowledge, wealth, and other resources of the Connection. If the above guide was just a peasant girl with nocombat skill, butwhoknewsomethingofthetemplefrom the stories her grandparents told her, then it should cost but 1J F to meet her and convince her t o help. If, however, said guide is the aristocrat Sir William Tandelbore of Heatherbridge Down, who h a s come with a gigantic expedition and maps of t h e area, then 6 JFs is a more appropriate cost! (7) Hard u p for cash? An HP who is in sudden need of a lot of money can happen upon a n amount equal t o his or her Disposable Monthly Income for a cost of 1 to 5 JFs. Exactly how this money arrives is, of course, up to the QM to decide. Said money might not be entirely free either, though a s a rule it shouldn't b e a s burdensome for an HP to obtain a s if s h e o r h e had borrowed it o r worked to earn it. (8) One excellent use for J o s s is t o negate the effects of poison or disease, or to save yourself from a nasty twist of fate, such a falling down the stairs or having someone steal your horse while it is tethered to a tree, for example. One J F is sufficient t o reduce the Strength rating of poison by half, or that of disease by one-fourth (again, both of these are covered in Chapter 12), and from 1 to 2 Factors will probably save you from most trouble, though really bad karma could cost a s much a s 6 to escape, particularly if it was d u e to your own carelessness. The QM is advised t o really make the HPs sweat when they get into trouble because of stupidity, and should only charge low amounts of J o s s for this when there really was nothing they could d o to avoid it. (9)Finally, you may use Joss to negate JFs spent by your enemies on a one-for-one basis. This will happen most often when o n e

persona tri& tovmakea K/Sroll harder for someone else o r negates a n attack someone made. For example, a furious Alyssa wants t o push a stone gargoyle off a ledge so that it will land o n a n EP who is sitting below and rubbing a sprained ankle. The gargoyle is heavy, but it is slttingon the edge, and so the QM rules that it will bea'Moderaten task for Alyssa (rolling against her PM) t o shove it off t h e ledge. While the EPdoesn't know that he's about t o be smashed by stone decorative work, lady luck often works without her benefactor's knowledge, and so the Q M decides t o spend s o m e of t h e EP's Joss to prevent this from happening. The EP has 5JFs, and the a M spends 3 t o raise Alyssa's DR from "Moderate" to "Very Difficult.' Meanwhile Alyssa, who is determined to seethe gargoyle crush the EP below, spends 3 JFs t o negate those spent by the QM and brings her DR back down t o "Moderate.' The QM decides not to contest this further, and Alyssa succeeds in her roll toshove thestone figure off the ledge. However, the QM then decides that h e will spend the EP's 2 remalning JFs to allow him to dodge t h e falling object. (The EP could also escape it by making two K/S rolls, o n e q a i n s t Perception (Physical, Noticing) t o see the oncoming stone gargoyle, and another against PM to actually dodge it; but as h e is iqjured and--in his pain-not really paylng attention to what's going on, h e would face a high DR in both of those rolls. Thus the QM chooses t o u s e J o s s instead.) The players, of course, protest that it should cost more than 2 JFs tododge thegargoyle, but the QM (who wants t o make t h e EP hard t o kill) stands firm, and Alyssa is forced to spend yet another 2 of her JPs t o make sure that the EP is hit. S h e is rewarded, however, by a loud CRUNCH followed by a momentary squeal of agony from t h e Evil Persona, who then expires. As you can see, giving EPs a few J o s s factors will toughen them considerably, but fortunately for t h e HPs, only the most powerful and important adversaries will have any real Joss at all. For g u i d e lines o n assigning Joss t o EPs, Chapter 15.

MOVEMENT AND TIME


One o the most important things to keep track of during the f course of a roleplayinggame is how much game time has passed. As those of you familiar with roleplaying games will know, it is game time a s opposed t o real time that is important. During a five or six hour (real time) game session, anywhere from five to six hours, days, weeks, o r more might pass in game time. Similarly, a combat which really only lasted for 30 seconds o r so in game time might take half a n hour of real time to resolve1 Just as are money and connections, time isa preciousand important resource as well. Often your HPs will b e racing against t h e clock t o stop the bad guys before they reach their goal, and thus it is necessary t o keep as careful track of one's time a s it is of one's money. Keeping track of time requires units with which to d o so. The Mythus game utilizes standard units of time for periods such as an hour, day, w e e k etc. For shorter periods, time is broken down into three successively smaller units-Action Turns, Battle Turns, and f Critical Turns-each belngone-tenth the size o the preceding unit, and all arranged in A, B, Corder as a memory aid. 'Ihe Action Turn (AT): Abbreviated AT for short, an Action Turn 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 but might soon become so. TheBattleTurn (BT): Abbreviated BTforshort, aBattleTurn lasts for a period of 30 seconds (or one-tenth of a n AT), and is used when confronting (though not conducting combat with) a n enemy or otherwise dealing with important and/or life-threatening situations where there is a great deal going on in a short period of time. The Critical Turn (a): Abbreviated CT for short, a Critical Turn lasts only for a period of three seconds1 CTs are generally used to resolve combat or handle other super-fast situations. Other Units: Though Action Turns, Battle Turns, and Critical Turns are the most useful measures of time for periods shorter than an hour, rnhiutcs can also prove helpful for the less-complicated parts of the adventure, or in situations where you'd simply like something shorter than an AT but longer than a BT. Random occurrences are most easily handled with 1Dl 0 when using ATs or BTs, a s each has 1 0 divisions. For random occurrences in Critical T~lrris, use I D3.

Y
I

v Y " u
Foot Movement Rates
Movement Qpe Normal Cautious (sneaking) Crawling' Evasive (zigzag movement)" Trotting' Running' '

u
1

0.5 0.1 0.3 2 3

Movement

'After 1 ATof such movement, it will be necessary to rest for 1 BT unless a "Moderate" roll against one's E n d m a K/S can b e pamed. Although in the cape OftrottIng, HPs will be able to go longer between rolls if they have the Sports, Individual (Running)K/K/S-see below. "ARef 1 AT of such movement, it will be n e c a m y to rest for 2 BTs unless a 'Harri' roll analnst one's E n d m a K/Scan be passed. The Sports, Individual (Runnl@ K/S, however, alallowsa persona to run for 1ATperpdnt ofS1EeP 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~al burden, 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 for details. K/S 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 available. is 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 ~ ~ i r i is a good example, a s is the death 4 rush to gct to a vampire's coffin before the sun sets. In such situations, the faster you Foot Movement Terrain Modifiers a n rnorc the better! But how fast can you ModlAer Restrlcllons move? Take alookat yourHPsheet. Thetotal 0.75 None score of your PhysicalTKAlTis the numberof 0.5 N o runnine Combination Broken or Difficult yards you can cover at a walk in one BT. O n e Combination Difficult 0.25 N o running or trotting tenth of that amount is how far you can walk 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 higher when not swimming) water, thick undergrowth, heavy woods, vcty rough ground, steep upgrades, almost total darkness, or icy and broken ground which cuts each type of movement by one-half. Cornbination assumes a combination of the above factors. "Combination Broken" would be terrain with more than o n e of the c h a r a o teristics that define "Broken." Cornbination Difficult is "Difficult" terrain with at least one more "Difficult" quality and/or two other "Broken" qualities. Note that terrain with one "Broken" and one "Difficult" quality is merely "Difficult." Exarnple: Continuing the above example, t h e cannibals are chasing Dirk through a densejungle, u p a hill, and on avery dark night. The combination of these factors yields a "Combined Difficult" terrain type, and force Dirk to give u p all but 25% of his movement rate, thus allowing him to run but 24 yards per BT. Fortunately, this modifier applies to the headhunters a s well!

Mounted ~ovement: Mounted movement works similarly, though the performance of mounts is affected by their endurance, sincc thcy are usually employed over longer distances than personas. The Mount Movement Rates table contains information o n thc six, basc speed, Physical damage capacity, and endurance of typical niounLs. On that table, t h e following terms are s i ~ i f i c a n t : Base Speed works from the basis of the number o yards travelled f in o n e Critical Turn. Multiply by 1 0 for Battle Turn dist;u~ce, 1.c.. 7 -7 0 yards in 36 seconds. Movement rate for an Action Turn is 10 tirncx BT rate, 1 0 0 times CT rate, s o that 7 yards/CT = 70/8T, 700/AT. With the exception of horses, it is assumed that stccds have three gaits, very much as d o humans. Thus, Base Speed is tioublcd 2 ) for moderately rapid (trotting) movement and tripled 3) for f . ~ s t t ~ A (running) speed. Intermediate movement speed for horses is ~ u ~ t c r i r q which is three times normal rate, and quadruple (x 4) spced is the g;lllop. E;lldumrx;cis the nkxdutc rn;Yiimum of how long a stecd c;ui miintainany nlovcmcnt bcforc havingto rest or brrak to ;i slowcr y i t (or Mount Movement Rates keelingovcrdcld from cxh.lustitm). Endurance/ The time fador u e is: sd Superlative Base BaseSpced=kduuanocin htxlrs. Mount PD ~ o i n t s Size/Armor Factors in Trotlinflx = I'miu~incc fifUis small/no 10 7 Assponkey 150 + ID10 o hours (2Adjon Turns) f Buffalo 3 0 0 + 5D10 medium/no (dr& use only) Cantering = Entlurmtx in Attion Camel medium/yes' 1213 Dactnan 200 + ID20 'lbrns Dactrodronicdary 220 + lDlO medium/yes* 1214 aallopirxJnrnnirg Lntlur,uitx Dromedary 180 + 2D20 medium/yes. ' 1114 in Battle Turns (CTs for clcph;ut!s) Common norset Note that F.ndur;mcc i rctiw'r.ti s Cart 160 + lDlO medium/no 5 by armoritxJbarding in the s u ~ i c Dat rf 2 0 0 + 1D20 g. med./no 4/2 proportion movcrncnt slx:txi is rcDray 1 8 0 + ID20 medium/no 6/3 Jade 140 + 1DIO mediumlno 4 dud. Elephant? t Rtgaining Lost B ~ l u r , u ~ c c : kitAfnkkan 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 12 Mule regains 3 Sqxrlatjve Fadors. (draR use only) Oxen Mount is not rl 0: trotting 1 hour S pony regains I Supcrl;itivc P;ltlors. Riding Horset medium/no Garron Mount at 0 or otherwisc rr-?Ang: medium/no Palfrey regains 15V0 endurancc/hour to sm. med./no Pony (Horsc) 100/~. Superlative tractors reAll medium/no Kaccr gained only a t 100%. Warhorse? Supcrlativc: I'actors t x n ncvcr Charger exceed the maximurn for Ihc: typc: Courser Deslrier ofmountandarc ~lsablconly whcn 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. o death of the animal which is f "No more armor than will enable the mount to move at 9 0 % or better normal s~eed. 1% cumulative chance for ea(2i +Horseshave four gaits instead of the usual three (seebelow). use o a Superlativc Fatior. Kcsult f t tEkphants running (chiugina)speedis su&&&le onfyforCaiticedTumsoftime, n& 8&tleTumsasistrue o risk is found at thc cnd of the f for other steeds considered hem. However, unlike the othem, dl of which must move up in speed by d e p a , Elephants can go from normal (mUdn@ speed t6 &ng (&@nS, mte in the same Critical Turn. time period applirablc to the LLW o the Superlative Factor. f Use Of Endurmcc: Movcmcnt
(X
(X

m e

uses endurance at the rates shown. Endurance &be exceeded in regards to Superlative Factors only with respect to movement after 0 Endurance has been reached or that in excess of base rate, i.e., 2 x or greater.

General Time
Undefined times of movement or other activity are left entirely in the highly competent hands of the gamemaster. A mounted h o r s e man can ride leisurely for about two miles in about 30 minutes-about the same time it takes for a n average person to walk a little over a mile, or for your HP t o rise, get ready, and leave home. M Whatever the situation, the a will know or have agood guess as t o the amount of game time required and note it accordingly. Critical situations, however, require finer record keeping. Action Turns: During five minutes, a whole lot of things can happen. Time is usually moved from being kept track of in hours t o being kept track of in ATs when things are about to really get hot but haven't quite yet done so. Exploring a n underground tomb, grilling a captured EP for information, or "casually" trailing a group of thugs through a crowded city are all good examples of when time should be measured in ATs. Feel free to switch over t o minutes should you need to. It's not that big of a deal, but you may have a personal preference for one or the other based on yourgamemasteringstyle. Battle Turns:This 30-second period will probably wind u p lasting much longer in real time. The QM will question individual players as to what actions their HP will attempt to perform during that short time. Combination actions of movement and the performance of some manual operation are typical of what occurs during a BT. Here are some examples: Slam and lock a door; turn and run a good distance away. Peer into aroom, casta Charm (q.v.), slam the door, and turn and run away. Run evasively through a room, dive behind a couch, draw a dagger and hurl it at a n enemy. Present a silver cross to a n advancing vampire with the left hand while using the right to locate, open, and splash the contents of a bottle of holy water into the monster's face. Break open a door, drop prone, and take aim with a readied crossbow, discharging it at a visible target. There are countless situations and a s many actions which can be encompassed in a BT. You might d o a few things usiq a timer to seejust how long a 30second period is. It is a simple matter ofjudgment on your part to determine what you think can be manwed during that time. Critical Turns: Critical Turns are used in the thick of a combat melee, when the opponent is engaged and timing is essential. Most weapons have only o n e attack per CT, unless they are incredibly light, easy to wield, or of magickal nature. A CTis three seconds in length. The example which follows, which happens t o b e a pretty realistic example of play, also serves to illustrate the use of CTs. Their main purpose is, naturally enough, to resolve combat, though they can also be used when traps are being sprung, Heka-based powers are being used, or other situations in which there is a lot happeningvery quickly. In this example, Alyssa is trying t o rescue a n ally who is held

captive by a n Evil Persona. The EP a n d hls lackeys are transporting the bound persona t o their stronghold, and they have made camp near a rocky outcrop on the edge of a clearing. There is a new moon, 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 need t o act quickly t o save her friend and get away without a fight. She decides to try t o draw the W away long enough to release her friend and allow their escape, and so s h e decides to attempt the following: (1)Sneak over t o the EPs' horses and untether o n e of the mounts. (2) Whisper a Casting into its ear, causing it t o spook and bolt away from the camp. (3)Hide nearby and wait for the EPs to g o after the horse. The QM agrees that s h e will b e able t o accomplish these in one CT each, though h e makes a secret Perception (Physical, Ustenlng) roll for the EPguard t o determine whether o r not h e hears her. He asks her player if h e would like to spend any Joss t o raise the captor's Difficulty Rating of "Hard." The player declines, and the QM rolls without tellingthe playerthe result. (Alyssa will find out soon enough if the EP has succeeded!) The OM, were h e in a bad mood, or if this was a crucial point in the adventure, might also have required Alyssa t o make a Crfminal Activities, Physical (Sneaking) roll (probably of "Easy") t o avoid snapping a twig and alerting the EP t o her presence. The QM tells Alyssa's player that the horse will run approximately 100yards away, directly across the clearing, and the EPs will begin to pursue it o n foot. The captive is awake and aware of the disturbance, but does not know thecause. He is about 30Yardsaway from Alyssa's present location, on the other side of the fire. Meanwhile, the GM is also determining secretly how long it will take the Evil Personas to recover the horse, a n d when thelr attentlon will be turned back t o t h e camp. It is now another Critcal T u r n - a BT is far too long for such close actions1The player must now tell t h e QM what Alyssa will be doing in the next three s e w n d s l First the player states that Alyssa will wait until theEPsareoutofsight, thenshe will run tothecaptlve'slocation and cut his bonds. The OM informs t h e player that cutting the bonds will require o n e full CTand aroll versus Alyssa's P CATEQORY, and. M after s o m e figuring, decides that Alyssa will have a DR of "Hard.' Alyssa spends o n e JF t o make her DR "Moderate" and so the roll is made, with Alyssa succeeding. "And all that," t h e QM says, "took two CTs. Now what d o you do7 Answer quicklyi" "Okay," theplayerreplies, "now we'll run toourwaltinghorsesand get the heck outta here!" In the next CT the two HPs could manage that, although Alyssa might have problems with what will happen next. Mainly because s h e couldn't see t h e EPs, s h e didn't know that one saw her and during the next CT will mount t h e justcaptured horse and ride directly for them1 The waiting horses had better b e fast ....

Game Time vs. Real Time


Your gamemaster will keep track of any 'idle" time whlch occurs during and in between adventures. Such time is often spent by HPs studying and practicing (asis necessary for galnlng new K/S Areas--

see "Accomplishment Points" immediately hereafter), having special c q ~ ~ i p m emade, or simply messingaround. Peopleusually like nt to end game sessions at s o m e point where the HPs will b e eqjoying idle time, and then picking things back u p when they sit backdown to play again. In between o n e game session a n d the next, say o n e week of real time, one full month of game time might havepassed. Of courseany other folks in the campaign, let alone the Accursed enemies of humanity, will not have been just sitting o n their hands, so sometimes it is not advisable to spend so much game time idly, and thus more than o n e lip per player is often t h e rule. That way, o n e HP can go forth and adventure while t h e other deals with things like study, rcscarch, and maybe even work! You are strongly advised. however, not to try to play both HPs at once, a s this is difficult to d o and will striously cut down o n the quality of your roleplaying. A s was mentioned earlier, years, months, weeks, days, and hours ore simply kept track of as such in game time turns. There are n o special units in the Mythus g a m e for periods of longer than five mini~tcs (one Action Turn). S o m e sessions of play will span days or wccks and have few AT, BT, and CT divisions. This will usually b e because thc party is getting itself prepared and closing in o n t h e cncrrly. Thcn the next play session might possibly cover less than a day, perhaps only a few hours, a n d most of the time might b e spent in ISfor CTscgrncnts. There isabsolutely nosure measureof playing time vcrsusgamc time. Usually, however, somethingoveraweekof g.lrnc tirnc will pass during the course of a n average play session. Kc,~lis~n fanatics might find it desirable to have a game session , r l \ ~ l ycover exactly o n e week in such case, s o real time and game s time can bc synchronized.

" %enera1 APs (AP/Gs)


Qeneral APs a r e abbreviated AP/Q a n d a r e awarded a t t h e end of every scenario. The specific a m o u n t of t h e award could b e anything from 1 t o 2 0 points, with 8-10 being t h e reward for average skill. AP/Qs a r e awarded for active, dedicated play and success during t h e adventure. They may b e put t o t h e following uses: ( 1 ) STEEP points may b e bought in a K/S Area for a cost of from 1 t o 2 AP/Qs per 1 STEEPpoint, u p t o a maximum of five new STEEP points per K/S per adventure. For example, if Alyssa had 15AP/Qs 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 Physical Areas and increase her STEEP in t h e s e K/S Areas by 5 each. S h e could not, however, s p e n d more than 5 in any of those Areas a t once. S h e would have t o wait until t h e e n d of the next adventure, for example, before s h e w u l d raise her Riding STEEP again, even if s h e did have more AP/Qs t o s p e n d . Note however, that spending AP/S awards (see below) d o e s not count against this. Even if Alyssa's RidingSTEEP went u p by 1 0 during t h e course of t h e adventure, s h e could still s p e n d a full five APJQs at the end t o improve it. The cost of a single STEEP point for a K/S Area whose associated f TRAlTisthesame a s that o your HP'sVocation is 1 AP/Q. Otherwise, it costs more for a n HP with a Physical Vocation (i.e., Mercenary, Cavalier) t o increase STEEP in Mental and Spiritual K/S Areas, for example. The AP/Q Cost Per STEEP Point table lists the specific cost for e a c h point of STEEPin K/Sassociated with a certainTKAIT. Cross-reference with t h e TRAIT of your Vocation t o discover the amount. For example, if Dirk Qalligher (who h a s a Physical vocation) 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 t o d o so. If you wish, you may save s o m e or all o your AP/Qs and use them f later on. After t h e conclusion of another adventure or the passing of o n e game month (whichever occurs first), the K/S Areas which have been boosted t o their limit of 5 new STEEP points are then free to accept new APs, even o n e s from a n earlier award. Alyssa, for example, could havesaved 5 AP/Qs a n d waited for o n e month (or until the end of the next scenario) and then spent them t o boost Riding s o m e more. Note that you may save AP/Qs for a s long a s you like and use them anytime a t nopenalty,just as long a s you don't spend them o n a K/S which h a s been increased its 5 STEEP for that game month o r in the most recently completed adventure. Finally, remember t o adjust your SubAreas aRer increasing the level of your STEEP. New SubAreas may begained, and the effective STEEP a t which old o n e s operate will change, especially the specialized ones. (2) When your HP's STEEP in a K/S rises high enough t o gain a new Sub-Area you may, if you wish, have t h e IIP Specialize in anoldsub-Areainsteadof takinganew one. Just give t h e new "slot" to the old Sub-Area in order t o d o so. If you have a high enough STEEPthat youcangainall oftheSub-Areas, though, then don't worry about the extra slot. Additionally, you will need tospcnci an

ACCOMYLISHMENT POINTS
As a n old saying goes, "Live a n d learn." As with real people, t h e longtr your I I Y s arc around the more opportunity they will have to l c m i new K/SAreas, to increase the STEEP levels in their old ones, to boost their ATTRIBUTES, and t o otherwise improve themselves and their resources. This is mainly accomplished via the expenditure of Accomplishment Points (or APs for short) which are awarded by the G for skillful and successful adventuring. As QMs often M p c f c r to keep sccrct the exact methods by which they award such thing\, thc guitk:Iincs for tiandingthem out aregiven inanother part o thc 1)ook (g;mcrn;lstcrs s e e Chapter 17). All a player needs t o f I\no\\,is \vh,~t kinds of APs there a r e and how they c a n b e spent. li,lsic:,~lly thcrc arc thrcc kindsof APs: General APs,STEEPAPs, and I:uc cption;~l APs. The n a t ~ ~and usage of these are described in the re
folio\\
sections.

AP/G Cost Per STEEP Point


M STEEP
1

1.5 I .5
9

extra 5 to 1 0 AP/Qs and two weeks in training in o r i e r t o finalize t h e Specialization, whereupon t h e STEEP for t h e Specialized Sub-Area will be multiplied by 1.5 and all of the others will be halved. If, 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, 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 o it. In addition, you must s p e n d o n e game f 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 the persona creation process which was designed t o simulate long familiarity with a K/S, and it is n o t applicable here. ( 4 )One may s p e n d AP/Gs t o acquire a new HekageneratingSubArea, which, unlike other Sub-Areas, is n o t gained automatically a s STEEP rises. This costs I 0 APs a n d requires 1 0 weeks of study, after which o n e must roll a s above t o s e e whether or not t h e acquisition of that K/S is possible. If it is not, t h e n your HP must study another 1 0 weeks before trying again. Your other options include trying t o spend u p t o 5 of t h e points t o boost your HP's STEEP (if you haven't d o n e so or tried t o d o so already), assigning them to another K/S, or saving t h e m a n d using t h e m elsewhere a t

another date. If, however, you a r e lucky a n d t h e roll succeeds, then you get t o g o t o t h e table a n d roll for (or select) a new SubArea.

ATTRIBUTE Advancement

2 1 and per point thereafter


A

50
a

Note that it is possible, though very difficult, t o gain a whole ncw Hekagenerating K/S that your HP didn't already start with. Your IIP must spend 2 0 APs (30for o n e outside t h e HP's Vocation's TKAIT!), study for 2 0 (or 30) weeks, a n d then succeed in a "Very DifficuLt" Occultism or Mysticism roll. If successful, t h e end result will bc ttic K/S, o n e Sub-Area, and 5 points of starting STEEP. (5)Perhaps t h e most important u s e of AP/Qs Is the purchasing 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 fourteenth 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. W c 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 raise her MRCap from 2 0 to 2 1. ATTRIBUTE improvement by Training Remember to change your Damage Levels after 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 than in a life-threatening on-thejob situatlonl) permanent. (Well, permanent a s long a s it is maintained!) K/S Study: In order t o make Improvements by studying. you must s e t aside a t least three months of game time, during whlch Specific K/S STEEP APs 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. Each subject costs 2 0 0 BUCs (ortheamount your QM decrees) for given boosts the STEEPratingof that K/S by 1.For example, ifwe luck 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 additional expenses, particularly if a n HP wants t o g o out of local such an award. facilities or to a foreign locale t o study. AlTRIBUll? Training: One may increase a n HP's ATTRIBUTES Exceptional Performance APs 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 PhyslATTRIBUTES, 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 bonus is added in. If it will b e higher, then t h e method wlll requlre The Art of Studying & Training 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 Imcrease 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 "subI 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. Joss in Slow Years: Finally, for every year that passes without MMPaw # of Subject$ adventure, a n HP automatically gains 1 Joss Factor free, up to the 6-10 1 f normal maximum o 14. This comes as a matter of course, and the 11-13 2 HP doesn't have t o d o anything for it. Note also, however, that there 14-16 3 is n o way to increase t h e rate a t which JFs are gained save by 17+ 4 adventuring or perhaps by the use of Maglckal Operations (See DweomercrizR). L L

6 -

THE K/S AREA DESCRIPTIONS


And here it is, the section that you've all been waiting for1 This is the section to consult whenever you have questions about any of the K/S Areas or Sub-Areas. Additional rules for dweomercmftingcan be found in the Mythus Ma&k book, but for all the other, less oomplicated K/S Areas, the full details are given below. Note that it is not necessary (and is probably impossible) to memorize every little rule for every K/S, such as the method by which contests of garnblingare resolved. The best thing to d o is just to remember which K/S Areas have different rules and t o look them u p as they are needed.

CrossApplication of K/S Areas


Obviously, each field of ability is not so exclusive as to bar knowledge or skill from another. For instance, an HP with the Toxicology, Herbalism, or Bolariy K/S Areas would know something about the properties of alchemical poisons; and the Alchemy K/S would convey some information regarding toxicology and herbalism, botany to a lesser extent. Some cross-applications might b e quite broad, but most are narTow and specific. In the example above, you will note the application is quite limited. A persona with Journalism, however, would be able to tell much about writings of acreative nature, so that cross-application would b e broad and extend to everything but the actual producing of creative work and what was associated with that process of creation. In many instances we have allowed the persona to have a sort of spill-over STEEP from one K/S to another. Ciamemasters should feel f free to not only allow cross-application o STEEP where they deem there is such knowledge or skill, but they should also b e unconstrained in giving a Base STEEP addition where there is, in a CiM's opinion, a broader cross-application of the basics and specifics from field to field. f See pages 99-100 for each master list o Mental, Physical, and Spiritual K/S Areas.

Mental K/S Area Descriptions


Agriculture: This K/S Area coversail manner of activitiesas shown by the following list of i t s Sub-Areas: 1. Animal Husbandry 2. Crop Farming 3. Floraculture 4. Horticulture 5. Viticulture Although each part of agricultural ability is fairly selfevident, we have given details below for ease of play. Animal Husbandry: This includes the raising, maintenance, and marketing of all manner of small and large livestock. Bird handling (such as falconry), horse breeding and breaking, herding, and just about anything similar is part of animal husbandry. Crop Farming: Planting, maintenance, storage, and marketing of anything from alfalfa to zucchini squash fall under this Sub-Area. Identification of diseases, pests, curses, poor soil, etc. will be possible for the knowledgeable persona. Floraculture: This covers all manner of ornamental plants, decorative shrubs, and flowers such a s orchids, roses, and so on. arowing of herbs is also covered under this heading.

Horticulture: As used herein, this pertalns principally to the maintenance of orchards or fruit and nut trees,vegetable gardening tree farming, and the growing and care of most sorts of other plants not otherwise covered in any of the other Sub-Areas. Viticulture: This is the narrowest of the Sub-Areas in that it pcrtains to the planting, growing, maintenance, and harvesting of grape vines and grapes. Of course it includes vintning, but to be a skilled wine maker, a persona would have t o specialize in viticulture, and this would classify the HP as a vintner. But, again, K/S Areas such as CulturedPalateare also needed to become successful at making and purveying winel Apotropaism: This is t h e science and art of averting Evil and evils by u s e of incantations, rituals, talismans, charms, signs, marks, gestures, etc. Unlike Exorcism (q.v.), Apotropaisril acts before t h e malign exists in a person, place, o r thing, not afterwards (when t h e evil must b e removed). It is a preventative, not curative, ability. Individuals with this K/S Area each gain Hcka at the rate of 1 point for every point of STEEP they possess, plus the addition of t h e average of their Mental Mnemonic and Reasoning Capacity ATR1BUR.S. Thus, for example, a n HP with 5 1 STEEP in Apotropaism and a n average MMCap+MRCap of 1 9 (20 + 19 x 0 . 5 = 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 b e directed into powers a n d Castings of apotropaistic nature. (See the Mythus Magick book.) There are certain powers usable by anyone with Apdropaisrn f ability, but these Hekaengendered operations are o such nature as to b e progressively more complex and demanding, so that the STEEP of the individual determines which sorts are available. Note, however, that these powers d o not require the typical roll versus STEEPthe apotropaist simply expends the Heka required and calls forth the effect. There are nine different Hekaengendered powers whose name, Base STEEP required, and description follow. Warding Gesture: STEEP 11-20. This provides Mental and/or Spiritual Armor against Castings directed at the individual. It is a simple process which is faster than Eyebiting (q.v.), so that all things bcing equal, it can beemployed beforeevil Hekacan bedirected against the apotropaist. For each point o Heka invested in the Warding Oesturc, f 1 point of either Mental or Spiritual Armor is held by the persona, and this protection lasts for as many CTs as that individual has points of STEEP in this K/S Area or until nullified by the force o any assailing f Heka. MarWngofSafety:STEEP 2 1-30. The apotropaist creates a magickal sigil for warding against hostile evil creatures and spirits. While touching the marking, personas will be practically invisible to those intent on harming them-they may be considered hidden from all save a concerted search. In addition, those in contact with the marking will have an effective increase in armor versus Physical attacks equal to the Heka expended by the apotropaist. It lasts for a s many CTs as the caster has points of STEEP in this K/S Area. Sign ofAversion: STEEP 3 1 4 0 . This works as does the Markings of Safetyabove, except the symbol can also repel hostile spirits which are in less than a Full Physical Manifestation. Such spirits must succeed at a roll versus their Spiritual TRAlTat a DR o "Difficult' or be f 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 near-invisibility and Physical armor. Item of Determent: STEEP 41-50. The apotropaist is able to take ot whatever substances with repelling powers of natural s r which are at hand, charge them through this action with Heka, and use them to avert evil and wicked things entering a place. From common beans, rice, or sand to garlic, herbs, and silver, the persona employs the means available to protect an area and those in it against the attack of evil. Entrances and the space immediately around the person(s)to be protected are guarded by the placement of the substances. Note that all entrances must be protected, or else the space immediately around individuals well-fortified, or else the power is not valid. The apotropaist charges the whole of all substances combined with Heka; and any malign creature(s),spirit(s),etc. entering is (are) held at bay for as many ATs as there are points of Heka invested in the 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 because of grains of rice on the thresholds of doorways and garlic 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. For example, a beast attempting to forge a Mental link with an apotropaist who has activated such protection with an investment of 25 points of Heka (or to another persona the Apotropaist so protected) would subtract a like number of points from the initial amount used to forge the link. Any Heka in excess of that figurewould then be applied toward the link. Talisn~an ofSecurity: STEEP 6 1-70. This allows the apotropaist to create an area of effect which absorbs Physical damage within up to a 15-foot radius of his or her person. The apotropaist can make the radius any size from three feet to the 15-foot maximum. Note that this protection applies to all of the caster's associates a s well, as long as they remain within the radius. For each point of Heka applied by the apotropaist, 1 point of Physical damage will be absorbed. Ritual ofEnclosing: STEEP 7 180. This power is invoked through a Ritual that holds a hostile spirit within its confines, rendering its Mental and Spiritual attacks useless for a number of CTs equal to the Heka spent by the apotropaist, minus the spirit's TRAIT score. This gives the apotropaist or associates a chance to prepare for combat, attempt an abjuration, or at least get a head start in getting awayl Incantation for Guardians: STEEP 81-90. With the use of this power, the apotropaist is able to summon 1D3+1 beneficent spirit guardians to defend the caster and associates. it requires three ATs to complete this incantation. Summoned guardian spirits will have

equal to the apotropaist for purposes of Mental and ipirl"tual'~WIITS Mental and/or Spiritual combat. Note that these spirits are No* Material Manifestations, and therefore have no Physical TRAIT.They will stay on duty for as many ATs as the caster has points of STEEP In this KjS Area. Spirit 12ap:STEEP 91 & up. The apotropalst using this Casting-llhe power is able to create a permanent spirit trap from any mundane container by tracing a series of runes and s i g h upon the inside surface of the object. For more information on spirit traps, see the M y t h u s M@ck book. Castings: In addition to the powers mentioned above, Heroic Personas with this Knowledge/Sklll Area have various warding and f protective Castings at their disposal. The arade o Casting available depends on the persona's STEW in the K/S Area, as shown on the Apotropaist Castings table.

Apotropabt Castings
H; S p9

W Score

Highest CfWrg Cirade Passlble

Appraisa1:ThlsKjSArea h o n e which is tailored by theQM to fit the persona's occupation/profession. That is, a thief will have a broad general and specific Appraisalability, while a librarian will be likely to have a more limited scope of discerning the quality and value of items. Appraisal covers such things as: 1. Artworks 2. Furs 3. Crystal/CUasswork 4. ChinafPottery 5. R u g s & Fabrics 6.GoldfF'recious Metals 7. Jewelry 8. Handicrafts 9. Woodworks & Funiture 10. Garments 1 1. Buildings 12. General aoods/Workrnanship 13. Animals 14. Land Having the Rarities KJS (q.v.) allows a high degree of broad K/S Appraisal ability. Note that trying to appraise something outside of what the O determines is one's general range of knowledge will M warrant a higher D for the roll. R 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 buildings from ancient times, through the ages, and to the current mode of style and architecture. S h e o r h e is able to plan, draft, and oversee the construction of buildings-houses, offices, factories, warehouses, hostels, etc. While it may not seem that actual rolls against this K/S will b e common during the game, it is noteworthy, however, to consider the practical applications of this K/S with rcspect to the location of s o m e hidden place in a building, for instance. This is a useful Area for the HP with avocation of Engineer, too, for 1 O0/o of Architecture STEEP applies to the HP's ability in PortiAcation & SicgccraA. and the Architecture K/S is in turn is lent 10% o that f STEEPwith rcspect to the architectural work on such constructionsas castles, keeps, etc. Astronomy: This field of K/Scovers knowledge of the positioningand movements of the visible planets. HPs with this Area will b e familiar with the geography of the moon and have information on the relativesizesand physical descriptions of the planets, as well as which planets, stars, and constellations arc visible at certain times of the year. They can use this knowledge to predict seasons, tides, eclipses, etc. Thc rcadcr should note that this Area also produces a n amount of tlcka with limitcd application equal to the persona's STEEP. This cncrcj can be utilizcd only for the purposes of Astrology (q.v.). Astro~lomy adds 1OD/o of its STEEP to the Navigation K/S. Biography/Genealogy: These fields pertain t o the life histories of people of notc and the various lineages of families and individuals of importance. The IiP with such knowledge can determine the background of an individual and trace the individual's family as to origin, actions, ctc. This is particularly important in this milieu due to Socio-Economic Class, the granting of Armorial Bearings, use in poems and ballads and thc like, and for use in Castings (themore known about asubject, the more ability the caster has to succeed). Biology: This Arca assumcs that the HP is informed in all areas of the study of living things, from singlecelled creatures to humans/ hu~nanoids. assumes bieecological knowledge a s well. The HPwith It this K / S will know entomology, herpetology, and even a fair amount of niarinc biology. Thus, dangerous and poisonous creatures will be known to the astute biologist. This K/S aids incaringforanimals (10% S T E E P bonus whcrc applicable). Botany: With respect to this garne system, the biologist is principiilly conccrncd with animal life, whereas the botanist is chiefly concerncd with flora. This K/S assumcs knowledge of all sorts of vegetation, incl~lding fungi. Although not attuned to Herbalism (q.v.), thc botanist will have sonic knowledge of the curative types of plants arid will bc vcry awarc of the harmful ones and which poisons can be extracted from tticm. This K/S aids in caring for plants (10% STEEP bonus where applicable). Business Administration: The HP with this K/S is knowledgeable with rcgard to the administrative aspects of runningof alarge or small business. This K / S assumes at least basic knowledge of accounting, taxcs, business law, banking, management, marketing, and other related ficlds. Ttiosc HPs with good STEEP levels in this K/S will b e able to rnaxiniizc the efficiency and money-making power of a business, deal with othcr companies in a professional manner, and find

through research the current financial health of just about any c o p ration. Anyone with a business (other than a craR or trade) must have this K/S t o be sure of keeping it going Chemistry:Thls field deals with the nature and properties of base elements as well as complex mixtures and formulas. The HP with this K/S could run chemical analyses, make acids, and create chemical mixtures and compounds. The HP will also be familiar with current research trends in chemistry (such as that for drugs, cures, and rarities with other applications) and might b e able to reproduce certain substances that may b e frowned o n by the local government, such as poisons, etc. The HP might even be able to invent whole new Items using this K/S, though the usual DR for even a mlnor Invention would probably range from "Very Dimcult" to "Extreme,' and would involve months of research, experimentation, and lots of money I The f quality o the HP's laboratory, the time and materials available, and the importance of the discovery will all serve to modify a Chemistry DR. Note that in t h e Mythus game, chemlcal formulatlons which would create explosives will not work. Criminal Activities, Mental: The following sorts of Sub-Areas are considered under this category, including both the knowledge and the ability to perform them: 1. Blackmail 2. Bribery 3. Confidence a a m e s 4. Counterfeiting 5. Embezzling 6. Extortion 7. Fencing (of goods) 8. Forgery 9. Fraud 10. a m b l i n g Operations 11. Racketeering 12. Vice 13. Money Laundering 14. Misappropriation Because there are s o many Sub-Areas in this K/S, they are gaincd a t twice the normal rate. Thus a persona with a STEEP of 46, for example, would have eight of the above Sub-Areas. In most cases, a single roll under this K/S will b e enough to spot such activity or to keep one of the above operations running unncl ticed by authorities for about a month or so. Rolls are typically made f using the STEEP of the leader and/or the average STEEP o the operation's most important participants. When such a roll fails, it means that something has been missed or information leaked and an investigation is imminent. Further rolls, depending o n the situation, may allow the personas to locate activity or escape prosecution, or even contain the damage and continue the operation or start over elsewhere. S e e Criminology, immediately below, which adds 1 0 % of its STEEP to this K/S Area. Criminology: For game purposes, this K/S is the oppasite to Criminal Activities, Mental. It can b e used for gaining leads in a case, finding out information regarding the background of a suspect, and predicting a criminal's next move. HPs with this K/S Area may learn Activities, that something smelly is afoot when an EP fails a Crirr~inal Mentalroll, and they may even learn how to obtain damning evidence

against the EP by matchingtheir CriminologyS'IEEP vs. the EP's CriminalActivities, MentalSTEEP. NeedCurrent Event Datedness less to say, using this K/S requires a I of footwork d Datedness and the actual act of rolling against it should never Immediate locale (up to city) 1 to 23 hours old replace the process of research and adventure by Locale's environs (county-like) an HP. The sole purpose of the CriminologyKp is to Regional (and removed) help an HP be in the right place at the right time to FIatk,nal (and removed) 2 to 4 week8 d d gain certain articles of important information, just 5 to 7 weeks old as the Criminal Activities, Mental K/S helps the 1 to 3 months old Continental (and removed) baddies keep that info from getting to the authori2 to 12 months old O v e ~ / m a r than 1,000 miles e ties in the first place. It is possible for an HP to track P r rmbremote l d 0 0 Zde e down and destroy an illegal operation with n o s u e 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 o K/S applies to governments, organizaf 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 eventsthe 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, purcode-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 difficult to handle in this regard. A thing can also be the subject of * LI 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 D based on the complexity of the scheme and R 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 M CATEQORIES. Remember, R 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 H P 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; PditiThe timeliness of current events information is likely to be a bit c l Science; Criminal Acb'vity, Physical; Disguise; Escape; Legera 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 tells her that she would have to make a M

roll against a D of "Difficult" to build the network lnder the current R conditions. To make it easier to get away with, Ariadne comes up with another scheme to allow movement of the stolen goods from one place to the next by buying space in legitimate merchant caravans. s This scheme, which uses the DeceptionK/S, i tsigned a DR of "Moderate," and if Madne succeeds in it, then she will have an effectiveSTEEP of 104 with which to roll for the fencing opetation itselfl If, however, she fails the Deception roll, she will only have an effective STEEPof 26 with which to roll against her Criminal Activities, Mental (Fencing) Area, and the authorities might already be on to her besides1 Demonology: Because this milieu is one pervaded by Heka and Hekau (a collective term for powerful Hekaand its use), the definition of Demonology typical of all other milieux must be expanded. The usual (Earth) definition will be given first, and then the changes applicable to this milieu are added. Note that when in some other frame of reality, the definition of this Area will be that of such place. First, however, it must be noted that the Demonology K/S generates Heka in the able individual at a rate of 1 point for each point of STEEP that persona has, and to that total is added the persona's Mental Mnemonic Capacity ATTRIBUTE score. For example, a persona with DemonologySTEEP of 30 and an MMCap of 20 would have / a base of SO Heka points from this KS 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 spiritsand their physical existence "elsewhere." It is passibie to discover the name of a demon for coqjuration purposes through this K/S, though doing so will likely be a avery high DRunlessthepemnaisinpossession t of the proper grimoires (seethe Mythus Ma@k book).Heroic Personas are advised to beware when workingwith this K/S, demons aren't fond for of mortals who know too much about them. The broader study of Demonology applicable in the firth milieu includes all those who deal with, serve, and make compact (Pact)with Evil. Thus, an individual with this K/S will have knowledge of demonurgists, necromancers, nethercrsefters, shamans, sorcerors, warlocks, witchcrzfters, and witches. The individual will know about their characteristics, familiars, limitations, needs, paraphernalia, powers, etc. The demonologist will know the principles of (but not thereby be enabled to perform) Exorcism and will also have information regarding Pacts with Darkness and the Coqjurations used by those serving the Netherrealms operate. Because of thegreater depth of knowledge, individuals possessing the Demondogyt$R3Area will gain a 10% bonus to beginning K/S STEEP if they acquire either or both of the following K/S Areas after having Demondqy: Corljuration, Exomism. Amongst the many sorts of creatures and beings dwelling in the Netherrealms are the following: Cacodiemons Devils Hags Cacodemons Dracos Imps Diemons Dreggals Mselvis Demodands Dumalduns Monsters Demons Fiends Serpents Demonkin ahasts Vampires (Supernatural)

This listing constitutes the mqjor races found In the Nether plane, the plane of Pandemonium and its associated spheres, and the Abyssal plane. Through the pursuit of the study of demonology an lndlvldual learns the coqjurfng/summodng names of the more powerful of the ones who dwell in the lower planes. With each point of STEEP a c quired, the persona has a chance of learning name information. Thus,when initial STEEP of 5 points isacquired, the persona will have a 5% chance of having learned the name of five such Inhabitants. When a sixth point of STEEP is added the individual wlll have a 6% chance of learning one more such name, etc. There I a potential to s learn over a hundred names thus, although in practlce the total of coqjuring/summoning names learned through demonoloay will be somewhere in the range of 30 plus for a persona wlth a STEeP of 90. Whenever a name might be learned, the player rolls Doloto discover if one such name has been learned. if the player succeeds in the roll, the Heroic Persona learns a name, and another palr of D% rolls must be made one the Named Netherbelngtable to discover the ranklngof the one whose name isknown and if the H P has also learned that one's

Truename.

Named Netherbeing
D% Roll
01-50

t & Of NeUlerbelq b
Minor

Chance R31 lhluu~ne


i O0Io

51-75
76-90

Medial

W being r
areater being

91-99

Entltal king

It must be made clear that each and every intelligent dweller In the lower planes will have no fewer than three names: a common name, a coqjurins/surnrnoningname, and a mename. Medial rank Netherdwellers will have six names, those of greater status nine, mqjor beings will passess at least 1 3 names, and entital ones will have a minimum of 18 names. Note also that a maljor being's Truename is of two distinct name portions, and entital beings have a threeportlon Truename. It isthusimpossible for anyone tolearn the total Truename of a mqjor or entital being from the mere pursuit of demonology. For instance, the greater demon referred to commonly as Baphomet might have a coqjuring/summoning name such as Bahamut, the name Behemoth for another reason, several other dlfferent names, and atwo-portion Truename which is entirely dissimilar from all of his other 12 names1 The demonologist will also know that there are approximately the following ratios of dwellers in the lower planes: 1,000,000 minor ones for every 10,000 medial ones for every 100 greater ones for every 10 mqjor beings for every 1 entital being. 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 10,000 major beings, and one billion (1,000,000,000) minor types (even your gamemaster might not have a complete census o n the Netherrealms, however!). Note also that in the ranks of minor dwellers are many creatures of bestial and animal-form sort. There are also the spirits of the evil dead not of minor status, and countless thingsof unintelligent sort. With that said, it becomes apparent how deeply the persona must delve to obtain information, and how astute one must b e to learn a conjuring/summoning name from the morass of information dealing with Darkness and the host of malign dwellers therein. Demonology is the activating force in the study of sorcery. The would-be sorcerer must learn the name of at least o n e intelligent dweller in the lower planes in order to conclude a Pact. (Consult Sorcery and Pacts for details.) In other respects Demonology is not necessarily an Area of learning connected with those of evil nature or intent. In fact, it can be used against the malign and Evil. Domestic Arts & Sciences: This K/S Area has two distinct a p proaches, and the persona must specify which approach is desired for each Sub-Area. The two approaches are personal and commercial. The personal one provides for individual, household, and small (family) group applications. The commercial approach applies to business applications such as institutional cookingor restaurateuring, design on a professional basis and s o forth. Thus, although there are only four Sub-Areas, they effectively consist of eight. n e s e are: 1 . Cooking & Nutrition 2 . Household Management 3. Interior Design/Decoration 4. Sewing & Tailoring Note that a persona properly maintaining a large household would have all four, a s would a n innkeeper, for instance. A chef would have Cooking &Nutrition and Household (in this case the kitchen) Management. A clothing designer would have Sewing & Tailoring, along with other K/S Areas such a s Drawing &Painting. A persona with this K/S Area attempting to impersonate a butler or maid would have a good idea of the duties required. Estimation of the amount of time and/or materials required to restore or redecorate the interior of a building is likewise covered by this Knowledge/Skill. Dweomercraeft: Note that the HPexpectingto b e able toutilize this K/S Area in conjunction with the Magick K/S Area s o as t o have Full Practiceand b e a Mage must have a MentalTRAlTscoreof 101ormore points. Only after this K/S and that for Magick are recorded irrevocably, however, can the ability for Full Practice b e determined. This is done by making a "Hard" Difficulty Rating roll against the HP's Mental Mnemonic Capacity (MMCapx 1). Failure means that the HP is unable to fi~lly channel the Heka and can't b e a Mage but is a Partial Practitioner. Note that FLIH Practitioners have a CastingQrade DR bonus ofone iI ) step. If the Heroic Persona hopes to be a mage-priest with Full Practice in both DweomercrzA and PriestcrzA, the HP must have a Mental TRAlTscore of 101 or more points and aspiritual TRAITof 9 1 or more points. After applicable K/S Areas are irrevocably recorded, the s a m e DR "Hard" K/S check as noted above must b e made to determine if Full Practice is possible. However, the roll in this case is made against the lower of Mental Mnemonic Capacity (MMCap) or Spiritual Meta-

physical Cap&i$ (SMCap), so the chance might b e slightly worse. Failure means that the individual has only Partial Practice and does not have the full Heka of the Mage. (See also the description of the Westcr&K/S.) Non-full Heka channelem (Partial Practitioners) gain energy from this K/S Area at the rate o 1 point of Heka per STEEP point f plus their Mental Mnemonic Capacity score; thus, a persona with a STEEP in (one School of) Dweomercrseff of 2 2 and a MMCap of 1 8 would have 4 0 points o Heka generated from this area. f Basically, you should forget whatever you've read almost anywhere else in the Dangerous J o u r n e y s system about this K/S Area. We are in a milieu which is Hekaactive, and that changes nearly everything which is true in places where such force is not a s strong. Dweomercmfi learned elsewhere is useful only to the extent that portionsof it are translatable, so that such knowledge gives a persona a base of STEEP and the ability to relearn the "truth" as it applies herein. Dweomercrceff is the knowledge and art of the Laws of Magick and Castings (seethe Mythus Magick book). Magick simply put. is the art of the use of Preternatural, Supernatural, and/or Entital forces to influence events o n E r t h and elsewhere. The various Castings of Dweomercrseff a r e learned according to a persona's School of study. There arelistsofthe Archetypical Castings (Charms, Cantrips, Spells, Formulas and Rituals utilizing Heka) known to each School, and to those individuals who have STEEP gained therein. However, t o understandand b e able t o properly employ a given Casting, an individual must have t h e requisite amount of STEEPfor the a r a d e of Archetypical Casting, given in Chapter 12. If a Mage (Pull Practitioner able t o channel full Heka and thus have a multiplier of 10 times STEEP plus Mental TRAIT score as t h e determinant for Heka energy base) has a lower total in Magick than in this K/S Area the Magick STEEP (understanding) applies, and t h e capacity of the Mage is inhibited accordingly (and vice versa see Magick. below). STEEPin DweomercrseAis reckoned by School, and t o learn the Archetypical Castings of other Schools d o e s not add t o the overall STEEP (is not cumulative) for Partial o r Full Practitioners alike. Neitherdoes t h e individual with STEEP in two o r more Schools gain additional Heka through t h e addition of M TRAIT o r MMCap score t o base Heka. Differing Schools' STEEP i s parallel, so that posscssing50 points in one, 40 in another and 30 in a third means that the persona's effective D w e o m e r c r ~ fSTEEP is 50, and in the other t Schools t h e persona h a s access to such Castings a s are known to those of that School with 4 0 a n d 3 0 STEEP, respectively. Put another way, t h e Sub-Areas (Schools) must b e acquired by purchase of STEEP with Accomplishment Points, and such purchase will not generate full Heka o r improve the overall mage ability except where such acquisition exceeds t h e highest Dweornercraft STEEP otherwise. Example: Lord Hardwicke the ArchmagFull Practitionerhas aSTEEP of 1 0 0 in DweomercrzA (and Magick of course) in the Elemental School. Let'ssay h e also h a s t h e following STEEPin other schools: Black 10, Clray, 2 0 , a r e e n 30. a n d White 40. His DweomercrseR-Magick Heka points are thus 1,100 ( 1 0 x DweomercrzhSTEEP + MagfckSTEEP) plus his MTRAlTof 150, plus hisSTEEP in other Schools of 1 0 0 (10 + 2 0 + 30 + 40). or a total of 1,350. If he 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 Magick j ( I 0 x 5 for Dwcomercrdt, plus 5 for Magick), 10 if h e spends them on study in another School. But in the latter case h e will possibly learn new Archetypical Castings. However, Castings of Schools outside the principal o n e are made a t normal STEEP Casting Grade. The Grade of Casting available t o non-mage personas depends o n their STEEP in the K/S Area (and Sub-Area), asshown o n the Non-Mage Castings table. Players whose HPs begin the game with this K/S Area must name a school (and are assumed to have been to one of the formal Schools at some period), although much is learned in apprenticeship and by lone study of worksgenerated by others o theschool in question, so f the attendance is not necessarily true in all cases. Discuss this with your QM. Sample Archetypical Castings are found in Chapter 13.
V

NonMMageCastings
HP's STEEP Score Under 2 1 21 -30 31 - 4 0 41 -50 51 - 6 0 61 - 7 0 71 - 8 0 81 -90 9 l and up
L

Highest Casting Grade Possible I


11
111

IV V VI VI I Vlll I X
L

Ecology/Nature Science: This K/S confers upon its possessor a certain amount of knowledge regarding the environment and how it is affected by both natural and artificial conditions. A successful roll against this K/S will allow one to notice somethingodd o r out of place in nature and determine what could b e causing it, a s well as how to remedy the situation. This K/S also assumes a knowledge of various environmental issues a s well a s who, when, and what isinvolved with each. Yo~lrGM will probably allow wisewomen (wisemen) to gain I leka on a one-for-one basis for STEEP in this K/S Area. Economics/Finance/lnvesting: Possession of this Area of K/S allows the persona some knowledge in the way money works. Such a n HP will understand national and international currency, and know how to profit from investing or trading it. The current and typical financial rates of return will also b e known. Naturally, one skilled in this Area will probably know financiers, bankers, etc. Education: ~s is plain, this Area of K/S 1 one which deals with the educas tion and training of people, including practice and study. Personas with this ability can teach other individuals the basics of one or more other K/S Areas that they themselves possess at a STEEP of above 25. Such personas might be able to rapidly teach willing

people, explain things clearly, find the salient ports of written works, and so forth. The K/S may involve working with groups of students or apprcntices, and t h e educator may concurrently train o n e person for every 2 0 STEEP points possessed, when training involves a Hekausing K/S, or o n e person per 2 STEEP points otherwise. f The relative amount o information a persona may teach to othcrb is limited by the teacher's STEEP in the desired K/S. Students or apprenticesofthe persona with this K/S may never gain a STEEP score greater than that of the persona, unless other instructors arc ins volved, or subsequent independent training i undertaken. The single mast important featwe for the Heroic Persona. however, IS self-teaching. That is, for each 5 points o STEW in k l u d c m , a pcrsoru f is able to reduce required learning time for acquisition of S E E P in o h e r 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. Engineering: This KS assumes a knowledge of mining, s~ting / constructions, building dams, and how machines with moving parts work, as well as how to design, inspect, and repair them. Such machines include vehicles, mills, and pumps, a s well as fadory machines, printing presses and the like. An HP with this K/S can both diagnose problems and repair them, or even design and build such ,I device from scratch (at a high DR). The DR will have a grcat deal to do with the available resources. One roll should allow the HP to have a pretty good idea of how the project will succeed and, if malfunctioning, 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 complexity and difficulty involved. Engineering, Military: Such activitles a s modifying terraln to suil f the needs o a n army, and placing and building fortresses, bridges, roads, dumps, bases, and camps are covered by this K/S. One roll will allow the user to figure out how to accomplish one small task (such a sitingacamp), or part of a bigone (such asaltering the courseof a river ordrainingaswamp). This K/Salso assumes the knowledge of how to build, detect, and disarm an array of (non-magickal) indoor and outdoor traps, as well as how to construct simple shelters, towers, siegeengines, stone throwers, and the like using only trees and small hand tools--see Fortification & Siegecraff. Just as with terrain projects, a single roll can build (or detect and d i s ~ r n lone small trap ) o r part of a large one. The s a m e applies to nat~lral shelters. It crossfeeds Fortification & Siegecraft by 10% of STEEP. The tableof OutdoorTrap Damage listssome sample outdoor traps which can b e built by the use of this K/S, a well as how much d a n q e s they can do. Note that armor provides n o protection agalnst 'Impact"
Y

Outdoor Trap Damage


Damage Amount 8D6+8 4D6 + 1D6 per stake o r spike. As per falling. (See Chapter 12.) +ID6per stake or spike. 3 6 + trapped unless a "Hard" PM roll is passed. D 2D6 + 2D6Ispike.

damage and that all such damage should be multiplied by a 103 (not 1D6) Exposure Roll. "Stunning" damage, however, uses a normal ID6 roll, and "Piercing" damage should be rolled on the Strike Location Table. See the Combat chapter for further details regarding armor and damage. Espionage: This K/S provides for a wide array of skills which any spy will find indispensable. Other K/S Areas, particularly the Criminal Activities (Physical & Mental), as well as Engineering Military, and the like, will also prove to be very handy. Thz followingSub-Areasare included herein: 1. Gathering Information 2. Clandestine Meetings 3. Border Crossing 4. Smuggling 5. Recruiting Informants 6. Object Concealment For purposes of rolling, Sub-Areas 1 through 5 function like CrimG nal Activities, Mental operations (q.v.). Sub-Area 6 applies to a spccific attempt to conceal anobject. An object can beas largeas can bc easily carried. Etiquette/Social Graces: This ability conveys a multitude of small things which identify an individual as coming from a certain ndtionality and/or SEC. Examples of things covered by this K/Sare table manners, mode of speech & vocabulary, dress, hair style, casual interests, political & social awareness, breadth & depth of experiences (such as acquaintances & travel), etc. Rolls against this K,'S may prove important when you are trying to impressan OP, dupe an EP, or fit in with a certain crowd. Class distinctions are sharp and SEC is often crucial.. . Foreign Language: This K/S allows an HP to read, write (if applicable), and spcak one (or possibly more) foreign language(s)of the player's choice, all done at a level of proficiency comparable to the pcrsona's STEEP. Rolls against this K/S may be necessary to cany on a conversation in the language and/or read it under difficult conditions. Furthermore, HPs who have the Linguistics K/S Area (q.v.) rcccive a bonus of 10% of their Linguistics STEEP to any Foreign Lagrage they knowlearn. Gaining STEEP points indicates not only a broader vocab~~lary proper grammar, the rise also indicates an and improvement of accent, increasing ability to use idiomatic forms, growing understanding of slang terms, and even mimicry of specific native accents and minor dialects. Also included under this K/S Area are various non-human (or nonWrth) languages (such as the tongues of Phaeree). Knowledge of languages such as the Fair Speech, Gnomish, and so on might come I handy for translation of writings, in chance encounters, or when n outside human surroundings. Readers should note that all intelligent denizens of Phaeree speakone of the following three tongues. Fzeries spcak Fair Speech, Borderers use the Hobgoblin tongue, and Goblins have the Qoblintalk,so knowing these languages usually enables one to spcak with any Phaeree being. Rrth's languages have many interrelated groups, and knowingone might automaticallygive an HPSTEEPinoneor moreotherlanguages. Bccause of the assumed unfamiliarity of the reader with the language groups of Wrth, we have provided a Language Interrelationships tableon pages 146-147.You will note that some languages havemany

related toq$es:thus providing STEEP in several languages to an HP. For example, having 40 STEEP points in Khazirian endows a Herolc Persona with 10 STEEP points in 7Wkic-Sumerfan (25%relationship) TW and 4 S E points in each of the Farsf, m e e k Phonedan, and Slavic languages (10% relationship to each). Obviously, some languages are much moregenerally useful than others, but don't let thls fool you into neglecting less broadly based tongues, for who can tell when your HP will need to know one of theml Fortification & Siegecraft: This is the study of the construction and use of fortifications of all sorts, the knowledge of how to assault and/or destroy such fortifications, and the tools and weapons used specificallyto build, defend, attack, and damage such constructions. It cr-feeds E@needng Military by 10% of STEEP. Siting of a fortification is important, of course, and having some ability in Engineering, Military is beneficial. The purpose for the construction, its use, and the ground upon which it is built are factors which affect both how a place is built and defended, and how It is assaulted and destroyed. Aside from the temporary military fortification, other such places are assumed to be permanent constructions. Therefore, each must serve its purpose (check local population, guard a route of trade or access (rivers, fords, bridges, roads, etc.1, guard a community, protect a coast, etc.) as efficiently as can be managed, all things considered. The terrain should be commanding if at all possible (such as a height), and the walls and buildings of the fortification should be seated upon as solid a foundation (preferably bedrock) as available. There must be such thickness of walls as to defy their being brought down, and sufficient height of walls and towers as to make them unscalable and advantageous to defense. The construction must have a reliable water source (rain cistern, well, etc.) and a place for storage of food and siege materials, and it must be able to contain in safety aganlson and those to be protected within the walls. On the other hand, it should be defensible by as small a number of individuals as passible. Thus details of the construction (walls, towers, twets, bartizans, machiolations, piercings, murder holes, outworks, galleries, etc.), archery and war engine fields of fire, and placement of defensive machinery needs to be considered by the skilled persona planning and overseeing the construction of the fortification. The use of Heka to prepare a site, wnstrud, protect defend, assault, and damage fortifications must be known to perso nas with this K/S Area, although they would not be expected to perform the actual workthere, any more than they would be expeded to be a mason or carpenter. Of course, repair, strengthening, and improvement of existing fortificationsis another aspect of this Area. The individual will be able to assess a fortress (castle, keep, moat house, chateau, etc.) and by finding its weak points and prepare strengthening modes (construe tion or defensive measures), This brings us to the Siegecraltportion. Knowing the weaknesses of any particular design, skilled personas will be able to employ their knowledge to assail a fortress and bring it into min. Should escalade (ladders, siege towers, ramps, etc.) be used7 Can mines be dug under the place to bring portions down, so as to create an assailable breach7 Are stonehurllng engines and battering/picking machines going to be feasible7 Can the water for s the place be stopped or polluted7 I its supply of food adequate7 How about disease7 Fire7 What use will Heka and Castinfp be In a slege?

Known Language Rgyptian -tian Dialect Annnrnese

Armenian
Allmtlari

Atlantlan Dialect

Bantu Beniyorub

I
Boideutsch

Related Languages -tian Dialect-75% /EgYptian-75% Gmcharn--25% Chinese Dialect (Nan-Chao, Sun& and Tongking only)-25% Chinese-1 OO/o Ctreek-25% Sumerian-25% AllantIan Dialcct40/~ LanUa11-75~/0 lberian and LanUan Dialect-50% Berberian and Iberian Dialect-25% Teclan, Vardish, and Vardish Dialect-10% AtlantlaMO% Berberian and Lantlan-50% Iberian and Lantlan Dialect-25% Bantu Dialect (and all other Bantu LongueswO% Ewe and Y o r u b a n 4 0 % Tribal tongues within about 25 miles of the border-10% Atlantlan Dialect-50% Atlantlan and Lanuan-25% lberian and Lantlan Dialect-10% Deutsch, Francodeutsch, and Latideutsch-75% Skandeutsch-50% Skandiak-25% Skandian Dialect and Slavic-1 0% Kellk-9OoIo Kelltic Dialect-75% Vardish and Vardish Dialect-25Oh DeuLsch and Skandian-10% areek Roumanian, and Vlachian-10% Hindic and Malay-25% Camese, Malay Dialect, and Siamese-10% Annamese2Soh Burmese, Malay, and Siamese-10% lroukian and Suskirouk-50% Iroukain Dial& of surrounding t1ibes--25% Chinese Dialect (any)-75% Manchurian, Nipponese, and Nipponese% 2 - dL ( Dialect 5 @ Mongolian-1 0% BoideuLsch, Francodeutsch, Latideutsch, and Skandeutsch-75% Skandian-50% Skandian Dialect-25% Bryhokelltic and Vardish--10% Parsi Dialect-75% Hindic, Hindic Dialect (western), and Khazirian-10%

Known w a g e Parsi Dialect

Related Languages
Farsi-75% Mongolian Dialect (norlhem Parsi Dialect speakers only&lOO/~ Boideutsch, Deutsch, and Lafideutsch-75% SkandeutaCh--.50% Prench and Skandian-25% Prench Dialed and Skandian Daet1 09'0 ilcFrench Dialecl4O% Francodeutsch--25% Neustrian, Vardish, and Vardish Dialect-lO01o amk D i a l e c t 7 5 % Armenian and Latin-25% Bulgarian, Khazlrian, Roumanian, and Vlach-10% Hindic Dialect401~ Burmese25% Farsi-10% Iberian Dialect40010 Lanuan-75% Atlantlan, Lantlan Dialect--6070 Atlantlan Dialect-25% Berberian-1 0% Iberian--90% Atlantlan-25% AtlanUan Dialect and Lantlan-1 O 1 Oo Cherokeelroukian and Suskirouk--50% lroukian dialects of sur~oundlng 2 5 1 0 ~ TurkicSumerian-25% Parsi Greek Phonecian, and Slavic-10% Brythokelltic and Kelltic Dialect-90% Vardish Dialect-25% Newtrian and Vardisb-1 0% /EBYPtian Dialect (Darfurian)-10% all Lahota Dlalects, and vice versa--SOOh Lantlan Dialect40% Atlantlan and Iberian-75% Atlantlan Dialect-50% Berberian-25% Iberian Dialect-1 0% Lantlan-90'Yo Atlantlan and Iberian--5OaIo Atlantlan Dialect-25% Berberian-1 OOh Boideutsch, Deutsch, and Prancodeutsch-75% Skandeut~ch--25~/0 Skandian-10% Latin Dialect and vice versa--75% Prench-50% Rench Dialect, areek, and Latideutsch-25% M a @ w and Roumanian-10%

Prench

Hindic

Iberian

lberian Dialect

Iroukian Khazirian KeUtic

Kongolese

Iakota
Lantlan

Lantlan Dialect

Latideutsch

Latin

LANGUAGE INTERRELATlONS
Relased Langtqes Teclan-25% Lemurian (any sort)--25% Lemurian Lemurian Dialed-gW Lemuhrrlda and Lemuhdekaste-73% Lemuyan-10% Lemurian--90% Lemurian Dialect Lemurian-aleffa and Lemuriandekasta-50Y0 Lernuyan-10% Lemudanaleffa Lemurian-75% Lemurian Dialect and Lemuriandekasta--60% Lemuym-10% Lemuriandekash Lemurian-75% Lemu~n Dialect and LemuriallalefTa40% Lernuyan-10% Ledin and S l a v i c 40% Malay Dialect-75% Burmese-25% Siamese--10% Malay-75% Burmesei-10% Chinese Dialect (southem Sung and Tongking, and vice versa)-1 0% Manchurian Chinese, Chinese Dialect (northern, and vice versa)--25Y0 Mongolian -25% Nipponese Dialect (Liang, and vice versa)--10% Mongolian Dialect-75% Manchurian-23% Chinese Dialed (Khitain and Tartar, and vice versa)-25% Chlnese and TurkioSumeriak-10% Mongolian Dialect Mongolian-75% Turkic-Sumerian-25% Farsi Dialect-1 0% Hindic Dialect (northern, and vice versa)-25% T i b e t a n 4 0% Skandian-25 O O / French and Kelltic-l0Y0 Nipponese Nipponese Dialect-75% Chinese25% Chinese Dialect (northern, and vice versa)-10% Phonecian Trade Phonecian-QO% Phonecian Dialect-75% Sumerian-25% Khazirian and Surnerian Dialect-10% Phonecian Dieled (Mago) Phonecian and Trade Phonecian-75% Iberian-25% Sumeqian-10%
Lemuyan

Known Latlguclge
Quechuan

Mtd Lenauagej ee Subied tribes native lanauaaes75%


(soutliem/Bahns and vice versa)-25%

Latln, SlavkilO%
Siamese Skandeutsch Burmese, Camese, and Malay-1 0% D e w and Sksndlan--75% Boideutsch and Francodeutsch+O% LaLideutsch and Skandian Dlalect25% soumi-1 0% Skandian Dialect and Skandeutsch--75% Deutsch--50% Boideutsch, 8oumi. and Rancodeutsch-25V0 Brythokelltic, Latideutsch, Neustrian-10% Vardish, and Vardish Dialect-1 0% Skandian-75% Deutsch and Skandeutsch-23% Boideutsch, Rancodeutsch, andVardish-10% Slavic Dialect, and vice versa--75% Boideutsch-25% M w r , Roumanian and Vlach--10% Soumi Dialect-75% Sksndh-25% Skandeutsch-10% Sumerian Dialect--75% TurkioSurnerian--50% Armenian and Phonecian-25% Trade Phonecian-1 00/0 Chemkedroukian and Iroukian-$O% Native Iroukfan tribal tongues-25% Lemuyan-25% Atlantlan--1 0% Nepal-1 0% Sumerian-40% Khazirian and Mongolian Dialect-25% Mongolian-1 0% Vardish Dialed;--75% Atlantlan, Deutsch, French-1 0%

Skandian

Skandian Dialect

Slavic

Souml

Sumerian

Tibetan
TurkicrSumerian

Vardish

IbwlanKelltic,andShandInavianDlalectlO%
Vardish Dialect Brythokelltic and Kelltic-25/~ Atlantlan, French, W c Dialect and Skandinavian Dialect-10% Bulgafhn, Qeek RoumanianandSIavic-10%

"Ihisperoentsep;senresaeamultlpllerforan WaSTPISPh the'Known L @ g " dPfiermine the Ws STEEP in the rekited Ianguage(8). For a m eto e~~mple,anHPwithaSTP;ePof80 hMalaywouldautornatkallyhaveaSTEEP of 60 B5%) in MaklyLWe.4 of 20 125%) in Blcrmeac, and of 8 (10%) In

SIE01K9e.

Note Mfiemtdlalectsofthe. samespeech are genetallyunderstood by different swakem at a ratb lelated to wxmphical almatbn and the - -. influenceQtimipl~lnguaee8. ~sam1eof~1~mb,we75%ifcontigzloua Jo%aw;mge,2s%if~separeaed,and lo%ifseparatedanddiwngent over a long period of the.

Many things go into making up this K/S Area. Related to it is the Weapons, Military, Afl Other K/S Area (q.v.). STEEP in Fortification & SiegecraAgives a 10%bonus to acquisition ra of the former A e a s the persona must already know considerable information regarding the following: ballisk, mangonels, scorpions, catapults, onagers, screws, catchers (ram, spow, etc.), picks, towers, movable, crossbows, rams, and trebuchets. The individual will also have knowledge of abbatis, bridges, castellation, counter-mining, drawbridges, earthworks, escarpments, gates, gate houses, ladders, rnantlets, mines, moats, outworks, portcullises, ramps, sows, and tortiscs. Quite frankly, the details of castellation could fill a book of the size of this work, s o the reader is directed to the bibliographyat the end of this book and to such accessory works as are currently available in the Dangerous Journeys game system regarding the subject. Adding immeasurably to this complexity is the fact that Heka almost always plays a part in the construction, defense, attack and f destruction o a fortified place. A Heka user, usually a Mage, will be employed in defense of such a construction, so the assailants must too have practitioners of Heka. Thus, masters of Fortification & Sicgecraf? either work with such a Heka user, are powerful ones in their own right, or perhaps both, in cases of extreme importance. It is always necessary to employ a persona with this K/S Area when ~onstructing stronghold. Besieging a citadel which is well cona stn~cted ably defended is likewise fruitless in most cases unless and the attackerscan somehow overwhelm it by sheer number sinescalade or starve it into submission. Gambling: This Area of K/S enables the HP to understand the theory and practice of gambling in a broad spectrum of forms. The following Sub-Areas match the games the HP will be able to play competently: 1 . Cards 2 . Dice 3. Table Games 4. Sporting Events 5. DogiHorse Racing 6. Animal Fighting The D for victory will have a lot to do with how much one wishes R to win, how many others are competing, and howgood they are. When competing directly agdinst one other player, such as against the house in blacuack, have a Y/S vs. K/S competition-though give the ~ O L I S an a~~tomatic level of advantage for its DR and penalize the C one gmi blersone DRorso per two players in thecard game. When playing something like poker, however, where several individuals are in direct competition, have each "wager" a DR and the one who can succeed against the highest one wins. For example, Dirk aalligher is playing cards with four other HPs. Two wager that they can roil successf~~lly against a D of "Hard,"one bids "Difficult," and the other R "Very Difficult." Dirk bids "Difficult" himself, and the game i on. The s first two succeed in their rolls, Dirkmakes his, but the fourth fails. Dirk and the third one, who both succeeded with "Difficult"rolls, compete in a K/S vs. K/S match. Dirk wins and collects the pot! (Dealinghands can be easier, but then there's Joss ...) One roll should cover one "hand" at cards, one horse race, one spottirigevcnt, ctc. Alternatively, a roll could be expanded tosee who

comesout ahead after an eveningof card play. Winnings will vary, but could run anywhere from two to 10 times that which was wagered on the aveme-it's up to the QM. Games,Mental: This K/S includes both purely mental games and those which combine mental and physical coordination. An element of luck might often be involved as well. Resolve the suocess in the games as per the O m l n K/Sabove. The following types of games abig are covered herein: 1. Strategic & Table Qames (Chess, Backgammon, etc.) 2. War Qames 3. Darts 4. CroquetteDard aames 5. Pool (Billiards, Snooker) 6. Parlor Qames (Charades, etc.) Gemology: First, the reader is alerted to the fact that in this milieu the Oemology K/S Area gives the possessor Information regarding which forms of gems and minerals possess, are capable of storing, or channel Heka. The HP will know thegeographical areas where types of stones are found, their physical and mineralogical location and appearance in that area, miningJocatlon techniques, raw costs, buying practices, markets, cutting, grading, classification, etc. Similarly, the HP will know the history of unique stones, whoowned or ownsthem, and the values today for all types of such work. Geography/Foreign Lands: A successful roll against this K/S Area will allow an HP to be aware of the general terrain in a particular place, the location of unique and/or famous areas of terrain, how to map an above or belowground area successfully, and how to accuratelyjudge distances. The latter two uses for this K/S will see a lot of rolls, and the a M should always make a secret check against an HP's STEEP whenever the persona is making a map upon which someone will rely for navigation. Surveyor's instruments will reduce chance of failure (i.e., make the DR better). A failed roll will allow the QM to lead the party astray, though it is recommended that most inaccuracies be minor unless a Special Failure was rolled! Geology/Mineralogy:This K/S imparts a knowledge regardingthe f innerworkings offirth and the nature o many types of (non-precious) rocks and minerals, or where valuabie/precious ones might occur. This Area could be used for everything from predicting the time of an earthquakeorvolcanicemption tough task-better have the proper (a equipmentl) to recognizing iron ore and knowing where to mine it. History: The HP will be familiar with important past events, and, with a successful roll, may be able to recall what happened on a certain occasion, why it may have happened, who was involved, etc. This K/S Area could come in very handy for rooting up information. In a medieval-type setting such as that of Erth, historical knowledge will be somewhat limited to regional areas, rather than the overall world. It is possible, however, that a sage or other scholar may have a broad view of the histories of many civilized regions. Hypnotism: Thisskill allows the user to put a human (or intelligent humanoid) subject into a hypnotic trance and manipulate Ule way that person's mind functions. While there are many uses for this &'S all involve causing Me subject to go into a 'trance,' or sort of sleep Anumberof CTs equal to thesubject's MRCap A'ITRIDLTEis rcq~urvil 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 established, make the roll using the Difficulty Rating for the hardest type of activity to be attempted. A successful result will allow the hypnotist to proceed. If additional rolls are required duringthe course of a hypnotism session, then make each one after the time limit for the last has expired. This K/S may be used for the following purposes: ( 1) A subject's subconscious memory can be tapped with regard to a certain past event. Such subjects will actually believe that they are again experiencing that event, and they will be able to describe it perfectly to the hypnotist a s it occurs. (Thisfunction can even be used to look into the lives a person led previously to the current onel "Past life regression," however, can be very traumatic-particularly if subjects relive their own death-and it will inflict ID6 points of Mental damage on a subject for undergoing it lor 3D6 points for subjects made to relive their death].)The base D for this use of hypnotism is R "Moderate" for trying to recall an easy, non-traumatic event, "Hard" for trying to recall a stressful event in this life (or an easy one in a past life), and "Difficult" for trying to recall a traumatic event (or a stressful one in a past life). In all cases one roll covers one ATs worth of questioning. If a roll fails before the hypnotist brings the session to a close, the subject automatically wakes up and takes 1D6 points of Mental damage for s o doing. (2) While under the influence of Hypnotism, subjects can also be commanded to perform a certain short, simple task which they will fulfil to the best of their ability. aood examples are, "Act like a chicken," or "Call to your mother and tell her you love her." Subjects can be made to do a wide variety of strange things, but will notobey commands which are diametrically opposed to their nature-for example, most people won't obey commands to kill themselves. The base D for this function is "Moderate," and one roll covers one ATas R well. (3)A post-hypnotic suggestion which will affect a subject's waking behavior can be implanted. The command must usually be very simple and direct, but it can be quite powerfull One example of a command is to, "Forget the number four." Such subjects, upon awaking. could count from one to 10 as many times as they liked, but they would no longer be able to comprehend the concept of the number "4"!They would know what "14" and "40" were, and would still recognize the symbol "4," but they would quite honestly not know what it meant. In order to remember, they would have to be re hypnotized, or enough time would have topass that the post-hypnotic suggestion would wear out and allow them to remember. (Allow a subject one roll against the MM CATEGORY every month to break free of the suggestion.) Another type of suggestion would be to "Go to sleep when you hear the word 'Delta'." When that occurred, the subject would instantly fall asleep and remain s o for 1 AT. At the end of the A the subject could make a roll against the MM CATECiORY to T wake up. If the roll failed, the subject would remain asleep foranother AT and so on until he or she succeeded, was commanded by a hypnotist to wake up, or died of thirst. Likewise, this suggestion would eventually decay over time, with the subject rollingonce every month to be rid of it. The Difficulty Rating for this function depends on just how strongly the hypnotist wants the suggestion to be implanted. The base D at R kh~ch hypnotist decides to roll to implant the suggestion is the the

same D at wNch the subject wlll have to roll In order to resist it. For R example, if a hypnotist overcarnea base DRof "Difficult' to hypnotize Alyssa into avoiding cooked meat, then she would have to make a "Difficult" roll against her MM CATEQORYIn order to resist the suggestion and eat it anyway. Likewise, she would have to succeed in a "Difficult"roll to breakout of the influence of the suggestion at the end of the month. Note, however, that any hypnotist can cancel any hypnotic suggestion with a "Moderate" roll (thisdoes not apply to any magick-related Suggestion Castings). Also keep In mind that, as with function 2, the command must not be directly selfdestructive in nature, and it cannot force the subject into making any KS rolls. / (4) The hypnotist can calm and restore a subject, healing 1D6 points of Mental damage for evety level of D rolled at (l.e., 1D6 for R "kg," for "Mode,rate,' 3D6 for "Hard," etc.). A Special Success 2D6 heals double the rolled amount, but a Special Failure inflicts the attempted amount on the subject. (Should this, however, increase the subject's accumulated Mental damage to above the Mental 'IRAIT then the subject will be overcome by total insanity and immediately become catatonic, dying in one week.) This calming and restoration may be attempted but once per day per subject. Additional D modifications would depend on the conditions unR der which the hypnotism was taking place. An unwilling subject is usually at a D of three levels higher (a "Moderate" task would then R become a "Very Difficult" one, for example), though subjects whose will is broken (i.e., they have taken Mental damage equal to or more than their Mental Effect Level) will cause the hypnotist to incur no such penalty. Note that an unwilling subject with an SMPow of 16 or higher cannot be hypnotized a t all unless he or she is over the Effect Level. Furthermore, nosubject-willing or unwilling-can be hypnotized unless she or he has a Mental TRAIT of from 4 8 to 100. Those who are higher or lower than this range are completely immune to hypnosis, even when over their EL, although Magnetism (q.v.1 might work-see the description o that Spiritual KS Area for details. f / Finally, while this description of hypnotism is hardly a clinically accurate picture of the way it works, it is a quite balanced one for game purposes. lnfluencer This KS measures one's skill at verbal communication / of all sorts. The followlngSubAreas are covered under this category: 1. Debating 2. Persuasion 3. Salesmanship 4. Demagoguery 5. Misinformation 6 . Oration 7. Propaganda A roll against this K/S will often be necessary to convince one or more OPs to believe in or to agree with what you are trying to say. Precisely which Sub-Area you will use will vary greatly with the situation. Sub-Areas 4 t h r o w 7 tend to apply to a group of people, whereas the first three types of speaking are more one on one in nature. Debatingis the skill at arguingan opposing view (whetheryou agree with it or not), while Persuasion is the ability toget people to do something you want. Salesmanship is the ability to sell something with a minimum o haggling. Demagogueryis a method of influence f which appeals to the prejudices and emotions of others. Misinfonna-

tion (or disinformation ) is the ability to slip in false facts to weight a situation in the HP's favor. Oration is simply public speaking, usually aimed at influencing a group of people. Propaganda is the systematic, widespread promotion of a particular doctrine or idea. Keep in mind that when you fail an attempt at this K/S, you are unlikely to get a second chance with that subject any time soon, regardless of the Sub-Area used and/or the one you would like to try next. Journalism: The a t of writing and publishing broadsides, pamr phlets, columns, and articles, conducting interviews, and gathering information are all pari of the Journalism K/S.A roll against this K/S may be necessary for publishing articles which could initate people in the wrong places (as an attempt to expose a group of EPs mightl), and this K/S can also be used in a Criminolw-like manner (q.v.) to snoop around and find things out (a field otherwise known as investigative reporting). This skill, combined with Political Science and Influence, can be very powerful.. . Law: This K/S assumes knowledge regarding the nature of laws in the possessor's homeland as well a s an assortment of local laws in various places. A successful roll will allow the HP to recall public policy regarding a certain type of occurrence. The HP will also be familiar with various important legal decisions as well. At aK/SSTEEP of 41 and above, the HP is assumed to be a qualified courtroom attorney or barrister, if such professions are applicable (a few feudal systems might not have lawyers, and many others require aminimum SEC level of 6 or higher). Such HPs will have one of the Sub-Areas listed below: 1. Civil 2 . Criminal 3. Government 4. Matrimonial 5. Tax 6. Probate These represent very specific areas of knowledge in a certain field, and are available only to those with 31 or moreSTEEPpoints in the Law K/S. An additional LawSub-Area is gained at STEEP 51, 71, and 91. Linguistics: This K/S Area enables the HP to know the origin, structure, and evolution of various languages. It includes etymology and grammar, but not philolcgy perse. A successful roll against this K/S will allow you to establish basic communication with anyone, regardless of the language they speak, and to even translate their tongue to a small extent. The latter operation, however, will require lots of time and numerous successful rolls. Also, pcxssession of this K/S gives the following bonuses: Add 10% of your Linguisti~STEEP point total to that of your Native Tongue and any Foreign Languages you know. In addition, the learning time for new languages is reduced by 10% when you have this K/S. Lip Reading & Sign Language: The K/S enables individuals possessing it to be able to read lips as if they were understanding spoken language. But to gain the whole of thespeakingobserved, a success must be rolled. Note that the language spoken must be known (K/S STEEP possessed) by the lip reader. Failure indicates a percentage of what was spoken is not understood, a percentage equal to the twice number of points by which the success was

missed. Specla Failure means nothing could be Hpread by the individual. Similarly, sign language b an ability just the same as language ability. The persona must possess a Sign Language Sub-Area to be able to send and receive (understand signals sent by another). 7hls Area's Sub-Areas apply only to Sign Languige. The able persona passessesone new sign language for each 10STEEP points she or he holds in this K/S. The following list contains some possible sign languages, and gamemasters might add or subtract from this Hst as they see fit: Alchemists Assassins

Bessars
DeafIMute Dweomercmfters (by School) QYPsy Hunters Pirates Priestcr~fters Ethos, and by Pantheon) (by Soldiers Thieves plus that of each Secret Society active in the campaign milieu Literature: An HP with this K/S is assumed to be knowledgeable about all types of literature, including numerous classic works in many languages, modern literature, and poetry. This K/S is also a measure of a persona's ability to understand such works. Such ability enables criticism. Not only will possession of this K/S help the HP fit in with theeducated crowd, but successful rolls may also be useful for turning up clues during adventures. Note that this K/S does not enable to write literature or poetry, for these abilities are covered by the Poetry/Lyrflcs and Creative WMng K/S Areas (qq.~.). Logic: This K/S Area is that which deals with reason. It is the science of analysis and deduction. Using the principles of inference and demonstration, it facilitates the persona to arrive at the most probable answer to any given question. In play, the Herold Persona with the Logic K/S can attempt to use this ability to find the most likely answer to any question, or solution to a puzzle, through analysis and deduction. The gamemaster will, however, assign a high degree of Difficulty Rating to any such attempts where the HP has not actually used rational thinking, made at least basic inferences, demonstrated why (orwhy not) certain possibilities are most likely (or unlikely), and generally thought the matter out before resorting to this pseudo-thinking recourse. Naturally, HPs are actually using their intellect when they select Logic a s a K/S, but some additional demonstration of thinking is required to avoid DRs in the "Hard" to "Difficult" range. Magick: Unlike most other roleplaying games, the Mythus game develops Magickintoavery important K/SArea. Most important is the requirement of its possession in coqjundion with DweomcrcmA (q.v.) in the Full Practice of that ability. In this regard, Mag& is the understanding of D w e o m e r c ~ ~ its Castings, so that if either and Area is out of balance (not of equal STEEP), the lower of the tho prevails. Simply put, Mwkk is the study and understanding of the Furthermore Pbvch Laws of Magick (see the Mythus Magick book).

alone generates Heka in the (PartialPractitioner) inhvidual possessing this K/S Area, at the rate of 1 point of Hekato 1 point of STEEP and total of the Mental Reasoning Capacity Attribute. For instance, 31 STEEP and a MRCap of 19 generate 50 Heka points. This K/S is important also for knowledge of how to make many objects, instruments, and reservoirs containing Heka or of enchanted nature, as detailed in the "Magickal Items" chapter of theMythusMagick book. Mathematics: This K/S Area measures an H ' skill with basic and P s advanced mathematics of all sorts, including algebra, trigonometry, calculus, and the like. Successful rolls against this K/S allowsthe user to write and solve formulas, find the solutions to word problems, and apply mathematical concepts to practical applications in real life. It adds 10% of its STEEP to the CryptographyK/SArea. Medicine, Veterinary: Normal, modern (EartMike)medicinal p m e tices for animals are no more workable in this milieu than they are for humans. Medicine, VeterinaryK/S Area ability is similar to veterinary medicine of the 19th century on Earth, but it also uses herbs of Hekacontaining sort (the replacement for antibiotics) and is acutely aware of evil Castings and influences working to harm livestock. Military Science: This K/S does not deal with the actual physical practice of warfare (i.e., using weapons), but rather with the tactics and strategy of troop training and deployment, as well as the planning and execution of a military operation and battlefield command, of communications and logistics. The HP will know details of weapons and armor as are covered under both the Fortification& Siegecraft and Weapons, Military, A1 Others K/S Areas, as well as troops and

likely use.Asuccessful roll against this K/S will allow the HP to identify a given weapon class or unit or formation, or to gain an idea how to plan some mission for maxlmum ease and efficiency. One roll should cover one identification question, plan, enemy strategy or tactic, or a relatively short (less than one week) portion of conducting an actual military operation. Native Tongue: This K/Smeasures how well HPs can speak. read, and write their native tongue. You may choose the HP's natlve tongue based on nationality, and any STEEP score above 10 indicates bask, functional literacy at the very least. As with foreign tongues, if you have the Ungulstics (q.v.) K/S, you may add 10% of your Unguistks STEEP to your S E W score in Native Tongue. Note that imposture outside a persona's general SocictEconomic Class (Low, Middle, Upper) requires a STEEP of at least 41 in Nalive Tongue. Navigation: This K/S allows pelsonas to find out where they are and which way they're headed on land, sea or air. This K/S also assumes the passession of a "natural compass" of solts, and a successful roll will always give such HPs a general idea of which way is north, as well as where up and down lie, if they has gotten themselves into a really disorientating situation. The DR for any use of Navigation will depend on how many clues the surrounding area provides and what kinds of tools are available. Having a map, compass, sextant, astrolabe, and landmarks about make things a lot easier1The HP with this K/Sis qualified to serve aboard a boat or ship in the capacity of navigator as well. Navigation recieves 10% of M o n o m y (q.v.) STEEP. Perception (Mental): TNs K/S Area measures one skill at observation 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.~.), (or are) one of the most important and oRen used skills in the is 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 objective in a plan (friendlyor enemy) and s o on. Understandingis also a function of the correlation of past information 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 recorded sensory and mental data. when triggered by current stimulaf tion. (Think of that bit o 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 mundane 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 next actions will be, what immediate objective the foe might have, ctc. are subject to discovery with this K/S Area. Noticir~y under the Mental Perception K/S is much like the same heading under Physical Perception. But whereas the second indicates a persona's unconscious attention to surroundings, by means of sharp senses, Mental Perception, Noticing Indicates a quality of mental attentiveness that more consciously takesnoteofthepersona's surroundings and analyzes them for significance. Thls Sub-Area will be commonly rolled against when your HP has the opportunity to notice something important, such as a hidden door, a clue, a sniper waiting in ambush, a discarded item, etc. Personas who have both forms of Perception (Mentaland Physical) are entitled to two K/S checks in many circumstances. Phaeree Flora & Fauna: As is implicit from the name of this Knowlcdge/Skill Area, the persona gains a growing body of informatlon regarding the animal and vegetable life inhabiting the counterworld of Erth, P t ~ ~ r eKnowledge extends to the underground of e. that world and its interior portion also. Until a persona has actually visited the place in question, however, that individual's practical STEEP score cannot be counted above 25. For each day spent in a portion of Phaeree, the score can increase by 1 (when purchased or if already existing) for that area, region, etc. For instance, if a personaspent three months travellingaround the outer realms of the place, then the individual could have a STEEP of about 33 with regard to that portion of the exterior, but knowledge of other places and the subterranean and interior portions of the place would still be at the 25 maximum level, and it would require extensive exposure in those places to increase knowledge. This is a useful K/S to have when dealing with "immigrants" from the counter-world, when vent~~ring Subterranean firth, or when into preparing for a journey to Phaeree. Political Science: This W S Area assumes knowledge regarding the political processes in various countries, the trends of political opinion, and the current world leadership. It can be used to analyze politicians, policies, and political events for abnormalities and "hidden agendas," as well as to predict the likeliest outcome. In other words, this is yet another K/S which is agood possiblesourceofclues in intrigues, conflicts, etc. 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 government 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 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

yield informk& as to the manufacture/craffsmanship, date, numxsig ber e i t n place made, and the current market price. This K/S also can be used to note frauds and forgeries. To do so, a check first must be made for item identlflcatlon, and then a second one for authentlo ity. If either roll fails, of course, then the HP will have no idea of whetherthe item is real or notlThisK/ScradeedstheAppralsalK/S by 10% of STEEP. Sociology/<Wture: A successful roll w i n s t this K/S allows a Heroic Persona knowledge r w d i w the customs, attitudes, etc. of a foreign culture and the people withln it. The persona could be farnillar with non-traditional attitudes, subcultures, and simllar movements within a culture as well. ?Ns could prove handy to avoid grossly insultingthose headhunterswhoseisland you happened to be washed up on, for example. It raises the persona's perceived SIX by 1 factor when in a foreign place if the persona succeeds in a "Hard" K/S roll. Spellsongs: This unusual K/S Area both generates Heka (1 point for each STEEP point plus the average of Mental Mnemonic and Reasoning Speed ATTRIBUES scores: (MMSpd + MRSpd) x 0.5) and enables the use of Castings of a sort which are set to music and sung or chanted, accompanied or not by some musical instrument. To employ properly any Spellsong, one must therefore have the Physical TRAIT K/S Area of Music (q.v.). (There are two exceptions to this rule, those are Full Practice Mages and Priests, both of which have learned incantation/chanting through their particular discipline.) Also, unless the Casting is made with accompanyingmusicplayed on some instrument by thespellsinger (or another of at least equal ability in this K/S Area), the Heka cost of the Casting is double the normal for each Casting arade. Any disparity InSTEEP between these two Areas means that Spellsongs will have only the Heka and Grade of the lower of the two. However, if the two are also combined with both of the Spiritual TRAIT Areas of Musical Composition and Poetry/Lyrics (qq.v.), both of the latter will generate Heka for the Spellsinger and also enable special Castings (see below). Heka from Musical ComposltionPoeby/Lpks is at 1 point per STEEP in each Area. All manner of folk, including many primitive sorts, employ Spellsongs. The time required for a Spellsong Casting is somewhat longer than normal. The shortest is of Cantrip length in time, and the common duration required is of Spell or Formula length.

Spellsong Castings
HYs S W Score Highest Casting Qade Poarible
I

Under 2 1

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. TradeLanguagerIn orderto facilitate adventurlngin most F R P b , plus Heka cost and description (Effect/Force/Material, etc.) are 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 many persons beyond the Mediterranean area and the other very cessation will bring the Casting to an end. The Grade of Casting available to a persona depends on his or her widely used. On Erth, a dialect of Phonecian, Trade Phonecian, is the Trade STEEP in the K/S Area, a s shown on the Spellsong Castings table. becausesomuchcommerce is in the handsof Phoneclans. Subterranean-This is the study of the whole of the underground Language," s mazewhich honeycombs the world oflErth. It includessuch adiversityof In general, Trade Phonecian I known around the Middle Seas, in ports, in lands bordering Phonecian states, in places which have material that SubAreas of study are necessary. These are: much Phonecian trade, and in commercial communities which have 1. Upper Levels (The Byways of Shallowshadow) dealings beyond their own state. Here is thegeneral dissemlnatlon of 2 . Middle Levels (Midgloom Mazes) Trade Phoneclan on Erth: 3. Lower Levels (The Deepdark Labyrinths) Bropa: Widely known by all SEC Levels, often used, save in the 4. Flora & Fauna of Upper Levels hinterlands of the northern and eastern portions of the continent. 5. Flora & Fauna of Middle Levels Rm'k: Widely known in the northern, civilized states, and along 6. Flora & Fauna of Lower Levels coasts elsewhere. Virtually unknown In the interior. 7. Sapient Dwellers in Subterranean Erth Amawnfa: Virtually unknown except by government officials in SubAreas 1-3 deal with the conformation of the passages, caverns, 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. Atlantl: Broadly known, despised, and used with scorn. The areas, oases, and so on. However, the complexities of these tunnels 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. Azir: With the state of Hasur in Near Azir, and the Phoneclans of any region. 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 Subconnean 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 Sulu and Nippon for exarnple-have virtually no knowledge of Trade informed persona. Sub-Area 7 concerns the intelligent life forms in the three under- Phoneclan. Lemurla: Known only to a few merchants who have dealings with ground portions. This knowledge includes semi-intelligentcreatures. 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 ReSTEEP Applicable and/or preparing terrain to be shaped to accom100% Within 100 miles of base learning point modate buildings, roads, and the like, as well a s 90% Within 250 miles of base learning point creating aesthetically pleasing landscape. A suc80% Within 500 miles o base learning point f cessful roll can also indicate abnormalities in the 70% Within 1 0 0m k s of kw leamfng point ,0 way structures sit in relation to the land. Sink60% Within 1,500 miles of base learning point 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 examples things that this K/S can help identify.

Magmur: It is doubtful if the language is known or used at all on this island continent. Vargaard: Some use along the eastern shore, in Hismola and the h r i b Isles, and by functionaries and merchants of the Muyan and Teclan Empires. Elsewhere there is little or no use, but that depends on whether or not the place receivcs regular visits from foreign merchants/ traders who employ Trade Phonccian. There is a discussion of Trade Phoneciangiven in the "Universal K/S Areas" section of Chapter 10 (on page 96). Your garnemaster might also vary the ability to utilize 7Yade Phonecian by employing the following rule: f There will be a some proportion o word change in the speech due to native word usage. A core of about one-half the vocabulary will remain constant, while the remainder of the words will be derived from the natives. (Think of English dialects to get a sense of this, how Arnerican differs from British, differs from Scots, differs from Australian, 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 conversing in the tongue, of course, not with Phonecians or nonnatives who happen to be there. Toxicology: Simply put, this is, for game purposes, the science of poisons. This K/S can be used to mixdifferenttypes of poisons as well as antidotes for them, and to identify both types of mixtures when found. The DR for making such thin* will have a lot to do with the ava~lable materials and equipment, but will also be influenced by the Strength rat~ng the poison or antidote to be created a s well (see of Chapter 12). The base D for this is listed on the Poison/Antidote R 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 the Poison Longevity and Poison Speed tables for that information. Wher, exposed to open air, the poison will last but 10% of its expressed period. There will be similar modifications for mixing Antidotes, but there is no problem with exposing them to open air. Additionally, poisons may come in various forms. Some types are liquids which take effect upon contact, some must be ingested, and some nus st be injected into the bloodstream; some are gases, some have nlultiple parts, etc. Antidotes must likewise be mixed with one general type of poison (either Injury or Incapacitation) in mind. For 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 covers all manner of weapons which are not individually held or employed but are nonetheless common in warfare. This includes englncs and machines which hurl arrows, javelins, spears, harpoons, rocks, stones, metal balls, etc. Some are simply enlarged crossbows set on swivels and discharging larger single or multiple missiles of bolt/quarrcl-like sort. Those larger still which are constructed with arms of crossbow-like sort and use tension to propel their missile(s) a c generally called ballistas or scorpions. Those using the principle of torson, askein of rope and an arm, arecalled catapults, mangonels, or onngcrs. The great machines which use counterweightare called

trebuchets. There are also some few other sorts of weapons which your garnemaster might wish to inc1ude"passive" weapons such as the archers' stakes or "pig feathers" planted before their p i t l o n and the bristling barriers of chevaux de frlse, cauldrons of boiling liquid or flaming oil, jets of flaming liquid, wheeled vehicles with spikes and/or blades, similar vehicles set afire, gravity motivated cylindrical or spherical objects (logsor boulders rolled down hill, wicker baskets filled with combustibles, etc.), and so on. Personas with this K/S Area will be able to construct and operate all such weapons. They will know how to utilize such weapons in attack and defense, and how to defend against them. (See Archmedes' defense of Syracuse for ideas!) Zoology: An HPwith this K/SArea will be knowledgeable regarding the natures of many different types of animals, their habits and habitats. Successful rolls against this Area can detect abnormalities in animal life, give reasons for and/or predict animal behavior, and otherwise provide interesting clues during the course of the game.

POISON TABLES
Poison/Antidote Creation
Strength 1-10
Bsse DR

Easy
Moderate Hard Difficult Very Difficult Extreme

Poison Longevity
Longevity *
Very short (minutes) Short (hours) Medium (days)

DR Mdfler

Long (weeks)
Very long (months) Extremely long (years)

-1

-3 -2

+1
+2

'ID10 of the units of time listed.

Poison Speed
DR MocUAer
Instantaneous Past (CTs) Medium (BD) Slow (AD) Delayed (hours) Very delayed (days) 'ID10 o the units of time listed. f
+3

Acupuncture: This KJS measures one's skill at performing the 1. Forging Swords ancient Oriental art of acupuncture (and acupressure). The success2. 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 f recovered by 50/0(see page 2 7 4 o 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 recov9. 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/ilig a n evasive type of movement which is, in general, substance in a Heka-active milieu. is 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 t i a kind of jumping which utilizes a pole or other tool to judge the kind and workmanship of cloth fabric, actually make cloth, is ~ ~ y 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 timenlnning (300% walking rate), and it assumes that o n e is travelling consuming. However, weaving, rug making, lace making, silk weavmost 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 minJ~r~ggling Areas. K/S utes-hours a the worst, usually. Hand making a coat of padded t 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~idge maintain arms and armor and perfect and/or don them. to make up t o three others at the s a m e time. and That is, the individual possessing thisskill knows the item in question, Combat, Hand-to-Hand.Lethal: This Area of K/S is based primahow 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 know, consists of a pair of wooden o r metal bars connected by a short length of chain and swung during combat. Sais look a bit likc weird but unsharpcncd daggcrs, and they are used a s p ~ ~ n c h i n g weapons. 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;~rtial Arts 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. Sce the "Vhysic~l Combat, Lethal" section of Ct~7ptcr (page 223) for a 12 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%! tlaniagc ratings givcn d o not includc the bonus for high The 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 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." wtt;ljx)nshave n o Wtxrmn points: your Basc Attack iin,~lly, m;xti;ll ;ILS Ch;lncc is cx;lc:Lly equal to y o ~ u ~ E(Hcy, no onc said t t ~ lMartid Arts P. t 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, Non1 c Le:h,li"scction ofCti,q~cr 2 ( p ~ j22 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 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 miolint ant1 type, w c q m points, ctc. arc listed on p q c s 230 and 237 of C h p t e r 12. The above Sub-Arcas refcr only to a general typc of sliill ~l,itti each wc,lpon. Somconc with the Wcapor~s,l a ~ (Club) t ~d t '3, for instanct:, c:o~~ld i t kitti ;I niornin~j i ~1st: star, 21 ~ o o d e cudgel, n

MARTIAL ARTS ATTACKS TABLES


Hand Attacks

Foot Attacks

Nunchakus

6 1+

5160
GI+

3IXi t 2

b 1 3 6
- 8

8 .

or a lead pipe. Note that the Spear Sub-Area also assumes the knowledge of all thrusting pole-arms such as a glaive or partisan and weapons such as the lance and the pike. As STEEP increases, the HP grows more accurate, inflicts more damage, and gains more attacks with the weapon as well. As usual, your Base Attack Chance (BAC) is equal t o your STEEP plus the Weapon Point Rating of your chosen implement of destruction, and you may L I S any attack to pany a foe's weapon instead of striking that ~ 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 Weapons, Special Skill (Florentine) K/S (see below). The Hand Weapons Attack Rate table lists the rate of attack for these weapons according to the HP's STEEP. In addition to more attacks, you also gain a skill-related damage b o n ~ for high levels of STEEP, and if you havea high PMPow, you will ~s receive a damage bonus for that a s well. Consult Chapter 12 for the amounts of these bonuses.
~r
W V V

--

m -

T - .

Missile R O F Modifiers
ROF Multiplier 0.5 1
2

3 4
A

Hand Weapons Attack R a t e


STEEP 1-15 16-30 3 145 46-60 61t
L
L

Attack Rate

'12
1
1 '12

2
3
A
A

Combat, Hand Weapons, Missile: This K/S is similar to Weapons, Hand but assumes the following types (Sub-Areas) of projectile and

thrown weapons: 1. Bows 2. Crossbows 3. Blowguns 4. Slings 5 . Darts 6. Knives/Daggers 7. Boomerangs 8. Axes 9. Spears and Javelins 10. Throwing Stars Triis skill does notyant its userany panics, even with weapons that are cxpnble of doing s-at requires the Weapons, Hand K/S. While you can throw a spear with this Area, for example, you must have Weapons, Hand ( S p a r )to attack and parry with it in hand-tchand combat. Consult thctablconpagcs2Band239ofChapter 12forthestatisticsofeachtype ofwcapon. Forthrown weapons, remembertoadd in yourdarnage bonus if you have a high PMPow, and that all of these weapons receive the d a m g e bonus for high SEEP. Also, while each missile weapon is listed with a basic ROF (rate of fire), a persona's STEEPlevelconfers a modifier (bonus or penalty) to that ROF, as summarized on the Missile ROF Modifiers table below. Multiply the weapon's listed rate of fire by the ni~~ltiplier listed for STEEP to determine the actual number of attacks a persona can make with the weapon.

Construction:Tnis Areaof K/Sassumcs that the persona is skillcd at carpentry, plumbing. roofing. and the likc. At STEEP 31 t, the individual can read and draft blueprints, and d o finc c;lrlx:ntry (suc.h as cabinetry)-thus making it easier in sonic instances to finti sccrct compartments, hidden rooms, and the likc. An Ill'wil ti this K/Scoulti, for example, virtually build a cabin or house wittiout ;my ;lssist;~nc:c. Actual rolls against this K/S, however, will not oftcn be required 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, If the DR will have a lot to d o with t h e tools and m;ltcri;lls ;~v;lil;~l)lc. there is a deficiency of tools and/or materials, thcn 21 roll c o ~ ~ bc ld required t o complete even a normal task. Also scc thc M;~sorlry K/S for associated skills. Construction. Naval: This skill provides the jxrsona witti ~lnticrstanding and ability relating t o t h e b ~ ~ i l d i n g small anti Ic~rgc of 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 ;~llows a persona to be able to supervise and work with a tc;lni of individu,lls in the actual construction of waterborne craft-from sni;~llIXXILS to large oceangoing ships. Construction. Transpork This Arca dc;lls with Ltic constru.tion of vehicles of all types. The most obvious vchic:lcs c:ovcrcti arc c x t s and wagons, but a persona with this K/S c a n also work a a wheels wright. Transport also covers knowlcdgc of things such ; sslcds, ic:c a skimmers, and other somewhat exotic means of transporhtion. Criminal Activities, Physical: The following sorts of skills are considered under this calegory, i n c l ~ ~ d i n g the knowleclgc ; ~ n d both the ability t o perform them: 1. Sneaking 2. Hiding 3. Lock-Picking 4. Ambushing 5. Pick-Pocketing 6. Forced Entry 7. Strongbox Breaking 8. Shoplifting & Pilfering 9. Mugging & Robbery Sub-Area 1, Sneaking, confers t h e ability t o move without bcing seen o r heard (and reduces one's movcmcnt rate by tialf7, w h c r c ; ~ ~ Hiding measures one's ability t o remain unsccn by staying still. Sneaking and Hiding will both cover you for a certain amount of time, though how longdepends on j w t how many pcoplc arc ;irountl that you're hopingto keep from discovering your prcscnce. Assume 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~durCulturedPalate:This KS 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 (subcon4. 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, individu6. 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 successful roll will allow such HPs to wiggle free from binding ropcs, K/S, Sub-Area Viticulture). 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:kner, heavier, better looking, or less handsome to the casual observer. pick ancl-if the Criminal Activities, Physical (Lodc-Pichiny) K/S i s Masters of this K/S Area can even g o so far a s to alter their racial and/ -e pn the door which separates them from freedom. or sexual appearance. But d o not confuse Disguise with ImpersonObviously, 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 somecular 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 o Chapter f 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." f some o 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. f user's STEEP. This may b e done a maximum o once per poisoning. Endurance: Endurance produces Heka at a ratio o 1: 1 to STEEP Attempts may b e made by different people until someone succeeds. f 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 D R f s o a s to perform longer periods o exertion, o r undergo privation, is dependent o n the materials available (to use as bandqes, blandiscomfort, 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 individuals-rather than teams-and involving tests of strength and endurance primarily, for prizes, awards, and honors. The following types of games are covered hereunder: 1. Boxing 2. Wrestling 3. Arm Wrestling 4. L q Wrestling This K/S Area cross-feeds to the Combat, Hand-tO-nand, NonLethal K/S by 20% of STEEP. Gemsmith/Lapidary: 'this is a Heka-producingK/SArea similar to Heka-Forging(q.v.).This Knowledge/Skill Area generates Heka at the rateof 1 point perpoint ofSTEEPof the persona.The possessorof this Knowledge/Skill isable to work with precious stones and createitems of jewelry, infusing them with Heka (and possibly Castings). Such items will contain an amount based in part on the innate power contained by the materials used, as well as the amount channeled by the caster during the enchantment process. Castings may be linked to these items, if the persona is a dweomercr&er. Each Sub-Areain this K/Sprovides for skill in making different sorts of items. There are four Sub-Areas associated with this Knowledgel Skill, as shown below: 1. EngravingjEnameling 2. aemcutting 3. Metalsmithing 4. Jeweiry Engravin~~ameling covers the embellishment of an object by inscribing or painting runes, patterns, designs, and other permanent decorations in or on the item. Oemcuttingwork involves cutting and polishing rough stones to increase their value and beauty. The MetalsmitbingSub-Area is concerned with working malleable metals (usually of precious sort) into rings, bracers, chains, etc. Jewelry involves designing and creating attractive pieces of jewelry which might contain gems and other precious stones. These skillsarevery important forthosewhowish tocreatemagickal devices such a s Charms, Amulets, et a]. In addition to Oemsmitb/ Lapidaryskills, a master craftsman will need to have the Dweomercrzlt and Heka-Forging K/S Areas to produce a complete range of items. The Alchemy and Mysticism K/S Areas will also be of use. HandicraRs/Handiwolk:This is a sort of "catchall" Area of Knowledge/Skill which is necessary to have for all individuals not served by f one or more persons to take care o "little things." To live in relative self-sufficiencyand comfort in a semi-primitiveor primitive milieu (or in others, even those of "modern" sort where there issuch work to be done and one doesn't have or desire recourse to tradesmen, handymen, etc.) this Area is most necessary. It enables the possessor to utilize ordinary and natural things for all manner of purposes, some seeminglyunrelated such as for cooking, eating, convenience, d e c o ration, repair, replacement, etc. A little sewing, carving, whittling, or whatever, and the job is done. Perhaps it is a sort of primitive and smaller-scale Jack-Of-All-Trades and Domestic Arts & Science derivative, although Handicra&/Handiwork applies to many minor, less Vocational sorts of skills in general. The individual possessing this K/S Area can manage to survive alone in a normal "wilderness" settings, assumingsheorhe hassome

other abilitis d t h regard to food-acquisition and posslbly self-pre tection. That is, a persona with HandicraRs/Handiwork can construct a rude dwelling, fashion rude garments, make a bed and furniture of rough sort, have cooking utensils and dishes, store water and food, and so on. Such personas can also whittle spoons and decorative pieces, carve a whistle, make a flute, fix a leaky bucket, fashion a bit of crude pottery, repair a window, hinge a door, weave a basket, mend a broken chair, replace an axe handle, etc. In short this Area enables individuals to "do for themselves' those ahsolute necessities for surviving as well as the little things needed to keep a domicile running and even "homey," or keep oneself properly cared for. Primitive peoples, and those folk dwelling in isolated places and/ or of restricted economic means, will typically have some falr amount of STEEP in Handicra&/Handiwork. The abllity is gained through observation, parental and similar instruction, and living experience. Heka-Forging: This is a special K/S Area whlch empowers the persona to materially channel Heka so as to make it a part of some physical item the wielder is making-a weapon, musical instrument piece of jewelry, item of apparel, piece of furniture, or the like. The Heka being used as a part of the object being s o 'forged' can come from the persona with Heka-Forgingability, come from a Heka Reservoir dedicated to the specific item in question, be innate within the object, or be some combination of these three sources; but it cannot come from any other sources. There are nine Heka-Fogfng Sub-Areas, and they are acquired differentlythan with other K/SAreas. Sub-Areas are similar to Castlng Grades, and must by gained sequentially, as a persona builds requisite STEEP. Each Sub-Area is more powerful than the one preceding it, beginning with Enhanced Object Quality. The Sub-Areas and necessary K/SSTEEP are listed in the Heka-Porging Sub-Areastable. Enhanced Object Quality enables the Heka-Forging persona to f magickally improve a static, non-living item. This has the effect o makingitems shine brighter, last longer, work better, be less likely to break etc. Enchanted Mechanisms allows the persona to imbue mechanical items with energy drawn from one or more of the Laws of Magick The energy is innate to the device, and does not affect personas uslng such items. It merely powers the device, enabling smooth operation, whether commanded or automatically engaged. Heha Reservoirs is the ability to create and charge Qeneral or Dedicated Heka Reservoirs. Detection/Information Items enables the passessor of the SubArea to create devices which function as divinatory tools, translators, or enchanted detection items. D e f e n s i v e / ' o r provides the ability to forge defensive items, such as shields, armor, or amulets, e t al. Offensive/Weapons enables the HP to manufacture or enchant dweomered weapons or other attack-based objeds. Casting Storage grants the passessor the ability to store one or more Archetypical,Tutelary,orSpedficCastin@ within items, charge them with Heka, and specify the command word or phrase required to activate them. Skill~earingltems a Sub-Area which provides the persona with is the means to enchant objects with one or more set skills or p r e grammed knowledge. Such devices, if powerful enough, may some

times appear intelligent, but there is n o personall@ associated. 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. 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 Neural PowerA7TRIBLFES ((PMPowt PMPow)xO.5)--or, in thecase of individuals who have Heka from only Physical K/S Areas,S E E P plus Physical 'IRAIT total. Example, a Heroic Persona has Heka ForgingS E E P of 52 and PMPow and PNPow of 19 and 1 8 respectively, an avemge of 18. That means the K/S Area gains the persona 5 2 + 1 8points of Heka, a total for HekMogingof 70. If, say, the persona had Heka only from this Area and that of Endurance and Oemsmith/Lapidary (other Physical TRAIT Areas), then instead of averaging PMPow and PNPow, the persona would add the P TRAIT score instead-probably 100+. The Difficulty Rating for HekMof@ngdepends upon the nature of the 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. 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 preparation, flawlessness of metal alloy, and possible Hekalite content. All functions of the object must be forged at the s a m e time. "Flawless" is self explanatory, and "perfect" nearly so. An ingot of properly refined adamantine, for example is both "flawless" and "perfect" for the making of most weapons. Qenerally speaking. the finest substance possible for a n objecl, in purest form, with the greatest preparation possible for all normal intents and purposes is what qualifies for this category o DR bonus. f Heka preparation means that t h e substance(s)t o b e worked have 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 instance, might have to be placed in a silver casket, in a gold one, in a lead one, in a n iron one. Before that, the innermost surfaces of the silver casket might have to b e inscribed with Qlyphs pertaining t o 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 o E r t h or P h m e e or elsewhere f also contain s o m e small quantity of innate Heka; and these substances would qualify for the DR bonus. Your QM will mle as to what things (woods, shells, etc.) have such innate Heka. Exarnple Of Heka-Foging: An alchemist needs Lodestones for Alchemical Operations (see the "Magickal Items" chapter in the Mythus Ma@& book), so to forge such Materia, the persona needs to place into them 100 times the amount o Heka the Lodestones will produce, so that f

v-y-'l-v

HEKATORGING TABLES
Heka Forging DRs
~&Amomt&Ph3hrw OfIkm 250 or less in metal 250 or less in other malerial, or 500 or less in mehi 500 or less in other materlaL or 1,000or less hmetal 1,000 or less in other rrtaterial or 2,500 or less in metal 2,500 or less in other malerial, or 5,000 or less in m t l ea Over 2,500 in other m t r a ,or over 5,000 in metal aeil

BaPe DR
MderaLc Hard Very D ~ i u l l Extreme + I to DR (hmler)'
-1 to DR (easier) -1 to DR (easicr) -1 to DR (easicr)

f. +- r

i
1

Each additional hlction of the ie above the first tm nek&prepared ie tm Flawless or perfect substance to be "worked' Hekagenemting substance being 'worked"

Maximum penatty If 3 steps harder.

Heka-Forging SubeAreas
STEEP Under 2 1
21-30
Sub-Area

5
6 7

31-40 41-50 5 1-60


61-70 7 1-80

8 9

81-90

91 +

Enhanced Objecl Qual~ty Enchanted Mechanisms tieka R e ~ e ~ o i r j Detection/lnformation Items Defensive/Armor Offensive/Weapons Casting Stonge Skill Bearing Items Spirit-Holding Devices

Heka Forger Casting Grade


He& Forger's STEEP Score
Under 21 21-30
Highest Casting arade Possible
1

I1

whenever thereafter they are utilized in an Operation dmwing u p m thc Element of E r t h they will produce 1/100th of such Heka. Tnus, the alchemist needs to forge from 500 (DR "Moderate") to 2,500 (DK "Vcty Difficult") Heka points into them. They must be "Heka-preparcd" prior lo forging (-1 to DR), they are "perfect" vehicles" (-1 to DR), and they are "Hekagenerating" (-1 to DR); however, as they will be used in all manncr o Alchemical Operations o varying sort, they must have the maximum f f penalty o t3 steps harder to DR, so the result is a wash. f

There are but a limited number o H e k r + l F o g n g Area Castings, b ~ & and ~oolog$a&ired after possession of this Area. By a rapid study f ~ when used in conjundion with each other, or with the assistance of of the habitat and a searching for signs, such individuals can find fish another Hebllsing persona, these Operations can create potent d e (and catch/hoowspear/net/trap/poison them so as to have food), o t and vices. The Casting Chade, name, Heka c s , an alphabetical desclip game, animal trails, water holes, etc. 'Dackhg is subject to the tion of each of theseOperationsare provided in the MythusMaf$ck book guidelines on the Tracking DRs table, and the gamemaster will emThe 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, two individuals if the animal is shod (has metal or the like shoes). If serve as good examples of people with such K/S. 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 also has Hunting & Tracking K/S Area ability (and obviously a typical following, again with the approval of the QM: riding animal cannot have that!). Blowgun Also, a persona with this ability can make and set snares and traps Bolos Boomerang for small animals and large game as well. Take note that snares and traps suitable for large game can be employed against humans/ Bow & arrows/crossbow & bolts 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 5. Printing Hunting & Tracking, so that skill with these two weapons is at +lo% of Cornbat, Hand Weapons (Spear)or Combat, Missile Weapons as 6. SmithinglWelding and applicable, when using the weapons in hunting, and 10% of Hunting Sub-Areas 1,3,5, 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

Foot Snare Neck Snare

Constn~ctionTime 1D3 + 1 ATs ID3 + 3 ATs

Spring Tmp, Spiked, Palling or Swinging Deadfall, Spiked or Very Heavy Camouflaged Pit with Sharp Stakes Set in Dollom

2D3 + 2 ATs 2D3 t 4 ATs

3D3 + 5 ATs
3 hours

2D3 ATs"

B m q e 1nElided & OUler Results Possible 1D6' 'Impact" PD, plus caught and held upside down until able L free self or be freed by anolher o 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 2D6 'Piercing" PD /spike, 1D3 spikes can hit 2D6 "Piercing' PD /spike + 2D6 'Impact"; a spiked hap 6'to 8' swath, 1D3 spikes for each victim in path 8D6 'Impad. or 'Piercing": vidim(s) are pinned by spikes or weight or trap until freed by others 1D6 'Impact" cumulative per lo' fall t, plus 2D6 'Piercing' PD/sLakel D3 slakes/victim.

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 n to dig a 10' x 10' x 10' pit i 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 2 ' plus 3 for 0, 3 ' etc.--so a 40' fall means lOD6 damage (1+2+3+4 10). Then make a roll for damage location. 0,

Juggling: This ability must not b e confused with that of t h e singing. playing. and composition of songs of the jongleur. Juggling concerns the Physical capacity for the juggling of objects, maintaining balance in unusual situations, etc. When this K/S Area is combined with Acrobatics/aymnastics (q.v.), t h e persona is able to apply 1 On/oof STEEP points possessed in o n e t o the other, i.e., add 1 0Yo of STEEP in Acrobatics/ Gymnastics t o Juggling STEEP or vice vcrsa. There are five Sub-Areas of Juggling: I. Balancing Self & Items 2. Fire "Breathing" 3. Knife ( e t a/. ) Throwing 4. Sword Swallowing 5. Tossing & Catching Of Objects (Juggling per s e ) Oalancing allows personas t o use various special items and/or furniture to balance themselves upon and t o balance upon themselves. Thus, such individuals can have t h i n p balanced high above themselves. be balanced high above the floor by use of a pole or stack o f furniture, and/or move around to s o m e extent thus. Such personas are also able t o spin, toss and catch, etc. relatively small, light objects while balanced above the floor. This would allow, for example, a persona to balance a pole, clamber up it, and while balancing there rcach up t o grab a ledge, etc. Fire "Brcathing"allows personas to fill their mouth with a volatile, flammable liquid (alcohol, gasoline, kerosene, etc.), jet forth vapors from that liquid, and set that gaseous breath alight with an open flame (a"whoosh" of flame from the mouth), all without causingthemselves

injury. The fieryjet is of 1 ' to 4' length, at the option of the persona. It will inflict 1D6 damage upon any living creature harmed by flame, and the fire will cause combustion of flammable substances (hair, paper, clothing, etc.). Knife Tbrowing yields personas precision in the use of thrown, bladedledged weapons, such as knives, daggers, throwing stars, or very light axes. The able individual will be able to throw three such weapons in a single CTI Also, for every 2 0 STEEP points a n individual has gained, add o n e yard t o e a c h of the range categories for that weapon-Point Blank, Short, Medium, Long. and Extreme. Example: Range for a thrown knife is normally 3/6/9/ 1211 5yards. A juggler will add o n e yard for each 2 0 STEEP possessed, s o the following STEEPS would result in the following adjusted ranges: STEEP Point Blank Short Medium Long Extrcrrle 20 4 7 10 13 IG 40 5 8 11 14 17 60 6 9 12 15 18 80 7 10 13 I6 19 loo+ 8 11 14 17 20 This Sub-Area gives n o combat bonuses to hit a target, but a persona doesn't need t o have Combat K/S to throw and hit a target, instead using t h e JuggIingK/S Sub-Area STEEP (Knife 'IY~rowing). The gamemaster may allow the addition of darts, short swords, cleavers, etc. t o the list o weapons usable this way. f Sword Swallowing is a capacity that is, of course, useful only for the entertainment and amusement of an audience. However, some

application of it, such as object concealment, might be found to assist an HP In one or another circumstance. We leave that to the ingenuity of the players and the omce of the gamemaster. Tossing & Catching Objedeclasslc juggling-includes the use of balls, plates, knives, short swords, torches, and so forth. The entertainment value of this activity I obvious, but the use of the s juggled objects as missiles is not so plain-at least to the Other Personas1 Individuals with this Sub-Area can both use the juggled objects as missiles and (if not juggling) attempt to pluck out of the air hand-thrown missiles that come within reach. Objects thus caught may then be held, thrown immediately, or discarded. The DRs of accomplishing such a defensive (and/or offensive) maneuver are shown on the Missile Interception (Juding) table. A large missile is an axe, long dagger, big knife, short sword, spear, torch, etc. A medium missile is a typical throwing dagger, knife, or large throwing star. A small one is a small dart or small throwing star. All hand-hurled weapons travel at very fast velocity within Point Blank range, fast within Short and Medium range, moderate within Long range. and slow at Extreme range, for purposes of this consideration. Consider devicehurled weapons to be one category quicker, so at Point Blank range they are absolutely uncatchable. (Ranges of Individual weapons are found on page 239.) Other Specjal Considemtiom Of w i n g and Auvbatia/ Qmne t c : addition to the 10%of SIFEP crossapplicable between this Area i s In and Acrobatics/C&mnastics, a persona may also apply a bonus o 10010of f average STEEP of these two abilities to one of the followhq~ the of following ti/S Areas. The K/S Ae applicable may never change after ra having been chosen, and application o the bonus must be immediate at f the creation o t e HP or upon acquisition of the chasen K/S Area f h Combat, HTH, Lethal Combat, HTH, Non-Lethal Combat, Hand Weapons Combat, Missile Weapons Criminal Activities, Physical 0 bviously, this combination of Areas is a favorite one of dedicated combatants and those who practice outlawry on a grand scale.

clothing or make hoes or harnesses, etc. f The secondary portion o this skill is that of armoring. That is, the able persona can make armor and shields using leather, including those of boiled, shaped leather (cuir bouilll), with whatever studding or other reinforcement is common to such equipment. Note, however, that any and all non-leather materials needed for construction of armor or shields must be furnished completed to the persona for thls construction to succeed. A leather shield (or covering) can be made in about one day o time (eight hours labor), while a common f suit of leather armorwill takeone week, one studded or of culr about twice as long. Making a usable saddle will take about a week of regular t i m e about as long as it to make a pair of good boots or a good coat. Shoes and lesser garments take only 1D3+1 days of work. Crude shoes and small items take only a day, while rough sandals can be fashioned in half a day or even less time. Legerdemain: This Area enables an Individual to perform manual feats of sleight-ofaand such as in stage magic, closeup magic, card tricks, prestidigitation, ventriloquism, misdirection, and illusions which typically require the utilization of special equipment and props. A brilliant performing 'stage" magician, for instance, will have a S E E P score in both Legerdemain and Deception of around 50 to 60. Thls abllity is useful in many ways, including earning money, entertaining, trickery by substitution or disappearance, and s o forth. As a general rule, a roll should not be n e c a s q to cover a rehearsed performance unless there is some distraction or it Is a very important one (suchasopening night or ashow with an important noble or other royal audience in attendance, for example). Rob a @ & this K/S will mainly m e into play when one is hyingsornethhg on the spur o the f moment, suchas confusinga monster by making its prized gem seem to dlsappearintothinairor by substitutlngacounterfdtobjectforarealone. Masonry: The Masonfy K/S Area deals wlth the skills and techniques required to build permanent structures out o mortar, stone f and brick. Strongly associated with the Construchion K/S Area, thls one deals with construction using stone, rather than wood. It also Includes the skill of carving inscriptions and decorations in stone, but is far from true sculpture. Mechadcsr Thb K/SArea allows personas to flx simple machherywntainingmovingpats, similar to the W n e e r f n g K/S. Large, moderate velocity, or any relatively slow missile Medium, moderate velocity Unlike that Knowledge/Skill Area, however, the Mechanics Medium, fsst velocity, w small with moderate velocity K/S does not impart a knowlMedium, very fast velocity, or small with fast velocity edge o how such objects work f Small, very fast velocity Each missile above 1 in a CT beyond the obvious, nor does It -1 to D (harder) R allow personas to design machinery 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 gxp in tip g hooks, or employing naught but tiny ledges and shallow cracks as handholds. The K/S applies not only to climbingmountains and hills, but to walls, trees, and the like aswell. The DR, how fast, and how far one canmove on one roll depends on the particular situation. Personas can climb vertically at about 10% of their normal movement rate, or can descend at 25% (or more) of their movement rate if they have the proper equipment. If a persona is equipped for rappelling (rope, harness), this K/S will allow descent at full trottingrate. Climbingand/ or descending is also much easier with a rope and harness than it is using handholds, and thus the DR will vary accordingly. finally, the standard time covered by one roil will probably be around one BT, though it could be much longer. If a team issteadily ascending Mount Everest, for example, they might make a combined roll once every four hours or so to avoid having an accident. Music: This K/S covers one specific musical instrument with which the HP is skilled. While actual rolls against this K/S will probably be rare, save in connection with Spellsongs(q.v.), the higher yourSTEEP rating, the better your skill and your reputation with the chosen SubArea will be. The Sub-Areas are divided as follows: 1. A Cappella 2. Horns 3. Keyboards 4. Percussion 5. Stringed, Bowed 6. Stringed, Plucked 7. Woodwinds and Reeds A Cappella is unique in that no instrument is used to accompany the persona's singing. While at first this purely vocal form of music may not seem to belong here, it is actually quite powerful. Multiple singers engaged in rhythmic harmony work well together, and the power of a song can thus be enhanced. Horns includes such instruments as trumpets, pipes, and horns. Keyboards are typically pianos, harpsichords, and organs. Percussion instruments are drums, tambours, rattles, bells, and cymbals. Stringed, Bowedincludes all instruments played with a bow, such as violins, cellos, and the like. Stringed, Bluched would consist of banders, harps, lyres, and lutes, etc. Woodwinds and Reeds are things such as flutes, piccolos, and such. Perception (Physical): This K/S Area principally measures a persona's skill at observation and using the senses (sight, hearing, smelling, tasting, feeling).That is why it is unusual in that its modifying factor is Mental Reasoning Capacity. This ability, and/or its counterpart, Perception, Mental (q.v.), is (or are) one of the most important and often used skills in the game, and this one covers the following Sub-Areas: 1. Noticing 2. Hearing 3. Searching 4. Tracking The NoticingSub-Area will be commonly rolled against when your HP has the opportunity to notice something important, such as a hidden book or a sniper waiting in ambush, and it generally relies on

a combination of sensory input. Hearing is obviously audial Input, and It allows one to detect the noise made by a stalking monster or sneaky assassin and to act upon the information so gained. Searching. a visually oriented capacity with some additional tactile input, allows one to thoroughly examine a small (roughly 20' x 20') area for secret doors, hidden persons or items, and the like. Trackhgcovers the act of following someone or something that's not in your field of vision, by seeing and lnterpretlng the subtle signs of its passage. detecting odors, and so forth. Notice how Tracking differs from the Shadowing Sub-Area In the Pollce Work KJS (see immediately hereafter), which allows you to follow someone that is in your field of vision without being noticed. It is only vaguely related to the Huntinflacking activity, however, in that signs and spoor are not of vital importance, behavior is understood, etc. Personas who have both forms of Perception (Mental and PhysC caI) are entitled to two K/Schecks in many circumstances. Police Work: This K/S Area covers a widevariety of police and/or detective activity, each of which is listed below: 1. Stakeout 2. Shadowing 3. Interrogation 4. Evidence Analyzing The first Sub-Area, Stakeout, covers one's ability to observe a subject unnoticed at a relatively stationary location, while Shadowingallows one to follow a subject without being noticed. A successful Evidence AnaIyzhg roll will reveal whether a certain article would be useful as evidence and why. For example, Dirk discovers a bloody dagger on the ground behind the scene of a murder. It is a good guess that this is probably the murder weapon. A successful Police Work (Evidence Andydng) roll reveals that the thing also has a small amount of fabric wedged in the crosspiece. Some further i n v d g a tion soon reveals that this is the suspect's dagger and that the fabric is the same color as the clothing o n the body. Printing: This Knowledge/Skill Area is quite straightfonvard at first glance. Those individuals who possess skill in this relatively novel field (consider the era!) will be able to use and understand the workings of equipment required t o place text and illustrations on parchment andpaper.Thisabilityenab1es all manner of useful things. including the production of special publications, false or counterfeit documents, doctrines, and so forth. Evil Personas certainly might use such K/S ability, so it is something which the HPs must be on guard against from time to time. Riding: This skill Includes equestrian ability with various sorts of animals in various sorts of situations. Rolls may be necessary to control a mount under difficult conditions and to successfuliy negotiate obstacles (such as hurdles on an equestrian fleld).The following types of Sub-Areas are included: 1. Horses, Mules, and Asses 2. Camels 3. Elephants 4. Racing 5. Difncult/Unbroken Animals 6. Mounted Combat 7. Teamstering

Sub-Areaof the type of mount employed in order to be used successfully. Racing competitions are resolved in the same way as are Gambling (q.v.)competitions. A roll against the Riding (Racing) K/S also allows one to flee pursuers while mounted. Difficult/Unbroken Animals also requires the base Sub-Area for the animal in question, and is needed for particularly troublesome beasts which are beyond the scope of the base Sub-Area. For example, a persona who wished to try to ride a wild horse would need both the Horse and the Difficult/Unbroken Animals SubArea. Mounted CombatSTEEP level is the highest your BAC (Base Attack Chance, see the combat rules, Chapter 12) can be while mounted. Being on the back of an animal, however, does confer a bonus to attacking when fighting an unmounted foe: thus the exact effect being mounted has on your fighting ability will have a lot to do with your STEEP in this Sub-Area. For example, an HP has a BAC of 4 5 with the longsword when dismounted. However, since the HP has only a Riding (Mounted Combat) STEEP of 35, the Base Attack Chance will drop to 35 should the persona fight from horseback. It is, however, still to the HP's advantage to fight from the back of a mount when combating non-mounted foes, as there is a +15 "to hit." bonus for those who attack from a higher position (See the "Position Modifiers Table" in Chapter 12.)Thus, this confers a 50% chance to hit instead of the HP's dismounted 45% chance. Fighting from horseback also makes it harder for non-mounted foes to strike a mounted opponent (see the table mentioned above), and thus it can often be to one's advantage to do so. Teamsteringis actually riding in a conveyance and driving the draft animal(s).This Sub-Area, then, includes carts, traps, sleds, sledges, wains, wagons, carriages, coaches, and the like. Draft animals considered are dogs, oxen, and buffalo. However, the use of other animals as a teamster can be included according to possession of Ridjng Sub-Areas which treat such animals. The really handy thing about all this, however, is that when riding you receive your mount's/draft animal's movement rate and don't expend a lot of energy walking. The movement is calculated the same way for mounts/draft animals as it is figured for people, but each species has it own base Physical TRAITand 7Zotting/Runningmodifiers (seepage 1 17 of Chapter 1 0 for rates of mounts and draft animals pulling conveyances). The Sample RunningJhotting Modifiers table lists modifiers for some standard mounts. Seamanship: This K/S Area covers the skills required to operate

small and largk ships and other craft (such as galleys) on the open sea. A persona would be able to maintain course using the sun, moon, and stars as well as other devices such as the compass and sextant as guides. This K/S also provides knowledge of how to handle a ship duringstorms, and the relative duties of ail shipboard crew in fair and foul weather. It is a must for the persona piannlng to captain a ship. Smithing/WeldingrThis handy K/Simpartsthe ability to work wlth metal, whether the task is making special devices or forging a sword. As with Consbuch'on (q.v.), no rolls are usually necesary, as It is assumed that the persona will complete the task eventually. One could hy to roll In order to finish the work faster than It would normally take, and a roll will always be required for especially flne work as well as for attempts to complete some task when tools and/or materials are lacking. Possession of this K/S is absolutely mandatory if one wishes to use harder metals in conjunction with Hehr+F@ng (q.v.). Speleologyr This Knowledge/Skill Area deals wlth the exploration and mapping of caves. When travellinglong distances in an unfamiliar system of caves, the HPs might be required to make rolls against this Area to successfully navigate the twisting paths without getting lost, falling, or running into pockets of poison gas. While travelling underground might be done safely via the use of the Mountain Climbitg or Oeograp~y//CsrbgraphyK/S Areas (q.v.), a single Speleology roll will make it unnecessary to roll against any other such Areas except in the most unusual of circumstances. Sports: There are fewer sports, per se, In this milieu than many others, so there is but one K/S Area covering them all. HPs from outside this one must apply their lowest SportsSlEEP relative to one of the following Sub-Areas: 1. Mounted lndividual Sports 2. Mounted Team Sports 3. lndividual Non-Violent Sports 4. lndividual Violent Sports 5. Team Sports Mounted Individual Sports includes such things as radng hunting, jumping, and individual mock combat Cjousting etc.). Add 10% of Riding K/S Area STEEP (and vice versa ) to this Sub-Area. Mounted Team Sports include polo and similar games and group mounted mock combat. The STEW a4ustment given to Riding above for Mounted Individual Sports also applies here. 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 o a canter, actually. A full-out gallop might be faster, f 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 i l l the know general direction they are travelling and have some rough Idea as to s how far beneath theground they are a t the time. The ability I probably based on a sensing of magnetic lines of force, but regardless of what it uses to function, the individual with this K/S has the capacity to find direction and depth. In normal circumstances it is only a DR of "Moderate" to use this skill, but once lost or if stressed the DR becomes "Hard" or "Difficult," while if actually fleeing from a life threatening situation the DR is "Very Difficult," but only a t that time. This is an Area which most of those who frequent Subterranean Brth 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 above ground, so that directional sense is usable just about anywhere1 Surveillance/Security: The Surveillance/Secun'ty K/S Area is used when guarding and protecting an item from theft, acting as a bodyguard, or watching an area to prevent intrusion and unwanted access (or as a method of monitoring it). The persona with this Knowledge/Skill Area will be able to recognize any setting that is conducive to an attempted theft, ambush, or breach, and will know how to correct the situation as well as circumstances might allow. High STEEP in this K/S Area is extremely useful, for it helps negate Total and Natural Surprise (sometimes for the possessor only, not always for an entire group). Personas with STEEP scores over 50 may add each excess point to their rolls versus either type of Surprise if they have previously made a successful roll against this K/S to check the setting for security. Survival:This K/S Area involves the utilization of what is at hand in order to stay alive and well under extreme conditions. Locatingwater, shelter, food, warmth, etc. are all part of this skill, as are improvising clothing, traps for hunting finding and utilizing materials for primitive tools, and so forth. While actual rolls against this K/S are not really practical, as it covers such a wide range of activity, what o n e is capable of accomplishing depends on one's STEEP. Qenerally speaking, the more skilled personas are the longer they will be able tosurvive, the fewer resources they must start with, and the more diverse are the conditions they can tolerate (i.e., desert, jungle, arctic tundra etc.) are. The basicskill for a n Inuit is Arctic, while a n Amazonianjungle native is familiar with rain forest conditions. Exactly how much STEEP will suffice for what circumstances is up to the QM, but, as a general guideline, to manage the extreme opposite of native conditions for 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. 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 refers to the skill of a persona when diving from astable orsemi6table location into water. The rate for Swimmingis 25% of the walking rate for normal travel and 50% or--with a successful roll-75% for fast f swimming. A successful use o the Diving Sub-Area allows a n HP t o dive into a body o water without iqjury. The base DR for this activity f will depend on how far the persona is trying to dive, and is shown on

Diving DRs
Distance (n feet) I
Up t o 10 11-20 2 1-30 31-44) 4 1-50 51-60 61+

Bsm ae

N roll required o

Moderate

Hard
Difficult

Very Dlfflcult
Extreme

the Diving DR. table. Increase the DR by o n e for fancy or acrobatl~style dives, or dives from a shaky surface. Failure means that the HP took 50Y0 of the falling damage (no multiplier) for that distance. Special Failure will inflict full mXhnUm damage on the HP. Speclal Success will yield very high marks to a n HP participatln~ a judged diving event, or it could in add a point to S'EEP. Tolerance: This Physical K/S Area concerns a persona's capacity for dealing with insinuated, Inhaled, or ingested intoxicants (toxins normally of non-lethal sort) and toxlc substances of other sorts. Included under this general category are alcohol, many types of drugs, and even poisons (meant to kill in the dosage admlnlstered). Tolerance does not negate effects, but the ability does enable passessors to better manage them, so that their Physical systems can to some degree mitigate against the harmful effects from Physical damage and/or loss of Mental abilities. To discover the possible effects of Tolerance K/S Area in regards to an individual, the gamemaster will have the player make a K/S check for the HP, using the guidelines o the Tolerance DRs table. f Here's a n example of Tolerance in action: Let's assume that an HP has had three big tankards of strong ale (a "Hard" DR to remain fully capableand unaffected). However, suppose someone slipped a drug into the third t a n k a r d - a 'Mickey Finn' a s they say. A second K/S check is then required, and that wlll be based on the drug, so it will b e "Difficult" or worse t o avoid being knocked out, but it can still b e avoided with a lot of luck or a very high STEEP in Tolerance. A Special Success wlll mean that the HP somehow avoided all effects of the drug after 1D3 ATs of 'wooziness.' Even a success will mean that the persona will be unconscious for 2D3 ATs and then Dazed for another 1D3 ATs. Fallure means Lhe HP is "out like a light" for the duration of the d r u g if applicable-

P;xpasune Is To: Weak and/or minimal amount

Tolerance DRs
Moderate Difficult Very Dimcult Extreme

Moderate strength in small amount Average amount of moderate strength Average/above-evetage amount/strength Heavy/strong amount/strength Massive quantity/strength

'out like a light" for the duration of the d r u g i f applicable-probably 1D3+1 hours, less one BT for each STEEP point of Tolerance. A Special Failure means there is absolutely no benefit from this Area. Travel: This Area of K/S includes information about the world which the HP has gained through actual travel and/or the reading of pamphlets, brochures, travelogues, and so forth. A successful roll against this KJS will yield useful information about interesting places, prices, hazards, etc. This K/S has tremendous potential for use if you plan to visit some new, strange locale, and will help you get there and once arrived manage properly or even fit in like a native. Weapons, Special Skill: This K/S allows individuals to perform a variety of useful "tricks"with any weapons that they know how to use. One Sub-Area covers exactly one "trick" with one type of weapon. Weapons, Special Skills (Oneffanded Swords, Fast-Draw) is an example of such a Sub-Area. Note that the rate in which Sub-Areas are gained works a little bit differently in this K/S.For every 25 points of STEEPpersonas have, they gain one of the four general "tricks" listed below, and for every 10 points of STEEPthat they have, they are able to apply one weapon skill to a "trick" that they know. They must, however, know the skill for a weapon in order to be able to apply the trick to it. For example, Kamatasha Nekomura, the samurai, has a Weapons, Special Shills STEEP of 56 and the following weapons skills: Weapons, Hand (One-Handed Swords, Two-Handed Swords, Spears, and Daggers/Knives) Weapons, Missile (Bows, Knivespaggers) Combat, HTti, Lethal (Hands, Feet, Nunchaku) Since he has a STEEP of 56, he can choose two tricks and five weapons to apply them to. He chooses Florentine and PBst-Draw,and after matching them up with his weapons skills, comes up with the following Sub-Areas for this K/S: One-Handed Swords, Florentine Two-Handed Swords, Fast-Draw Nunchaku, Florentine 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. The following types of "tricks" are covered by this K/S: 1. Florentine 2. Fast-Draw 3. Specific Target 4. Blind Fighting The first Sub-Area, Florentine, allows you to effectively wield 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 each type. For example, if you 'want t o fight with a longsword and an axe at the same time, you must have both the (One-Handed Swords, Florentine) and the (Axes, Florentine) Su b-Areas. This applies to shields a s well if you want t o use them to attack. While you can have a sword in one hand and a shield in the other and parry with the shield normally, you must have the (One-Handed Swords, Florentine) and the (Shields, Florentine) Sub-Areas in

order t o u s 3 t f e shield offensively. When employing this t w e handed fighting style, each weapon receives its full attack rate (except nunchak-e Combat HTH, Lefhal). An expert swordsman using this style could deliver out a s many as elght blows per CTI Note, however, that the total Base Attack Chance Is Hmlted to your FlorentlneSTEEPwltheach weapon. Forexample, Nekomura's Base Attack Chance with the Katana is 75, and his Weapons, Special Skill (OneHanded Swords, Plorentlne) STEEP I 48. s When fighting with both his Katana and Wakazhashl at once, he I s limited to a Base Attack Chance of 48 until his Plorentlne STEEP rises. Also, keep in mind that this K/S applies only to one-handed, artificial weapons (and it's true that the usual Katana style was twohanded, but it is light enough t o really b e more of a longsword). FInally, personas who are ambidextrous may fight Florentlne without this K/S and a t no penalty whatsoeverl With the next Sub-Area, Fast Draw, a successful mll will allow a persona t o whip a weapon out of its sheath with no lnitiatlve penalty1 The DRwillvarywithexactly where the weapon is In on the body of the persona. An D applies if the persona were already holdingthe R t sheathed weapon. A "Moderate" D applies if it was strapped a the R persona's side, or a "Hard" D if it was strapped around the persona's R back. Note that weapons buried in backpacks or peacebonded cannot be fastdrawn. Sub-Area 3, Specific Target, allows you t o choase the part of your HP'sfoe's body where your blow will land ifyou make asuccessful roll. The procedure for doing this is to first announce specifically the part of the body the persona is aiming for, then to see whether or not you hit in the Brst place, and then make a roll against this Sub-Area to see if it landed where you wanted it to. If the roll fails, then roll normally to see where the blow landed, but at +20 (see the Strike Location Table on page 229). If the result is above 100,then the attack actually missed (asit will have ifyourSpecificTarget roll was a Speclal Failure)l If the second roll was successful, then apply the damage to that part of the target and continue the process as usual. The Specific Target R DRs table lists the base D acmrding t o the body part-type you are try in^ to hit.

"m

k
Non-Vital

Specific Target DRs

Base DR

easy
Moderate Hatd

'See the Comb& chapter, page 230.


a

Sub-Area 4, Blind Ff@ting allows you to attack targets that you can't see with no penalty, provided your weapon is ready and you are calm and alert. A successful roll allows you to fight for 1D6 CTs, and the D will vary with how much noise the foe is making how strongly R the foe smells, etc. The baseD for BlindF$~f~tingis R 'Hard" for a noisy, smelly target. But if the foe is an invisible opponent who makes only the slightest whisper of sound and has no noticeable odor, then a D R of at least "Very Difficult' would be more like it1

Spiritual K/S Area DescriP~o"~


Alchemy: Evely Alchemist seeks the PHma Materla, or tau, for that is the stuff of the multiverse into which Heka and the four other essences, the elements, are infused to create all things. With such principal stuff, virtually anything can be compounded or created in the laboratory. Next in importance is the e1Wr o f youth, a potion which is the extraction of the animal, vegetable, and mineral principles-if also containing Pnma Materia it will be both rqjuvenatlng and age inhibiting1 f Because it does contain some concepts o science, this Area is always a difficult and uncertain practice. However, alchemy allows the mind to work under the guidance of the spirit, so success can be had. In many ways it resembles chemistry and mineralogy with a leavening of herbalism, but then the strange concepts of scientific medicine crop up, and things get difficult. However, alchemyisneither a combination of those Areas nor eunctive to them. Certainknowledge does translate, however, so personas knowing Earth's chemist~y,for example, would add 10% of that STE;W to their Alchemy SlTW should they come to Erth and choose to pursue this field. Alchemy deals with the five elements, conversion of one sub-

stance to another (such as lead into gold), the reflnement of s u b f stances, the reflnement and perfecting o the individual, youth and longevity d the Individual, the creation of quasl-life (asa step toward the creation of Iifel), and the return of life to the dead. Of course there are other actlvitles for the alchemist, and this i reflected in the s f Operations (see hereafter) and Castlngs o this K/S. As this is a Hekaqeneratlng Area, players need be aware of the amount of such energy their HPs gain by the possession Alchemy. Heka b generated at a level equal to an individual's SEEP plus Spiritual Metaphysical Capacity score. Thus, a Heroic Persona with AlchernySEEP of 4 1 and a SMCap of 19 would have a base 60 Heka points. Naturally, other Heka can be added to this base to enable greater use for the alchemist's Operations and Castings. Operations:The Alchemical Operatlons possible are fully detailed in the 'Magickal Items" chapter of the Mythus Magi& book. Basically, Operations concern the mixing, compounding, creating, and transmuting of various mineral and vegetable substances of special nature. s u c h substances are called Materla. Operations are performed in orderto create substances which are valuable, have use as special Materia, or else are H e M l l e d or "enchanted.'

A P W W Type
Cup: Commanding Water (Triton, Necksa) of blue metal or mineral, and of the East D q g e ~Cocommanding Arm (Bull, Gob) : of black metal or mineral and of the South Penfacles: Commanding Air (bgle, Parafda) of gold/oricalcum, and of the North Ring: Commanding Heka (Star of the Astral, GIhiem ) of cdhrer/plaUnum & rock cryetaL and of the Center Rod: Combining all Elements of clear crystal tip and set with bands of metal or mineral of black yellow, blue, and red

Cast In BUCs
10,000

neka Slmqle
1 0

10,000
10,000/30,000

1 0
lo/=

lO,O00/ZO,OOO
100.000

10/20
100

Wend:Commandiryl Fire (Lion, Dl ) jn of red wood or m i n e d andof the West

10,000

1 0

Additional Alchemical Apparatus


AP-Jm Alanthor: Alchemical furnace which fuses or alters Heka in the Operation Basin:The special contafner for the Water needed for certatn Operations Bellows: The provider of Air needed in celiain Alchemical Operations W e n The container of Plre necessary for wme O p e W n s Lodestones: The provider of Erth for those Alchemical Operations so requhg

Cast in BUCe 10,000-50.000

Heka 9 t o r q e
10-50

5,000-25,000
5,000-25.000

5.23
5-25

5,000-25,000
5,000-25,000'

53 2
5-25

'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,

Apparatus of many sorts, the tools of the alchemist, are required for Alchemical Operations. These are instruments and devices of various kinds. The minimum pieces of Alchemical Apparatus are listed in the Minimum Alchemical Apparatus table, broken down in terms of cost and Heka storage. Note that the Heka in an Apparatus is self-regenerating every 24 hours as long as the item is in the possession of the alchemist and no other persona attempts to use it. Thus, the practitioner will have from 150 to 180 additional points of e n e r g for Operations. Other pieces of Apparatus needed for Operations are summarized in the Additional Alchemical Apparatus table. InhsingAnItem WithHeha:Asuccessfulrollagainstthepossessor's Alchemy STEEP will allow an item or substance to be charged with Heka by the alchemist. Before an attempt is made to infuse an item, the item mud first be analyzed and prepared for 2D3+ 1 (nonadventuring) days, whereupon the Alchemist may make the roll and try to start the process. Liquids and gases should be sealed up in a container made by the alchemist personally before being prepared. (K/S Areas such as Construction, HandicraA/Handiwork and Jack-OfAll-Trades could prove helpful here). Solids, however, require no other special measures. The process works in such a way that, over a period of time, the alchemist may give a certain amount of Heka to the item as if chargingaaeneral Heka Reservoir.Thedifference is that the Heka becomes a permanent part of the item and may not be drawn back out, save in the case of Apparatus, of course. Note that items charged with Castinp may use their Heka in the performance of the Castings, and require recharging, but that is different. The base D of the roll varies with the total amount of Heka that the R item is to hold. Failure means that the preparation was done incorrectly. 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. f Another consideration is the type o 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 O might rule that some funds from "MiscellaM 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.

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 "enchantment" Lpermanent and need not be repeated, unless it is destroyed by a future error, or the magick o the item I such that it needs f s recharging. 7Ymsmutation Of Materla: This is done by infusing an item with Heka and scheduling the first charging so that it occurs during a waxing (transitioning toward full) or waning (toward new) moon, depending on what sort o transformation is desired. As usual, the f item must first be prepared for 2D3+1 days, but then two rolls must be made.The first roll is forthe total amount of Heka required (seethe Alchemical Operation table) and the second is for the actual transmutation (theDR o which is given on that table). After havingsucceeded f in both rolls, the alchemist may begin process of infusion normally . . and the (ransmutation will occur after the amount required has been added. The precise nature of the effect depends on the phase of the moon when the infusion begins. The Alchemical Operation table on the following page lists several effects which come in pairs, such as "Heavy-Light," "Alive-Dead," and "aol&Lead.' The term that appears under the appropriate column for the moon on the table lists how the item starts, and the term opposite that lists how it will end up. If an alchemist had a lead item, for example, it could be transformed to gold by performing the operation during the waxing moon, and if a persona had a gold object it could be transformed to lead when the moon was waning. The Heka cost required for a transmutation varies with the weight of the subject and the difficulty of the actual process, both of which are given on the table as well. Note that restoring life without including a Spiritual essence is no problem with most animal subjects, as they have no spirits to begin with. But it would make restoring a human to life a rather tricky

N J h The alchemist must know the correct time for any Operation. Failure Alchemical Operation to have an astrological reading of time Waxing W ~3asea~ &at&s cast waning 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 1 ounce Extreme 6D0h Lead Astrology K/SI Shiny 1 pounds 0 -' 3 lD% Dull Alchemical Castings: There are only Smooth Rough 10 pounds Easy f a limlted number o Alchemical K/S Area Castings, because most of an T e base weight W e d refers to that of t e object befmthe bansformatlon. h h alchemist's attention I demanded by s " This process can restore the Physical essenoe of an object, but not that of the Mental work on Operations. 'The Qade of Castor Spiritual. Mental energy could perhaps be restored via a Ca#Ing, but one would have to ing, name, Heka cost., and an alphabeticoqjure a spixit to d o it If one wished for a Spiritual TRAIT. See thenote8 in the text. cal desuiptlon o these C a d n p are p t ~ f 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. Animal Handling: This K/S Area is akin to an empathic rapport how a persona creates an alchemical zombie (or Corpse Ctolem), but 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 can relate to all sorts of semi-intelligent and non-intelligentcreatures. protective Casting, for example). Alchemists can try binding a being that they or a close friend r e Ifsuch personasare successful in theirinitial approach, thecreatureW s animated, in order to ensure its continued service. This merely in question will regard the individual a at least (1) indifferent, nonrequires 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 between the persona and the creature@)in q u e s t i o ~ u m i n this g target is later possessed, as was mentioned above. 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 aggresless 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 D lists the D for the second roll according to the type of while in the role of protector. R R The able persona must approach the creature(s),have it (them)in operation attempted. Mote that this D is not modified according to R 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 possibillw r tics, but the above should serve to give you a good idea what sort of Alchemist Castings things can be done. HIgbest Casting Qsde Pafslble W $ m Score S Materia Classifications:Standard Alchemical Operations are diverse, 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 f straightforward listing of the sorts o 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.

Tabk

Alchemical Operation

M&th and Casl In BUCs

Heka
Cost

BBse D ? l Moderate Hard Hard DMcult Very Difficult Very Difficult Very Dimcult Difficult ElUr of longevity Elixir of youth Poison Potion of airform Potion of sethereality Potion of alertness Potlon of aquaform Potion of dimhution Potion d dementmy obedience Potlon of enlargement Potion of fast readlons Potion of Arelorn Potion of forgetfulness Potion of health Potion of H e k a s o m Potion of Mental power Potion of metalform Potion of Physical power Potion of regeneration Potion of S p W power Potion of tenaform Potion of weightlessness
OIL

CRYSTAL

1)

Clean

Harden Imbue with Heka Imbue with Mental force Imbue with Physical force Imbue with Spiritual force Phosphorescent
aAS

Extreme Extreme Moderate Hard Difilcult Moderate

Hard
Moderate Difficult Hard DMcult Very Difficult Difficult Difficult Very Difficult Extreme

Explosive Hallucinogenic Poisonous Sleeping Stunning Weakening

QUIm
Contact o Metal L nlctal Universal

METAL
Copper to oricalcum Harden bronze Harden steel Inflammable Insinuate Hekalite Iron Lo adamantine Lead to gold Lead to platinum L w d to silver Lighlen adamantine Lighten bronze Lighten steel Transparent steel Extreme Hard Difncult Dimcult Difficult Extreme Difficult Very DlIIIcult Hard Difficult Hard DifRcult Very Difficult

Coaling Plictionless Inflammable Poison Wdna

Difficult Extreme Moderate Moderate Hard Hard Extreme Very Mtllcult Hard Moderate Moderate Very Difficult

d! 4

P Wm O D Aqua-respiration Astralily Ethemlity Inflammable Itching Netherhedging Phosphorescent Poison Pyrorespiration Sneezing Tempitation SL m Ov E Crystal/aem alue Leather

Difficult Moderate

Metal, H r ad
Metal, Soit Stone Wood Very Difficult Very Difficult Hard

Animal Handling DRs


creature;ISpe&OeneralHahue Semi-intelligent, warm-blooded non-camivore Semi-intelligent wam-btooded om& or carnivore Non-intelligent, warm-blooded non-camlvore Non-inklligent, wann-blooded om& or carnivom Semi-intelligentcreature of any other sort (such as a reptile, vegetable lifeform, mineral lifeform, etc.) f Non-intelllgent ueahue o any other sort Already succeeded in rapport with same creatu~e(s) as are now confronted Indldual actually touching and speaking to creature(s) Creature(s)lost to rapport due to mistreatment pc" Savagenatured CIP;Btues in ' a k or group

BuffooneryrJesting,jokes, pranks, funny stories, double entendres, rude analogies/ remarks, and many physical forms of entertainment such as capering, clowning, gap

ing, grimacing, leering prancing and pratf falls are the stock in bade o the buffoon. Clowning, mimlng mimicking, tricks, and "practical jokes" typically round out the buffoon's repertoire. Some practitioners might combine this K/S with Legerdemain K/S and J u a i n g (Physical) Areas (qq.v.) so as to be a highly sought-afkerentertainer in royal courts or employed by some noble. Although it requires a sharp mind and an 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 the above with the capaclty tojudge people, where the Difficulty Rating is already 'Had," Moderate." or 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: Amuse use of Anirr~alHandling on nondomestic(ated) creatures always requires a K/S check whenever the persona is in proximity of the Distract Pay Heed creature(s)after a period of one or more days absence from It (them). Difficulty Rating for initial and subsequent animal rapport is detersuspect 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 o story telling, comedy, mimillg.japes, jokes, and so f 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. TNnho a typical 'stand-up" comedian toget the f for the performance of some act, and especially an Alchemical picture o t i .Base Diculty Rating for this i "Hard." fhs s Operation (q.v.), is possible through use of the AstroIogyK/S. Influences of all manner-planar, spheres, elemental, etc.--can also be discovered through the use of this Area. AS^ robgist Castings Heka is engendered through AstrologyK/S at the rate of 1 point for HP's STEEP Scott3 each 1 point of STEEP, plus 1 Heka point for each point of Spiritual 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.

w.'

BelitOe: A buffoon selects some subject (person, place, or thing), making it the butt of his or her sharp tongue, pointed remarks, and japes. Usually at least a part of the audience is highly amused at the expense of the subject. (Don Rickles isagoodexample of acomedian using this technique.) Base DR for Belittle is "Moderate," with a progessively worse D for each successive AT of its use. Violent R rcadion from the subject is always a possibility. Confuse: By using whatever is necessary, a buffoon attempts to mislead an audience as to the actuality of facts, i.e., who did what, went where, how it occurred, why it happened, etc. By clever use of words, it is possible for a time that the plain truth atid seemingly straightforward facts of a matter can become muddled-usualiy because nothing is clearly black and white in the first place! Base Difficulty Rating for this is "Difficult." Distract: B means of this, the buffoon seeks to cause an audience y to forget some matter (or person or thing) in preference to another which the persona brings up to distract them. For instance, a buffoon niiyht bring up the subject of a bawdy occurrence involving some important members of the court while a another individual slips f R away-possibly with something o value. The base D for this act is "tlard." Enrage: Similar to the distract ability, the buffoon uses this tactic to provoke an audience into great anger. Ireand wrath can bedirected at ,I num berof targets, and the Difficulty Ratingdependson the nature of such target, a s revealed in the Enrage DRs table.

Enrage DRs
Present and hated Absent and hated, present and disliked, or the buffoon personally Present scapegoat Absent scapegoat, typical member of audience Generally liked member of the audience Respected member of the audience
L

Dimcult

Success will absolutely fix the attention of the enraged audienceon the target for the duration of the AT. A Special Success means two Actlon Turns of attentive rage, or else Physical threat to the target, at the option of the buffoon. Note that failure to enrage will make the audience disregard the buffoon, paying no attention at all. Special Failure brings the likelihood of Physical harm to the buffoon, especially if there are armed aristocrats in the audience. Feel Assured: The Buffoon uses his or her skills to reinforce the att~tudes opinions of the audience. Thus the rightness of action and or decision, the assertion of another, and the like can be more firmly fixed in the minds of those listening, and objectors be s o silenced. The base D for establishing a feel assured air in an audience is R "Moderate," and adjustment is then made for the true nature of what assurance is being delivered. For example, it would become much harder to bring this about for a malign, uqjust assurance; somewhat harder for a questionable one.

Pqy Heed: Thebuffoon uses her or his wits and skills to bring the audience's attention to him- or herself or another so that they will listen, hear, and possibly understand/agree with something which was said or is about to be spoken. Base Difticulty Rating for Pay Heed to be effective is only "Moderate," but the state of mind and body of the audience is a big factor; i.e., if they are hostile and drunk it could be "Difficult" or worse to make it work. Question: By means of this ability, a buffoon persona brings into question something in the minds of the a u d i e n ~ official act, the n act(s) of one or more personas present, a document's contents, the words of someone (especially if just spoken). Humor might hardly be used, or the attention can be of sarcastic sort heaped on the subject in great measure. Pantheological, moral, ethical and other strongly held beliefs and loyalties greatly influence the degree of ability to succeed in this. Revered, heroic, and honored personas, too, have the effect of being unquestionable. The state of mind of the audience is also a factor which the gamemaster will take into consideration when adjusting the base D of "Moderate." R Re-Evaluate: This capacity is one which affects individually the membersof the buffoon's audience. By means of it, the able persona uses wit, japes, etc., seeking to have the audience think again about a matter recently before them. In this regard, the buffoon is rather like a trial attorney (if you'll pardon the expression) picking apart testimony for inconsistencies, holes, and questionable portions. influential membersof theaudience must be checked for individually, tosee if they will reconsider and speak up indicating a change of Y opinion or not. Alone, the base Difficulty Rating is "Hard." If used after a successful Confuse or Question aciivity, however, the D is at least one step easier. R Suspect. The persona uses buffoonish antics to point out something phoney, dishonorable, doubtful, suspicious, etc. in something or about someone's behavior. If the buffoon is successful, the audience then suspects (the worst). The base D is "Hard," and then the nature of the R target and the point(s) which can be used must be considered to a a u s t upwards or downwards. 7h~st:While buffoons cannot draw the trust of the audience to themselves by means of this ploy, they can attempt to have the audience feel trust in the word or deeds or person of another persona, present or not. For something or someone held in at least some degree of esteem, the D is basically R "Moderate," but for average sorts it begins at D "Difficult." The Value R ploy (see below) is useful for getting a more favorable DR. Va1ue:This is a ploy by which a buffoon seeks to cause an audience to respect or esteem a thing or the actions/person of someone other than him- or herself. It operates similar to the Ilhrst ploy (above), and its D is likewise the same. If this succeeds, it is then easier to have R the audience be trustful. mysical Ach'ons: In addition to the ploys above, Buffoons are able to use other means to achieve their ends. There are three areas of physical means used by this Area: Cause Minor lrljury Precipitate Stumbling, Tripping, or Falling Set Minor Trap Each of these physical means is detailed hereafter.

Cause Minor Iqjury: By means of this ability,%g buffoon uses minor props and joke items (a seeming toy, a novelty Item, etc.) to inflict a modest amount of Physical damage upon a victim. There are typically two sorts of devices used to cause minor illjury. One is mechanicala jack-in-thebox, a mock scepter, or the like. A springloaded portion will deliver damage of 1D6 PD and stun the target for 1D3 Critical Turns. The second form of device used is imbued with some natural or concocted substance causing ID6 Physical damage and 2D6 CTs of stunning due to tearing of the eyes, sneezing coughing, choking, and the like. It uses an initant/toxic substance (powder, dust, pollen, gas, etc.) wNch is expelled by physical means (blowing, breathing, flicking, hurling, etc.) upon the subject. The buffoon selects one of each of the above "weapon" items for minor Physical iqjury. The player describes the form and function of each to the gamemaster, and if approved, these are added to the buffoon's arsenal. Base D for these to operate suocessfully is "Hard"; R if the target is suspicious of the device, the D is at least "Difficult." R Precipitate Stumbling nipping or Falling: It is likely that some tricks, props, and preparation will be needed for this means. The usual things to cause precipitation of this sort are marbles, waxed floor and rug, grease, a tripwire/cord/rope, a tied cord (from foot to something, for example), a cane, a low piece of furniture slid into the path, etc. The buffoon knows the placement and time for this, and subjects can avoid the event only if they know about its probable use. Base D is "Hard"-"Moderate" against the totally unsuspecting, and R "Difficult" against one prepared. Otherwise, the precipitation occurs, only Joss expenditurereversingit.The buffoon player must announce the purpose of the precipitation: humiliation, delay, or Physical damage. Humiliation makes the subject appear clumsy and foolish. Onlookers will be prone to either be embarrassed for the victim or else to snicker or guffaw at the sight. The subject can then be targeted rather easily for a ploy (see above). Delay is meant to cause one or more individuals (those in the forefront of a group) to be slowed, and in this process suffer minor iqjury a s well. Thus, by this ability the buffoon causes stumbling into things and persons, tripping, bumbling, staggering, falling, careening, sprawling, and s o forth. P l ~ s i c a Damage of from 1D3 to 3D6+3 (such as thii happening l M on a flight of steps) can be caused. The Q will listen to the player's specifications of how the buffoon i delayingthe target(s)and then s aaudicate Difficulty Rating and damage if the K/S roll succeeds. For each 1 point of PD there will be a like delay of 1 CTof time. Sct Minor Traps: To manage this serious act, the buffoon must nuke sorne considerable, often elaborate, preparation beforehand. rp Typically, the persona will ready an area with devices such as t i wires, collapsing furniture, and so on, and then lure the subject@) into the place. For example, a buffoon might wax a floor area, place a light throw rug there, and then weaken a railing, so that avictim will be likely to slip on the rug, fall or slide to the railing, and then pitch through to the space below! The player will have to carefully plot out the whole for the QM, and thenthelatterwill determineDRforsuccess in the K/S roll and the damage. Physical damage wili normally run form 3D3 to 3D6+6, and the target subject wili be rendered unconscious for as many ATs, stunned for a s many BTs thereafter. For instance, if the victim suffered 3D6 PD, and the dice roll came up 11,

then the indivildualwould take 1 1 points of PD, be knocked out for 1 1 ATs, and then in a Dazed state for 11 BTs. The buffoon can prepme one such trap for every 5 points of Buffoonery K/S Area S m P possessed. Thus, at 35 STEEP for example, a buffoon could make and set out seven such Minor Traps. There are eight s r s of Minor Traps: (1) Catching, (2) Damaglng (3) ot Spraying. Gas, (4) Light, (5)Noise, (6)Prank, (7)Severing and (8) Catchingtraps are made so as to hold fast to an object or a part of a person. For example, what seems to be a keyhoie might be f one o these traps. The object caught by such a trap might be lost. The key put into the seeming keyhole, for Instance, might be drawn into the space and sent down to a crack in the floor where it might never be found, save by the buffoon. Victlms can free themselves from such traps in 150 minutes minus their Mental TRAIT score, with a minimum time of 1D3+3 minutes. This minimum applies even if an individual held by this trap uses physical means to destroy the device, or associates do so. Damangtraps are like the minor prop (see above), and when tri~geredwill deliver 2D6 PD points to the vidm. It can be disguised as any normal object the size of a large book or larger. Uas traps, when triggered, will produce a cloud of noisome vapors which cause victims within a fivefoot radius vicinity of the trap to choke and retch. All individuals within that radius will be helpless for 2D3 Critical Turns, then in stunned condition for a like number of CTs. I&&haps cause a very bright flash when a victim triggers them. If the light conditiollsare dim or dark, then all persons within a 1O-foct radiuswill havetheirvisionaffected.7hevidimandall lookingathim/ her or the trap will be blinded for 10 CTr time, five if the light is dim rather than dark 'Ihose individuals not directing their gaze in its M o n will be blinded only for three or one CT,depending on ls darkness or dim conditions. The brilliant light f a hcan be of virtually any hue and can be visible as a beacon d onesecond duration. Noise traps, when tripped, engender a loud bang or similar noise. The sound so produced can be heard for a distance equal to the buffoon's STEEP in feet (in yards when out of doors), regardlessof walls, doors, ceilinp, floors, etc. Obviously, there are some circumstances which will reduce or negate the noisecertainly Heka in action at the time of the triggering would do so. However, the ~ ' u d i c a t i o n left to the GM. is Frank traps cause only some mark, stain, covering or damage of visible or otherwise sensed kind. From a black ring around the victim's eye to a hard-teremove dye on some body portion, through hair clipped short or a bad odor sprayed over the target, the prank trap can be devastating. Perhaps the trap is meant to embarrass the victim, or perhaps to both annoy the victim and at the same time alert the buffoon. Sevaingtrapsare devices designed to cut off snallish, relatively soft things placed within t er area d operation. A finger or a wrist hi might be the subject o such a device's operation. The trap is f mechanical, of oourse, and it can be quite destructive if one is unwary. 'Ihe damage inflictedwlll vary from 3D3+3to3D6+6,and any appendage lost will be a matter d permanency unless sorne form o f Heka Isbrought lntoplay to restore it. (Watchout for thls kind of trapl) 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 f victim, or it can be a volatile, flammable liquid which ignites for o 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 h materials the victim wears, acid which delivers 8D3 PD points, or which to conjure spiritsand other beh@ are nct so gained. For W,t e some sort of poison (q.v.). (This is perhaps the nastiest of all the persona must have either the Occultim (for Preternatuml spirits and n buffoon's arsenal of traps!) kingssuch as Elementariesand Elementals)or Demmdcgy(dwda3i 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 o t econnei3ion.s and similarities behueen Co@mtion and f h 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 of absolute 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 s r s of practitioners for various purpases o their ot f 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 manThe 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, dagto 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, pleadthe 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 have 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 the DK w~ll and what, ifany, preconceived notions the subject hasabout theHP. dedicated is 1,000 B U G . Therefore, a sword of Coqjuration holding Finally, yo~lr effective Attractiveness rating incrrases by one for 2 5 polnts of Heka would cost 25,000 BUCs (material and Heka-

Corporeal spirit or medial being

Knowing Truename

Forging costs). See HeMorglng and Alchemy K/S descriptions. Coqjuration proper concerns all of the above, but it excludes certain ~ e k & s t i r & which are dealt with hereaffer (see the Mythus a Magick book). The type of spirit or being being conjured by the practitioner will determine the Base Difflculty Rating. Other things influencing D of the conjuration are concentration of the persona R performing the a d , the instruments used, Materia, Heka-powering of theglyphs, bribe offeringsor other attractions, means of compulsion, and the spirit name (see Occultism (below), coqjuring name (see Demonology above), or whatever other name (for beings of other, higher, planes and spheres)o the one being brought to the Pentacle. f The difficulty of this is shown on the Conjuration DRs table. Descriptions of the types of beings listed on that table are as follow: Disembodied Spirit:This class includes weaker spirits of the dead, nature spirits (Elementaries), and such non-corporeal things as poltergeists and the like. SemiCorporeal Spirit: This class includes the strong spirits of the dead, lesser spirits of all Preternatural sort, and the weakest of Supernatural spirit creatures. All can form a semi-material body at will, but d o not otherwise have such. Minor Being: This is a minor Preternatural or weak Supernatural creature who has the power to take spirit form. Average imps fall into this class, for instance. Corporeal Spirit: Corporeal spirits are those most powerful nonmaterial creatures able to form a solid body at will. Preternatural vampires and ghosts, for example, fall into this category. Medial Being: This is a more powerful form of Preternatural or Supernatural being. Average demons, for example, fall into this group. Mqjor Being: These are very powerful Preternatural and Supernatural creatures. Oreater Being: Those Preternatural and Supernatural ones of nearmaximum 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 thereafter is not certain. A Special Success means that the conjured one

i s not unwilling t o listen and won't necessarily b e absolutely horrid and obtuse. Failure wastes the Materia and Heka expended, but has no other bad result. A Special Fallure will waste the 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 outside the Pentacle area ...p erhaps inside the coqjuror's own Pentaclel) In order t o "encourage the cooperation" of the conjured one, the individual practicing this K/SArea must also have at hand Castingsof various sorts.Most are aimed at a spirit/ being held in a Pentacle, but some few of these C a s t i q have other purposes. The Ckrade of Casting available to the persona depends on STEEP in the K/S Area (and SubArea), as shown on the Coqjurer Castings table. Divination: This Area is one which enables an individual to fore cast and predict the likely results of a certain action or course of action, or to learn something about an area or thing. (Compare Astrdogy, above.) It also empowers the able persona to use certain Castings of Divinatory nature. Heka points engendered by possession of Divinaffon am equal to the persona'sSWP in this Area plusSpiritual PsychicCapacityscore. Thus, one with STEEP of 20 and SPCap of 20 would have 40 Heka points from the K/Sof Divinaffon.The energy thusgained canbe used for this or any other purpose to which it is suited. The methods used for divination are more varied than those used in astrology and fortune telling. They may be as simple as crystalgazing, buking laurel leaves (daphnomancy),or even makingpredlo ti0m based on inspection of the entrails of sacrificial animals, like a Haruspex. Of course,divination also includes similar techniques as used in astrology and fortune telling i.e., Tarot cards, divining rods, numerology, tea leaf reading, runestone castlng, etc. For game purposes, they are all essumed to deal wlth the future as it pertains to a known or anticipated action. When attempting a divination, the player should specify a certain question to which an answer is desired. It's up the the CM to decide l what kind of answer togive, based on what lies ahead in the scenario

Diviner Castings
Ws S 7 E H Score

Higheat Cast&

Qade Possible

and campaign, and possibly upon how well the HPs are progressing. The answer should be brief and somewhat vague, though not s o vague a s to be meaningless-unless the roll was a Failure. If aSpecial M Failure is rolled, then the answer given by the a will be f a l s e perhapsdisastrously so.This, of course, bringsup anotherpoint-the OM should always secretly make the HP's Divination rolls. The HPs should never be certain if the Divination rolls were successful or not (at least until after the fact!). If the message was vague and/or not applicable to the question, then they can b e pretty sure that it failed, but in the case of a Special Failure, they will have to be very clever to figure out that the results are dead wrong. The D of a Divination roll will be based on the type of question R asked and how specific is the information asked for. Yesflo questions are the easiest to answer and have a base D of "Moderate." R Questions with short (less than 10 word answers) are "Hard," and those with answers of up to SO words are "Difficult." Broad questions R like, "Isthere a monster in the lake?" have no D modification. Slightly specific questions such as, "How deep down is the monster's lail?" are at a D of + 1, and very specific questions such as "In what part of R the lake is the monster's lair?" are at a D of +2. Very complex R R questions might be at an additional + 1 or +2D as well. Some types of q~lestions too broad or specific to be answered at all. "What's are the future of humanity?" or even "What'smy future?" are fartoo broad to be answerable by standard divination techniques. Likewise, there is no way one can use Tarot cards to predict a winning hand of cards (though it may help to determine whether or not an evening of gambling may be successful). An Oracular board might be able to answer such specific questions, but that's a completely different sort of thing than a Tarot deck, and Oracular boards can be STEEP Of&oItlst dangerous as wcll-refer to their descrip Under 2 1 tiori and use in the "Magickal Items" c h a p 2140 ter the Mythus Magick book. 31-40 Hcre are some examples of answers to 41-50 variouslikelyquestionsand how they come 51-60 about: "Can we defeat the monster in the 61-70 M lake?" is one type of question that the a 71 8 0 will hear often. The D for this question is R 81-90 "Difficult" (It starts out at "Moderate" for being a yes/no question and goes up two

for being yerywspecific").Answering this question is easier than you m g t think Just flip to the desuiption of t e b a t and see how it ih h es comparrs with the cum?& party. If it looks as if the party really has it ouhnatched, then answer "Yes,"but if it looks l k t e beast has t e ie h h advantage, then "No"should be t e answer. Remember that divination h 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 M R lait?" our a would roll @nst a D 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 ow receiving this answer, Alyssa would be but a successful Z d roll away from discovering the minimum depth of the lair. SeetheRstrdogyand FortuneTelli~Knowledge/SkiII Areas (qq.v.1 for more information. The made of Casting available to the persona depends on STEEP in the K/S Area (and Sub-Area), as shown on the Diviner Castings table. Fhordsm: 'lhis is a strong and frequentiy utilized KJS Aw3-quit.e natural indeed in such a milieu. The persona with Exorcism ability has Heha generated at the rate of 1point for each 1 point o K/S Area SEEP f in Exorcism, plus 1 point for each 1 point o Spiritual Metaphysical f Capacity. Because of the vast difference between this cmmos and hs others, aqy persona from outside t i milieu with Exordsm abUify applies 20% of that IVS to this m e , but thereaffer there is no "relearning possible, and htther SlEW must be purchased a usual. s In this milieu exorcism is the removal, driving away, and barring from return of various spirits, beings able to assume nonalporeal form, and beings of nonarporeal form. Regardless of the nature of such spirits and beings, they can inhabit wlth the whole or a portlon of their being a place, thing, animal, or person. Individuals with Exorcism ability then utilize their capacity to force the spirit or being in question out of what it is residing in, drive it away, and establish guards to inhibit its return (cf. Aptropaism). The exorcist's skill and knowledge is, of course, reflected by STEEP in Exorcism. There are nine Degrees of exorcism, each such step based on the ability of the exorcist and the power of the spirit or being to be exorcised. Persona's of low level of abilitywill be unable to affect more powerful spirits or being+, and in fact run the risk of being harmed or possessed themselves1 This is hazardous work, too, for it is difficult to determine the Degree of power of the possessing spirit or being in most cases. (Some foreknowledge ability is most useful in such cases!) Degrees of ability are shown on the Exorcist Ability table.

Exorcist Ability
Degree O SpMy8eingARected By eKordsm f 1st: Weak, once-living spirit, or a weak Mundane spirit/being 2nd: Strong,onceiivlng spirit, or a strong Mundane spirlt/being 3rd: Elementary or weak Preternatural spirit/being 4 h Strong Preternatural spirit/belng t: 5th: Weak Supernatural spirit/being 6 h Moderate Supernatural being (Power) t: 7th: Strong Supernatural being (Quasideity) 8th: Cireetes9 Supernatural being (Demigod) 9th: Weak Entital being
II

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. 01 After using the wash, the exorcist must anoint with a special 1: six of which involve special items. All of the following items must be oil the place, thing, or person to be exorcised o the possessing spirit/ f 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 o verses f 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 a (ben~gn) Darkncss and R 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 D Modifiers R 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~nligant burning, and the smoke fills the air, the being as precisely as possible, the exorcist rnust then deliver reis cxorcist must use the wash liberally. Asmall thingor person isactually bukes. Rebukes must effectively revile, censure, condemn, casti1,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 -3 degrees Unknown type (spirit or being) 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 -1 degree Preternatural, Supernatural, Entital) must be uscd if the exorcism has not succeeded. -1 degee Unknown power (weak, moderate, strong) 5. Inccrisc: When the fumigant is nearly exhausted, -1 degree Unknown name the cxorcist must sct alight the specially prepared in+1 d m Two names known (not 'Ruenames') ccnsc. Ttic smoke of the incense must be of an odor + 2 degrees Overlord of possessor known rcpcllnnt to the spirit/beingto be exorcised. It will cost +3 degrees Half (only) of lhrenarne known I~ctwccri and 300 BUCs ( 3 D 10x 10). but if it is burn30 +7 degrees Wename* known 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 o 'Ruename. f 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 correctness 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 each detail of history. (The latter can be telling on the spirit/being!) 9. Reading The Verses: When naming and rebukes are finished, and while the candles and incense are still burning, of course, the exorcist must then begin reading from a scroll or book containing verses of a nature which are opposed to (preferably ini,mically so)that of the possessing spirit/being, while supplicating powers of such opposition to aid the exorcist in the exorcism of the subject. If the verses being read are of correct sort as defined above, then the rite is nearing its completion. At this point, the subject spirit/being rnqy attempt to leave willingly. (The OM will announce this to the persona.)The exorcist may allow voluntary dispossession, or may immediately attempt to launch a blast of Hekaat the subject. This ischancy with subjects of power, for they might turn and have battle with Heka forces, so the HP is cautioned: If in doubt, let the spirit/being leave! (The garnemaster will handle all matters of combat if a subject voluntarily giving up possession is assaulted before it can leave.) It is during this reading of verses that the only K/S check needs be made, and that only If the subject has not voluntarily abandoned the possession. All Heka generated by the items of exorcism (candles, incense, etc.) that galned from favorable degrees (in Spoint incrernents) or lost (ditto), plus Heka from the exorcist at a minimum expenditure of 25 points (no maximum), is totaled to arrive at a final amount which isgoing into the rite. That is the base amount which will affect the subject if the rite succeeds. Assuming that the persona is capable of successful exorcism, then the Difficulty Rating of the task is determined by consulting the Exorcism D table. R Multiple Possessors: Only one spirit/being can represent multiple

Exorcism DR

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possessors, and whatever happens to the chief one happens to all others. However, in addition to making the Difficulty Rating worse, these added spiritpeing possessors are also able to bolster the effective Spiritual TRAIT of their chief by lending part of their own Spiritual force to that one. However, each such additional possessor adds but 1 point, and they cannot lend their Heka to the chief spirit/ being, so multiple possession is rare (and dangerous to the possessors, too...). There are certain rare and invaluable objects of power which enhance the ability of exorcists with respect to the Degree of their capacity against powerful opponents. Some will also enable ability when faced by multiple possessors. Consult with your gamemaster regarding these items. Any exorcism with a DR of greater ease than "Easy"automatically succeeds and destroys the possessing spiritjbeing of Supernatural or lesser sort. Any exorcism with a D above "Extreme" (or is a R Special Failure) automatically fails and exposes the exorcist to Spiritual damage and/or the risk of possession. Spiritual damage occurs if theSpiritualTRAlTof the possessor is higher than that of the exorcist. Any difference in favor of the possessor is scored as Spiritual damage against the persona attempting exorcism. (For example, the persona has an S TRAlTof 1 10 and the possessor's is 150, s o the exorcist then takes 40 points of SD.) A K/S versus K/S contest then takes place with S TRAITS of exorcist and possessor being used. The exorcist also counts the Heka expended in the exorcism, and may add additional points; however, the possessing spiritlbeing may also expend Heka to win the struggle, and therein lies the problem ... 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 possessing spiritfbeing until it frees them or is exorcised. 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 sent to dispossess the spirit/being; and if dispossession occurs the exorcist automatically gains, then and there, lD3STEEPpoints in this K/S, double with an extra 1 point if dispossession destroyed the subject or banished it from the plane/sphere. Failure simply means that the exorcism didn't work at all. All items which expend themselves are worthless. All Heka utilized is lost. Special Failure is 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 t & as with t e d h e r methods of dlvlnatim, the h h gamemaster should secretly make t e m to detennjne suocess o h U r faliure. Castingsusedin thk K/S a e detaUedin the MyWmMq#ckbook r '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

place, thing, or person. Supernatural beings dispossessed cannot enter the plane/sphere (are banished) from which they were so dispossessed for as many years as there were points of Heka exceeding their Spiritual Effective Level. Entital beings dispassessed are treated likewise, and if their S TWilT is exceeded by the Heka blast, they are confined to their own plane/sphere for as many years as their STRAIT was exceeded, and in that period of time they suffer a Heka power loss of 1O/O per point of Heka which exceeded their Spiritual TRAIT (ouch!). Exorcist Castings: exorcists also have a limited number of Castings which they can utilize. Note that most of these are of the sort aimed at discovering things about spirits/beings, used for making items of exorcism, protecting the exorcist during the course of a rite, etc. (See the Mythus Masick book for details.) The Cirade of Casting available to the persona depends on STEEP in the K/S Area (andsubArea), a s shown in the Exorcist Castings table. Fortune Telling: This K/S is similar in nature to Divination, but unlike that and other Knowledge/Skill Areas which attempt pmgnostication, the Fortune Telling K/S Area pertains mainly to the individual, or to an individual being queried about. That is, it does little in the way of predicting the outcome of some event or actlon, but it answers broad and general q u e s t i o ~ m e f f m e specific ones s tocnegarding a person. The SubAreas of Fortune Telling area: 1. Card Reading (includes Tarot) 2. Palmistry & Phrenoloay 3. Runes (includes I-Ching) 4. Tea Leaf Reading Only one Sub-Area can be known until the persona gains 4 1 or more STEEP points, at which time a second Sub-Area may beselected 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 il conditions which are fixed in an adventure; i.e., the opponent wl be

Herbnlism: F r t the reader is aletted to the fact that, in thls milieu, is, the Herbalism K/SArea also gives the possessor information regarding 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 as mystical properties found in natural vegetation. The HP can brew up various types of natural concoctions (tinctures, infusions, oils, powers, etc.) from poisons, to antidotes, to love philters, to sleeping pills via the use of this K/S Area-provided that the proper herbs can be found, of course1 Various forms of plants contain medicines in their bark lea~es, flowers, fruit, sap, roots,etc. Uses of these natural substances rarqe from healing to curing diseases. 'Ihus the persona with Herbalism skill can accomplish the following: (1)Heal Physical damage a t double the normal rate at a D of R "Moderate.' (2) Heal Mental damage a t a rate of STEEP x O.Z/day, if a R successful roll against the K/S at D "Hard" is made. Round decimals down (asusual) when findingthe amount of MD healed. One K/S check suffices to begin the course of treatment. (3)Heal Spiritual damage at the rate of S'l'lXPx 0. llday, if a successful roll against the K/S at D "Difficult" is made. 'Ihls i R s otherwise the same as healing Mental damage. (4) Cure disease at double normal rate at a D of "Very DiffiR cult."Treatmentof adisease at normal rate isonly "Moderate" D R f if the disease is known t o the Herbalist, "Extreme" I it is unR known, as shown in the Cure Disease D (Herbalist) table. (5) Immunize against disease weekly at the DRs for "Curing," above; i.e., "Moderate' for a known disease, "Extreme" for an unknown one.

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potions, bal&,bointments, etc, from the various Reagents as well as for other purposes. (See the Mythus Magick book.) The arade of Casting available to the persona depends on STEW in the Herbalism Commonness d Disease DR K/S, as shown on the Herbalist Castings table. Common to area Moderate Impersonation: This Area has two great divisions. The flrst is Uncommon to area Hard impersonation o a general nature. The second is Impersonatlon of a f Rare to area Difficult specific sort. Each o these two types o use will be detailed below. f f Uncommon evetywhere Very Difficult Before that, however, be sure to refer to the Mental Knowledge/Skill Rare everywhere Extreme 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 o these two abilities. f 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 o treatment is of class or role or kind, not of a specific individual.This is the easier f 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, o course. Personas impersonating f 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 D penalty and must make a K/S R A s noted, Herbalisrn allows a fair knowledge of vegetable toxins, check for each and every such person o the class they closely interact f 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 ATIRIBUES or K/Sroll D is "Moderate," and he easily makes his score with a STEEP acs and love potions, potions which temporarily i n R 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~ll is frequently studied by the same personas who are make a successful K/S roll for each, a D "Hard"--suddenly the job and t R 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 indivlducould 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 Herbalist Castings famous exanlples. (There are also mineral Reagents, of course, but H p e S E E P Score Highest Wg Qade P d b I e n the herbalist is not concerned with these substances.) As there are 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

Cure Disease DR (Herbalist)

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 o such Imperson- then that individual will become effectively under hypnosis after a f 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 postimpersonated, 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 D will be modified downwards in all likelihood. Gamemasters again. Affected subjects can b e controlled in the same manner as if R 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 addistudy of the role, etc. will help keep the D from slippingdown into the tional rolls on the part of the magnetist to be maintained. Any R "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 Failabout anything which isn'tworkingand needs to be put intooperating ures inflict the damage on the subject1 This Spiritual healing may be order. The D for performing such a feat will vary greatly and depend attempted but once per day per subject. R There are no other functions of Mapetlsm, but this K/S is otheron how skilled you are with the type of item being worked on (it's 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 R whatsoever. (That is, if you can beat a D 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 I said to be the cause of all sickness s 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 P CAlXiORY of 4 0 and the benefit of both regular and Oriental M 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 Acupunctism (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 D to be determined by the activity performedR 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 D two levels easier than usual. A number of ATs others. Another option b to add a 10%of STEEP bonus to disease R 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.~.), it allows the medium to use a dwwmercraeft-style ritual to and 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 be bound or forced to appear within a Pentacle by the use of Mediumship. The medium b likewise unable to force the spirit to leave, so be careful not to make it angry1 The medium will, if the spirit entity so deslres, contribute ectoplasm to the said spirit when it is in the presence of the persona. For each point of STEEP involved in the process (and that includes all members of the seance group), the spirit can draw 0.5 points of Partial Physical Manifestation. If there is sufficient force present to allow thespirit todraw over 100 points, It can then use theectoplasm to create a Full Physical Manifestation with half the Partial Physical Manifestation value. For example, a persona with the Mediumship K/S at aSTEEP of 80 isjoined by agroup of others in a seance to bring the total Mediumship STEEP involved to 160. A spirit appearing could have a Partial Physical Manifestation of 8 0 points (of ectoplasm). However, if at a later time, others joined to bring the combined STEEP utilized to 2 10, the spirit could have a Partial ectoplasmic Physical Manifestation of 105, or a Full ectoplasmic Physical Manifestation of 52. There is a corresponding loss in Physical TRAIT points from each persona involved until the spirit dematerializes and the ectoplasm returns to the individuals involved. If a loss brings a persona below WL, CL, or P total, then Dazing (below WL) or unconsciousness (below CL or P total) results until the ectoplasm returns. If unconsciousness lasts beyond a number of hours equal to P total, the persona will die1 Otherwise, ectoplasm loss will be replaced a s are Physical points at the normal rate of healing. The gamemaster may rule that there are magickal Castings to prevent loss of ectoplasm. Likewise, the a may allow such K/S M Areas as Mysticism, DweomercrteR and/or Yoga to prevent unwilling loss of ectoplasm. The Qrade of Casting available to the persona depends on SEEP in the K/SArea, as shown in the Medium Castings table. Metaphysics:By means of this KnowledgeISkill Area, a persona is able to study and know that which is unseen and not normally measurable. It is an understanding of the multiverse, and in particular the other planes and spheres beyond the material ones. It also deals with existence as a being. Metaphysics also considers what is knowledge, knowable, and reasonable. For game purposes, this K/S conveys knowledge of a sort opposite to Demonology. That is, it allows the individual to understand and know the nature of and the beings
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