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DI #2 (Late-September 1994)

TABLE OF CONTENTS
1.
2.
3.
4.
5.

Rules: Tom's Mythus Prime, Part 1


Rules: Adam's STEEP Incline
Magick Items: Daggers
Enemies: Really Tough Extra-dimensional Assassins
Finis: Notes from Hawkeye

Tom's Mythus Prime, part 1


RULES: There is a ton of space for new rules or "house" variations in Mythus. Here's where we'll take the
best (okay, 'sort of best') rules which people have created...
Tom (BluSponge@AOL.com)
This part, in a series of at least two, lists all of the Vocations that Tom has 'fixed' for use in his Mythus Prime
campaign. It includes a listing, with Primary TRAIT and Minimum SEC, a revised K/S listing for use therein,
TRAIT limitations to Heka-Generating K/S Areas,
=====> Available Vocations
Vocation
Primary TRAIT
Alchemist
Mental
Assassin
Physical
Astrologer
Spiritual
Bandit
Physical
Burglar
Physical
Cavalier
Physical
Demonurgist
Mental
Doctor/Surgeon
Mental
Engineer
Physical
Dweomercraefter
Mental
Black
Elemental
Green
Gray
White
Mercenary/Soilder
Physical
Merchant
Mental
Mountebank
Mental
Mystic/Seer
Spiritual
Pirate
Physical
Poet/Musician
Mental
Priest
Spiritual
Riverfolk
Physical
Scholar
Mental
Seafarer/Mariner
Physical
Street Youth
Player's Choice
Thaumaturge
Spiritual
Theurgist
Spiritual
Thief
Mental or Physical

Minimum SEC
5
1
4
1
2
6
5
4
4
1
4
1
4
5
1
4
1
2
1
3
Varies by Mythos
1
5
2
1
3
5
1

Wisewoman/
Wiseman

Spiritual

=====> Revised Available K/S Area Lists by TRAIT


**Mental K/S Areas**
Agriculture
Appraisal
Biography/Genealogy
Business Administration
Criminal Activities, Mental
Demonology*
Engineering
Gambling
Gemology
History
Law
Mathematics
Navigation
Political Science
Rarities
Toxicology

Apotropaism*
Astronomy
Botany
Chemistry
Deception
Dweomercraeft*
Foreign Language x
Games, Mental
Geology/Mineralogy
Influence
Magick*
Military Science
Perception (Mental)
Public Administration
Subterranean Aerth

**Physical K/S Areas**


Acrobatics/Gymnastics
Boating
Combat, HWs, Missile
Combat, HTH, Non-Lethal
Disguise
Escape
Handicrafts/Handiwork
Mountaineering
Police Work
Seamanship
Survival
Tolerance

Arms & Armor


Combat, Hand Weapons
Combat, HTH, Lethal
Criminal Activities, Physical
Drawing
First Aid
Hunting/Tracking
Perception (Physical)
Riding
Smithing/Welding
Swimming/Diving

**Spiritual K/S Areas**


Alchemy*
Astrology*
Conjuration*
Impersonation
Leadership
Multiversal Planes & Spheres
Mysticism*
Necromancy*
Painting (Artistic)
Priestcraeft*
Sorcery*
Thespianism

Animal Handling
Charismaticism
Herbalism*
Jury-Rigging
Metaphysics*
Music Composition
Nature Attunement
Occultism
Phaeree Folk & Culture
Religion*
Street-Wise

* Heka-generating K/S
x Handled specially, see Mythus Prime Rules Description
K/S Areas indented are described in full in the Advanced Dangerous Journeys
rules.
=====> TRAIT Limitations to Heka-Generating K/S Areas
Trait Total Heka-Generating K/S Area Limit* Note: This can be an important
variable to a Persona's Vocation bundle. If TRAIT limitations require the
removal of excess Heka-Generating Areas, simply increase
Under 30
: 1
one other Heka-Generating K/S Area by one level (i.e. 20-

31-40
41-50
51-60
61-70
71-80
81 and above

: 2
: 4
: 7
: 9
: 11
: 15

25, 25-30, etc.) and allow the persona bonus K/S Area
choices to fill in empty slots in the Vocation bundle.
*With respect to Spiritual K/S's, the Priestcraeft and
Religion K/S Areas are treated as one for the persona.
This is the only exception to the limit given.

=====> Heroic Persona Vocations


Alchemist (Mental TRAIT)
Alchemy*
Chemistry
Dweomercraeft*
Mathematics
Foreign Language: Anndarik

30
25
20
20
15

Assassin (Physical TRAIT)


Toxicology
Combat, Hand Weapons
Street-Wise
Criminal Activities, Physical
Disguise
Astrologer (Spiritual TRAIT)
Astrology*
Astronomy
Foreign Language (choice)
Multiversal Planes & Spheres
History

S
M
M
M
M
30
25
20
20
15
30
25
20
20
15

M
P
S
P
P
S
M
M
S
M

Botany
Geology/Mineralogy
Magick*
Drawing
Handicrafts/Handiwork

25
20
20
15
10

M
M
M
P
P

Combat, HTH, Lethal


Combat, Hand, Missile
Criminal Act., Mental
Deception
Escape

25
20
20
15
10

P
P
M
M
P

Mysticism*
Biography/Genealogy
Mathematics
Metaphysics*
Combat, Hand Weapons

25
20
20
15
10

S
M
M
S
P

Bandit (Physical TRAIT)


Combat, HTH, Lethal
Combat, Hand Weapons
Criminal Activities, Physical
Gambling
Jury-Rigging

30
25
20
20
15

P
P
P
M
S

Combat, HTH, Non-Lethal


Combat, Hand, Missile
Deception
Handicrafts/Handiworks
Criminal Act., Mental

Burglar (Physical TRAIT)


Acrobatics/Gymnastics
Combat, Hand Weapons
Appraisal
Criminal Activities, Physical
Jury-Rigging

30
25
20
20
15

P
P
M
P
S

Escape
Combat, HTH, Lethal
Deception
Street-Wise
Combat, Hand, Missile

25
20
20
15
10

P
P
M
S
P

Cavalier (Physical TRAIT)


Combat, Hand Weapons
Biography/Genealogy
Combat, Hand Weapons, Missile
Leadership
Political Science

30
25
20
20
15

P
M
P
S
M

Arms & Armor


Combat, HTH, Lethal
Gambling
Military Science
Survival

25
20
20
15
10

P
P
M
M
P

Demonurgist (Mental TRAIT)


Sorcery*
Occultism
Metaphysics*
Handicrafts/Handiwork
Influence

30
25
20
20
15

S
S
S
P
M

Dweomercraeft*
Demonology*
Foreign Language (choice)
Apotropaism*
Magick*

Doctor/Surgeon/Physician (Mental TRAIT)


First Aid
30
P
Drawing
25
P

Botany
Chemistry

25
20

25
20
20
15
10

P
P
M
P
P

25
20
20
15
10
M
M

M
M
M
M
M

Mathematics
Foreign Language (choice)
Handicrafts/Handiwork

20
20
15

M
M
P

Herbalism*
Influence
Games, Mental

Dweomercraefter (Mental TRAIT)


Dweomercraeft*
Magick*
Foreign Language (choice)
Games, Mental
Chemistry

30
25
20
20
15

M
M
M
M
M

Alchemy*
Herbalism*
Handicrafts/Handiwork
Jury-Rigging
Botany

Engineer (Physical TRAIT)


Engineering
Combat, Hand Weapons
Combat, HTH, Non-Lethal
Mathematics
Foreign Language (choice)

30
25
20
20
15

M
P
P
M
M

Handicrafts/Handiworks
Combat, Hand, Missile
Jury-Rigging
Military Science
Leadership

Mercenary/Soilder (Physical TRAIT)


Combat, Hand Weapons
30
Escape
25
Street-Wise
20
Combat, HTH, Lethal
20
Combat, Hand Weapons, Missile 15

P
P
S
P
P

Criminal Act., Physical


Gambling
Survival
Combat, HTH, Non-Lethal
Criminal Act., Mental

25
20
20
15
10

P
M
P
P
M

Merchant (Mental TRAIT)


Appraisal
Business Administration
Influence
Combat, Hand Weapons
Foreign Language (choice)

30
25
20
20
15

M
M
M
P
M

Deception
Charismaticism
Rarities
Combat, HTH, Non-Lethal
Games, Mental

25
20
20
15
10

M
S
M
P
M

Mountebank (Mental TRAIT)


Criminal Activities, Mental
Gambling
Criminal Activities, Physical
Street-Wise
Deception

30
25
20
20
15

M
M
P
S
M

Combat, Hand Weapons


Appraisal
Impersonation
Survival
Alchemy*

Mystic/Seer (Spiritual TRAIT)


Mysticism*
Occultism
Deception
Metaphysics*
Astronomy

30
25
20
20
15

S
S
M
S
M

Astrology*
Conjuration*
Foreign Language (choice)
Handicrafts/Handiworks
Combat, Hand Weapons

Pirate (Physical TRAIT)


Combat, HTH, Lethal
Combat, Hand Weapons
Criminal Activities, Physical
Seamanship
Foreign Language (choice)

30
25
20
20
15

P
P
P
P
M

Combat, HTH, Non-Lethal


Combat, Hand, Missile
Navigation
Jury-Rigging
Deception

25
20
20
15
10

P
P
M
S
M

Poet/Musician (Mental TRAIT)


Music Composition
History
Mysticism*
Games, Mental
Combat, Hand Weapons

30
25
20
20
15

S
M
S
M
P

Biography/Genealogy
Influence
Thespianism
Rarities
Handicrafts/Handiwork

25
20
20
15
10

M
M
S
M
P

Priest*

(Spiritual TRAIT)

20
15
10

S
M
M
25
20
20
15
10

S
S
P
S
M

25
20
20
15
10

P
P
S
M
S

25
20
20
15
10

P
M
S
P
S
25
20
20
15
10

S
S
M
P
P

Priestcraeft*
Metaphysics*

30
20

S
S

Religion*
Influence

25
15

S
M

Riverfolk (Physical TRAIT)


Boating
Combat, Hand Weapons
Animal Handling
Swimming/Diving
Herbalism

30
25
20
20
15

P
P
S
P
S

Nature Attunement
Combat, Hand, Missle
Survival
Botany
Tolerance

25
20
20
15
10

S
P
P
M
P

Scholar (Mental TRAIT)


History
Alchemy*
Foreign Language (choice)
Metaphysics*
Religion*

30
25
20
20
15

M
S
M
S
S

Biography/Genealogy
Foreign Language (choice)
Magick*
Influence
Leadership

25
20
20
15
10

M
M
M
M
S

Seafarer/Mariner (Physical TRAIT)


Navigation
30
M
Boating
25
P
Combat, Hand Weapons
20
P
First Aid
20
P
Jury-Rigging
15
S

Seamanship
Combat, HTH, Non-Lethal
Combat, Hand, Missile
Foreign Language (choice)
Survival

25
20
20
15
10

P
P
P
M
P

Street Youth ** (Player's Choice of


Street-Wise
30
Criminal Activities, Mental
25
Charismaticism
20
Criminal Activities, Physical 20
Gambling
15

TRAIT)
S
Escape
M
Appraisal
S
Combat, HTH, Non-Lethal
P
Deception
M
Thespianism

Thaumaturgist (Spiritual TRAIT)


Conjuration*
30
Metaphysics*
25
Demonology*
20
Handicrafts/Handiwork
20
Influence
15

S
S
M
P
M

Mysticism*
Occultism
Foreign Language (choice)
Apotropaism*
Magick*

Theurgist (Spiritual TRAIT)


Priestcraeft*
Conjuration*
Magick*
Combat, Hand Weapons
Foreign Language (choice)

S
S
M
P
M

Astrology*
Dweomercraeft*
Occultism
Handicrafts/Handiworks
Religion*

25
20
20
15
10

M
P
P
P
P

Criminal Act., Physical


Deception
Street-Wise
Appraisal
Disguise

30/20
25/20
20
15
10

30
25
20
20
15

Thief (Mental or Physical TRAIT)


Criminal Act., Mental
30/20
Combat, Hand Weapons
25
Combat, HTH, Lethal
25/20
Acrobatics/Gymnastics
20
Escape
15

Wisewoman/Wiseman (Spiritual TRAIT)


Apotropaism*
30
M
Herbalism*
25
S
Religion*
20
S
Nature Attunment
20
S
Occultism
15
S

Handicrafts/Handiwork
Priestcraeft*
Agriculture
Conjuration*
Animal Handling

* Priests receive a customized bundle based on their Patron deity.


covered in the Mythos section.

25
20
20
15
10

P
M
P
M
S
25
20
20
15
10

M
S
M
M
M
S
M
S
P
S

25
20
20
15
10

P
M
S
M
P
P
S
M
S
S

These are

** Street Youth HPs have the following restrictions:


a) the age of the HP must be 16 years
b)
TRAIT pool is reduced to 80
c) persona is illiterate
d) no riding K/S may be possessed
e) HP gains double the standard contacts

That's it (finally) for this article. More will be coming in future issues, so be warned!! :)

Adam's STEEP Incline


Adam Mortara (akmortar@midway.uchicago.edu)
Since we know that HPs start off with some STEEP levels in the 40+ range, (unless they play in Hawkeye's
campaign :) I have come up with a very simple way to limit HPs advancement without giving them extrameager AP/G portions. I feel that HPs should be encouraged to improve more than just one K/S, so aftger 9
sessions I don't have some Hack who's got a 100 STEEP in Combat, Hand Weapons but hasn't taken any
advance in any other K/S.
With this rules modification, I still stick to the 5 AP/session limit on each K/S. As you can see from the table
below, this makes the HP consider advancing lower-STEEP K/S Areas much more because it is so costly to
advance his higher STEEP K/S.
STEEP
01-50
51-60
61-70
71-90
91+

AP Cost Multiplier
1
2
Multiply your normal cost of STEEP by the multiplier on
3
the table to determine how much it will actually cost
4
you to move up 1 STEEP point.
5

This method also makesthe system much more logical. It should be harder to proceed from a "doctorate"
level STEEP to a "Nobel-prize winning" STEEP than it is to grasp the basics of a K/S, and this sytem reflects
it, without hurting the HPs much at all (except those players that want killer warriors!).

Magick Items: A Trio of Daggers


Here are a couple of nasty little implements. I've used them in one way or another in my campaigns, and they
all work quite well...
I haven't included any kind of background or creation notes for any of them. I figure, if you like them,
include them in your own campaigns, and you can then determine other information on your own time...
Hawkeye (v105nk9r@ubvms.cc.buffalo.edu)
Multiplier: This ornate, jewelled dagger has a surprising effect when thrown. While in the air, travelling at
the target, it magickally splits into four separate blades. These either all hit or miss, and when they hit each
rolls for Strike Location separately. The dagger also has 5 additional WP.
Backbiter: Somehow, this stiletto knows when it is being used during attacks which utilize surprise and/or
ambushing. If either situation occurs, it will vibrate quickly and faintly glow dark red. When used during

such an attack, Backbiter subtracts 10 from any Strike Location rolls, and adds one to the multiplier. This
effect only works during the CT that the trap or surprise is sprung on its victims.
Frostbite: This thin, intricatly carved dagger is made of pure white iron. It almost looks like a solid white
icicle, and when unsheathed, burns with an icy blue flame. Anyone within a foot or so can feel the cold
emanating from the blade. The dagger has +5 WP, and will do an additional 1D6 Cold PD when used. The
1D6 is multiplied by a 1D3 Exposure Roll, and is also affected by the Strike Location roll. Add the two
multipliers together to get the final one. For example, if you hit and roll Vital (x2) and Frostbite gets a x3
Exposure roll, it'll do 1D6x5 PD.

Adam's Extra-dimensional Assassins


I love villains. These guys are especially nasty. I feel sorry for Adam's players! See my quick note at the end
of the article, and keep on sending them on in!!
Name: Haru
Size: Human
Initiative: Human
Move: 92yds/BT
Joss: 0
Dodging Factor: 5%
Mental 58
MR
26
MRCap 10
MRPow 8
MRSpd 8

MM
MMCap
MMPow
MMSpd

Invuln.
Cold, Spiritual Attack
Susceptible.
Chemical (x2)

32
12
10
10

Physical 92
PM
40
PN
PMCap 15
PNCap
PMPow 15
PNPow
PMSpd 10
PNSpd

Attacks:
Dagger(x3)
Crossbow, M
Spurs (x2)

BAC
40
37
40

T
P
P
P

Spiritual 60
SP
30
SM
SPCap 10
SMCap
SPPow 10
SMPow
SPSpd 10
SMSpd

52
18
18
16

30
10
10
10

Dmg
2D6+3
3D6
2D3+3

Armor (Average Values):


P 10 C 13 B 12 F 6 Chem 0 Stun 9 Elec 1
K/S Areas:
Criminal Activities, Physical
Combat, Hand Weapons
Combat, Missile Weapons
Toxicology

40
35
30
70

Description: The Haru average about 5'3" in height and appear on this plane as a small humanoid with bright
orange eyes, and a light layer of brown fur. When in public, they wear dark cloaks and other such clothing to
appear human and hide their appearances. The Haru also have a retractable bone spur in both of their wrists
and both feet which they can use in combat as a natural weapon.
Game Notes: The Haru are a race of extra-dimensional assassins, summoned by means of Black
Dweomercraeft to serve. They always operate in groups, the number determined by the STEEP of the Caster
(see below).
Their weaponry consists of glass-bladed daggers and glass-tipped crossbow bolts filled with their trademark
poision, the Black Death, a sludge-like substance of the darkest color.
Black Death: STR: 100

ER: 1D10 days

Longevity: 10 weeks
Form: Paste

Purpose: Injury

When an attack is made with either the dagger or crossbow, the poison will be successfully delivered if:
1. The victim is brought to their WL in Physical damage
2. The attack is an Ultra-Vital or Super-Vital hit and the victim fails a 'Moderate' roll against their PM
Category.
**The Haru, due to their expertise at assassination, gain a -5 bonus on the Strike Location Table.
Summon Haru Ritual
Black Dweomercraeft Casting Grade VIII
Time: 1 month
Area: na
Distance: 100ft
Materia Cost: 1000BUCS/Haru

Other Heka Costs:


R&D: None
Other: 50 Heka per Haru

E/F/M: This Casting, for which the materia is a piece of the hardest obsidian in the shape of a sphere, causes
a number of Haru equal to 5 + 1/20 STEEP of the Caster to be brought to this plane to do the bidding of the
Caster. They will accept any order the Caster gives them except one which will bring harm to themselves.
At all times, the Caster must be within 5 miles of the Haru, and he must also supply the various exotic
ingredients the Haru need to manufacture their trademark poison, the Black Death. This is figured into the
Materia Cost for the Casting.
The Haru will take their orders from the Caster via a limited telepathy, and will at all times attempt to conceal
their nature from the general public. They will operate chiefly at night, obviously. The Haru are fierce
opponents, and will fight an intended victim until death. However, if someone else attacks them, they will
defend themselves with prudence (i.e. they will flee if things are going poorly).
Ed. Note: These guys are really tough, esp. with the poison! I'd make either the Materia Cost a lot higher
(x10, say), and/or make each Haru cost far more Heka to summon (say, 250 or so...). Just my opinion of
course, but since I'm the editor, you all have to hear it! ;-)

Finis: A Quick Note from Hawkeye


Okay, well, that's all for now! I hope this wasn't too late for you all to stay interested, but it's not all my fault!
I was sitting around for a while, begging for submissions. I got enough, and I have some for next issue, but I
am always looking for more! If you don't see your stuff here, it's on the list for next issue, but with Tom's
Prime rules taking up a lot of space, I didn't want this to go too far.
Next issue, assuming I can get Bill to do a little editing for me, we'll have his complete listing of all the K/S's
he knows of. We'll also probably have the second part of Tom's Mythus Prime 2nd Edition. I'll be tossing in a
couple of interesting bits of jewellry for your HP's (some good, some real nasty!). And, there'll be a couple of
monsters to toss at them, maybe even to guard the jewellry! So, see you then!
Now, I'm conducting a little questionnaire. Please do me a favor and give me simple answers to these
questions:
1.
2.
3.
4.

Is this stuff interesting? (I'm hoping yes, of course!)


Do you want this to be longer or shorter?
What format (other than ASCII) would you like this sent in?
When are you going to send me a submission?

IMPORTANT: I know that originally I wanted to send out a version of this in WP6.0 format, but thus far,
only 4 out of 40 people want it, so for now, I'm scrapping that idea. I especially want you to vote on question
3, so that if enough people want one or two other formats, I'll do them...otherwise, it'll have to stay in ASCII
(except maybe for me! ;-)).
That's it. Remember, no matter _what_ you send to me, I'll put it in. Don't be shy--that'd be the doom of this
periodical. I am loving this idea, and I really want to continue, but I can't do it all alone (am I sounding like a
broken record??).
Loving Every Minute of It: Hawkeye
Back to the index.
msphil@widomaker.com

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