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1.

Choose Sex
2. Choose age. Starting age is assumed to be 25.

3. Roll for Socio-Economic Class

4 Roll for Birth Rank

* 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 and of each of your parents. If one or both of them were also a 7 th child,
then , as per legend, you have been specially gifted! Roll again on the Special 7 th Child Table, Mythus Rulebook p
103.

5.

Roll for Quirks and Counter Quirks MCB 107-108/111 (OPTIONAL)

6.

Roll for (or chose) Race MCB 110

7.

Find Place of Origin Epic of rth 241-268

8.

Chose Nationality Epic of rth 241-268

9.

Chose Ethos and Religion MCB 196

10. Roll for Attractiveness MCB 102


Roll 2D6 + 8 and consult:

11. Find/Choose Complexion, Hair length and color, eye color, General Dress, etc. N/A
12. Roll for handiness MCB 109
NOTE: Ambidexterity = Weapons Special Skills K/S Area (Florentine)[PNCap+2d10]

13. Roll for Joss MCB 102


Joss Roll Modifier
Starting
SEC
Modifier
1
+20%
2
+15%
3
+10%
4
+5%
5
----6
-5%
7
-10%
8
-15%
9
-20%
This table modifies the Initial
Joss Roll by making poorer HPs
more likely to be lucky than
richer HPs

Initial Joss
D% Roll
01-08
09-16
17-24
25-31
32-38
39-46
47-53
54-61
62-69
70-76
77-84
85-92
93-00

Joss Factors
2
3
4
5
6
7
8
9
10
11
12
13
14

14. Roll for Money MCB 114


Initial HP Finances
SEC Level

1
2
3
4
5
6
7
8
9

Net Worth

3D3+5x10
5D5+3x20
3D3+5x50
5D10x200
5D5+5x500
10D10+10x1,000
1D20x10,000
3D20x10,000
5D20x20,000

Bank Accounts

Nil
Nil
Nil
Nil
1D3x1,000
3D3x2,000
1D20x1000
3D20x1,000
5D10x2,000

Cash on Hand

5D10+10
3D5x20
5D3x50
5D6x20
5D6x50
5D10x100
1D20x500
3D10x1,000
5D10x1,000

DMI

Nil*
Nil*
Nil*
Nil**
3D3x10
3D6x50
1D20x100
2D20x100
5D10x200

* This not only means no spending money, but insufficient BUCs to survive from day to day without gainful employment after
Cash on Hand is gone.
** If the GM wishes, this sort of individual can be assumed to have sufficient monthly stipend to live most frugally without
employmentin an unheated loft on stale bread and boiled vegetables at best! Some form of employment is recommended
for this lowest of the freeman class.
Plus a horse (or other common steed) of 4D3x1,000 BUCs value. The Physical TRAIT of such a steed is equal to 120 plus
1 point for every 1,000 BUCs value of the animal.
Plus a horse (or other common steed) of 6D5x1,000 BUCs value. As above, the steeds Physical TRAIT is equal to 120 plus
1 point for every 1,000 BUCs value.

SEC Vocations Table


Vocations
TRAIT
ALCHEMY
Alchemist
Apothecary
ARMS
Cavalier
Physical
Engineer
Mercenary/Soldier
Physical
DWEOMERCRAEFT
Black School
Elemental School
Mental
Gray School
Green School
White School
MYSTICISM
Astrologer
Diviner
Fortune Teller
Soothsayer
OUTLAWRY
Assassin
Bandit
Mountebank
Pirate
Spy
Thief
PRIESTCRAEFT
Healer
Priest
Theurgist
Wisewomen/Wiseman
PRIMITIVE VOCATION
Hunter
Medicine Man
Seer
Shaman
Spiritual
Warrior
Witch Doctor
SCHOLAR
Philosopher
Poet/Musician
Sage
VOYAGER
Explorer
Physical
Merchant
Seafarer
Physical
OTHER
Actor/Entertainer
Spiritual
Courtier
Mental
Forester
Physical
Martial Monk
Miner/Prospector
Physical
Street Youth
Witch Finder

SEC
Level Range

HP SEC
at Start

5-9
3-6

6
5
6-9

4-8

1-6

1-7

4-9

Mental
Mental
7

1/2

Physical

Mental

4-9
1-6
5-9

6
4
7

Mental
Mental
Mental

5-9
2-9
1-5
1-9

6
5
2
4

Spiritual
Spiritual
Spiritual
Spiritual

1-9
1-8
1-7
1-8
1-7
1-9

2
1
3
1
3
2

1-6
1-9
5-8
1-7

3
4
5
2

Spiritual
Spiritual
Spiritual
Spiritual

1-9
4-7
1-9

7
6
7

Physical
Mental
Spiritual

5-9

Physical
Physical
Mental
Physical
Mental
Mental or Physical

1-9
1-7

7
6

Physical
Mental

5-9
3-9
6-9

6
5
7

Mental
Mental
Mental

4-9
4-6

1-6
1-3
3-7

2-9

4
5

1-6

4-8

1-6

1-5

The HPs rolled SEC, as in step 3, must


be within the SEC Level Range of the
desired vocation to qualify for that
vocation. Afterward, when the HP is
received by those who know their
vocation then they are treated as if they
are of the HP SEC at Start.

3
1
5

Mental

Physical
Players Choice
Mental

* Add 2 SEC Levels when amongst non-humans of


the same race. Deduct 1 when dealing with
humans outside the area of the HPs customary
activity, unless that place is accustomed to non-

Weaponsmith
NONHUMAN(OPTIONAL)
Alfar
Alfen
Dwarf
Elf

Gnome

1-6

Physical

5-8
3-6
2-7
6-9

4*
3*
3*
5*

Spiritual
Mental
Physical
Spiritual

4-6

4*

Mental

humans of this kind and they are well


regarded/respected.

16. Generate and assign Attribute Numbers MCB 67


Roll 2d6 and add 8 eighteen times then assign them to the 18 Attributes on your character
sheet.
The 18 Attributes add up to 6 Categories while the 6 Categories add up to the 3 main
TRAITS.
Remember, under each set of three Attributes their can not be any Attribute greater than
Capacity (Cap).
Each Attribute represents a Categorys Capacity (Cap), Power (Pow), or Speed (Spd).
MENTAL TRAIT ___
Mnemonic Category ___
Category ___
MMCap ___
MMPow ___
MMSpd ___
Reasoning Category ___
MRCap ___
MRPow ___
MRSpd ___

PHYSICAL TRAIT ___


Muscular Category ___
PMCap ___
PMPow ___
PMSpd ___
Neural Category ___
PNCap ___
PNPow ___
PNSpd ___

SPIRITUAL TRAIT ___


Metaphysical
SMCap ___
SMPow ___
SMSpd ___
Psychic Category ___
SPCap ___
SPPow ___
SPSpd ___

17. Calculate ELs, WL, CL, RL, EF, and Base Avoidance Numbers MCB 67-68/211-212
Both Mental TRAIT and Spiritual TRAIT have Effect Levels (EL) which are equal to 75% of
that TRAIT
Calculate and record these.
Physical TRAIT:
Wound Level (WL) ___ 75% of Physical TRAIT, after HP takes this much damage they are
Dazed
Critical Level (CL) ___ 90% of Physical TRAIT, after HP takes this much damage it is
unconscious
Recovery Level (RL) ___ 10% of Physical TRAIT, if character has this or less damage then
they are considered fully recovered.
Avoidance, Base Numbers

Mental Avoidance = MMSpd+MRSpd


Physical Avoidance = PMSpd+PNSpd
Spiritual Avoidance = SMSpd+SPSpd

18.

Roll for Connections (MCB 115-116) Each HP has one Special Connection or OP roll for each TRAIT over
90.

19. Record Vocational K/S Bundle and calculate STEEP MCB 70-95
20. Record Universal K/S Areas and calculate STEEP MCB 96
Ettiquette/Social Graces STEEP = rolled SEC x 5
Native Tongue STEEP = rolled SEC x 5 + MMCap
HPs with a Physical TRAIT Vocation must take Perception (Physical)
Perception (Physical) = 2d10 + MRCap
+5 if HP has a Mental TRAIT over 100
+5 if HPs Vocation is Primitive
HPs with a Mental TRAIT Vocation must take Perception (Mental)
Perception (Mental) = 2d10 + PNCap
+5 if HP has a Physical TRAIT over 100
+5 if HPs Vocation is Mental TRAIT based
HPs with Spiritual TRAIT Vocation may take either.
HPs may take both by using Bonus K/S Areas in the next step.
Riding STEEP = rolled SEC x 5
+PMCap if HPs Vocation is Physical based
Pirate Vocation substitutes with Boating
Trade Phonecian STEEP = rolled SEC x 3+ MMCap
21. Determine number of and chose Bonus K/S Areas and Calculate STEEP MCB 97
Bonus K/S Areas
TRAIT score
36-53
54-75
76-100
101+

# of Bonus K/S Areas


1
2
3
4

HPs also get one Extra K/S area of their Vocational TRAIT.

22. Apply SEC Adjustments.

SEC Advantages/Disadvantages
SEC

Addl. Foreign
Addl.
Level Language
Quirks
9
1
8
1
7
---6
------5
---4
---3
---2
2
---1
1

Other K/S Areas Addl. Special Addl. STEEP


@ 5 STEEP each Connections
4
3

@1 per K/S

3
2

+9
+8

2
1

-------

---1

------+7

----

----2

----2
2

-1

---1
-4

3
4

---+6

-6
-8

3
4

23. Apply Geo-Political STEEP Adjusments to Heka K/S EoAE p 223-237


24. A. Apply option of substituting the Vocational Bonus K/S Area for redistribution. Players
have the option of not taking the one Extra K/S Area in their trait and instead taking
20+2d10 points and apply them to K/S in their Vocational TRAIT at the rate of no more than
6 for each K/S.
24. B. Players also have the option of not taking a Bonus K/S Area and instead can take two
K/S Areas both with a STEEP of 6.
25. Find and apply, with GMs help, Cross Feeding of K/S
26. Roll for Full/Partial Practice status MCB 142/195 etc
Full Practitioner Dweomercraefter Requirements
Dweomercraeft K/S
Magick K/S
Mental Trait of 101+
Succeed at a Hard DR roll versus MMCap
Full Practitioner Priestcraeft Requirements*
Priestcraeft K/S
Religion K/S
Spiritual Trait of 101+
Succeed at a Hard DR roll versus SMMCap

Becoming a Full Practitioner Mage/Priest*


Mental TRAIT of 101+
Spiritual TRAIT of 91+
Dweomercraeft K/S
Magick K/S
Priestcraeft K/S
Religion K/S
Must succeed on a Hard DR roll versus either MMCap or SMCap, whichever is lower
* Priests must also have a Vow.
27. Chose K/S Sub-Areas and record STEEP MCB 137-200
28. Apply option of Specialization to K/S Sub-Areas and calculate STEEP MCB 98
PHASE 3
29. Find number and highest Grade of Castings MCB 137-200
30. Chose Castings MMB 32-299
31. Determine which Castings are Known, Recallable, and Studyable and record
information on Spellbooks MMB 29-31
32. Calculate Heka MCB 276-277
K/S Area
Apotropaism
Astronomy
Demonology
Dweomercraft
Dweomercraft
Dweomercraft
Magick
Magick
Spellsongs
Endurance
Gemsmith/Lapidary
Heka-Forging
Music
Smithing & Welding
Alchemy
Astrology
Conjuration
Divination
Exorcism
Fortune Telling
Herbalism
Mediumship
Metaphysics
Music Comp.

Heka Generated
STEEP + ((MMCap + MRCap) x 0.5)
STEEP + MMCap
STEEP + MMCap
STEEP + MM Category
STEEP x 10 + M Trait
STEEP + MMCap
STEEP + MR Category
STEEP + M Trait
STEEP + ((MMSpd + MRSpd) x 0.5)
STEEP + ((PMPow + PNPow) x 0.5)
STEEP + PNPow
STEEP + ((PMPow + PNPow) x 0.5)
STEEP + ((PMSpd + PNSpd) x 0.5)
STEEP
STEEP + SM Category
STEEP + SPCap
STEEP + ((SMPow + SPPow) x 0.5)
STEEP + SPCap
STEEP + SMCap
STEEP + SPPow
STEEP + SM Category
STEEP + SPPow
STEEP + SPCap
STEEP

Type of Caster

(Partial)
(Full & Main School)
(Full & Other School)
(Partial)
(Full)

Mysticism
Necromancy
Occultism
Pantheology
Poetry/Lyrics
Priestcraft
Priestcraft
Religion
Religion
Sorcery
Sorcery
Witchcraft
Witchcraft
Yoga

STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP
STEEP

+ SP Category
+ SMPow

+ ((SMSpd + SPSpd) x 0.5)


+ SM Category
x 10 + S Trait
+ SMPow
+ S Trait
x Pact Multiplier + Demonology STEEP + S Trait
x Pact Multiplier + SM Category
x2

(Partial)
(Full)
(Partial)
(Full)
(No Pact)
(Pact)
(No Pact)

(Pact)

33. Calculate Heka Aperture MMM


Heka Apature Rule - The maximum amount of additional heka -- that is, heka added to that needed to use a
power or activate a casting, including those for a Mental or Spiritual attack is determined by the Heka
Apature capacity of the individual channeler/practitioner. (In regards to power use assume a level maximum
expenditure of 100 heka points to activate/utilize the power.) The total amount of additional heka energy that
can be used in a Mental or Spiritual attack, or added to a power use or casting, is determined as follows:
Heka Apature = Channeler's/practitioner's highest STEEP in a Prime heka-generating K/S Area (x2 if a Full
Practitioner) plus 10 per additional heka-generating K/S Area possessed.
34. Buy Equipment and record locations and weights MCB 114-115/117-122/235-256
35. Calculate Space in Containers
36. Calculate Encumbrance and its effects
37. Record Armor Data MCB 248-249/254
38.
Record Weapon Data including Bonus for PMPow, STEEP, BAC, Perception, # of Atts,
etc. MCB 236-239/224/164

39. Calculate Movement Rates MCB 130-133


Movement rate: Walking
Physical TRAIT x10 in yards per Action Turn, 5 minutes
Physical TRAIT in yards per Battle Turn, 30 seconds
Physical TRAIT /10 in yard per Combat Turn, 3 seconds
For other movement rates see Heroic Persona Sheet.
40. Calculate Dodge Rating MCB 226
Dodging Factor
PMSpd + PNSpd Dodging Factor %
32
1
33
2
34
3
35
36
37

4
5
6

38
39
40
41 & higher

7
8
9
+1% per point

41. Calculate PR Rating MCB 221


If Heroic Persona has Combat, HtH, Non-Lethal determine BAC which is equal to STEEP +
PMCap.
Physical Resistance (PR) is STEEP + PMCategory.
42. Determine Mannerisms, Background, and Name N/A EBoN
MCB= Mythus Core Book, Epic of rth= Epic of rth, J= Journeys Magazine, MMM= Mythic
Masters Magazine, MMB= Mythus Magick Book, EBoN= Extraordinary Book of Names

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