MMM2 Mythus Masters System Newsletter 2nd Issue
MMM2 Mythus Masters System Newsletter 2nd Issue
MMM2 Mythus Masters System Newsletter 2nd Issue
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Computer Textfile Format
Item 01 of 31
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CONTENTS
(Note: The first number below refers only to this
computer textfile version of Mythic Masters* Magazine.)
> Filename: MMM0200.GIF (18650 bytes)
00
01
02
03
Contents
Editor's Pit
Publisher's Statement & Subscription Info
04
Phaeree Tales
Interlude
09
10
In Vocations: WitchFinder
CHOPs: Complete Heroic/Other Personas
This month: An EP Witch
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Mythic Masters* Magazine
Volume 1 #2 October 1993
Computer Textfile Format
Item 02 of 31
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FROM THE EDITOR'S PIT
Autumn is a time of change, and of introspection.
Life's roller-coaster tops the summery crest and begins its
steep plunge into winter, but tarries overlong at the peak
-- giving too much time to ponder, and to remember... This
equinox seems to prompt recollections of times gone by, the
past living brightest in our memories. So it seems with
Gary; his personal ruminations in this volume are oriented
toward his youth, and the first role-playing experiences
file:///J|/RPG/DJCU/MMM/MMM2/MMM0201.TXT[10/9/2008 2:12:10 AM]
but the editor had his way... In any event, I have wondered
if it was noted, let alone understood. Did you see it? If
so, good! Do you know what it alludes to? If not, too bad
for you. Too bad, I say, because that means you missed some
of the best boys' books ever written!
The "Lodge of the Secret and Mysterious Order of the
Freckled Goldfish" was created by author Leo Edwards. He
devised several series, Jerry Todd being my favorite one.
Not only did the Excellent Mr. Edwards dwell right here in
Wisconsin, but he included in his books an invitation for
all readers who happened to be in his neck of the woods to
drop in and see him for lemonade and swimming. Better still,
his stories were about a group of boys who played pirates,
camped out on islands, found mummies, discovered who stole
elephants, and all sorts of other marvelous and wonderful
adventures too. The novels were easy for a boy to read,
funny, and right up the alley of any twelve-year-old who
happened to think Tom Sawyer tales great stuff (which ended
all too soon, but thank you Mr. Twain!).
Both Mark Twain and Leo Edwards contributed a lot to
the mindset that made me write the Dungeons & Dragons# Game
and keep on, so as to move on up to the new Dangerous
Journeys* game system with its boundless horizons for
creative gaming. Now don't you wish you belonged to the
Lodge? Well, maybe you can join the Order and be Secret and
Mysterious too, old Freckled Goldfish. If you can think of
any excuse, go out and see if you can't find some of the
Jerry Todd books in your local used book store. That's
growing harder and harder here in Wisconsin. I suspect that
collectors are at work, blast 'em! Reading one such will
make you feel like a tad once again, and allowing a real
youngster to peruse one is tantamount to condemnation to a
life in which imagination is a key part. My son Alex now has
about a dozen awaiting his attention when he's ready for
such exciting adventures.
Under the circumstances, I decided it was high time to
hie myself back to the GenCon# game convention. I haven't
been to one for several years, including last year's
combined GenCon/Origins event (which allegedly hosted 18,000
attendees). Because the Mecca Convention Center is large,
and events are spread around, it was difficult to tell how
many enthusiasts were there, but I'd guess there were more
than 10,000 different gamers there over the four days of the
show. It was fun, colorful, and enjoyable. I went for a few
hours each day, signed autographs, gave demos, and took part
in a panel on the Dangerous Journeys Game System.
Although my decision to attend came too late for any
program announcement, plenty of people learned about it,
either by stopping at the GDW booth, or by word of mouth, or
by spotting me. (I confess: I love loud and colorful shirts!
Wait until you see my airbrushed Bevis and Butthead
T-shirt, though; had it done at the con.) It gave me
considerable satisfaction to be able to deface lots of books
-- at least half of which were new works, not old-time
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*
Impact Damage can not be absorbed by any type of armor
except full plate armor.
**
Applicable only when opponent is at the centaur's feet
and is under 3 feet in height, or has been knocked down so
as not to exceed that height.
Powers:
Converse with animals
Area of Effect: 2-12 living subjects, 15' radius
Delivered by: Thought
Range: Sight or perception
Time: 1 CT
Duration:
1 AT
Frequency:
At will
In addition to bestowing the ability to communicate with
animals of all sorts, this power is similar to the Spellsong
Casting Forestfriend Couplet Spell.
Endurance Increase (Physical)
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: 5 CTs
Duration:
While concentrating
Frequency:
Thrice per week
This innate Heka-Engendered power functions very much like
the CG I Dweomercraeft (White School) Casting Endurance
Formula. It provides the individual with a 20 point STEEP
bonus toward the Endurance K/S Area for up to 5 hours.
Groom
Area of Effect: One subject
Delivered by: Word and gesture
Range: Touch
Time: Instant
Duration:
Immediate
Frequency:
At will
The effects of this power cause the hair, mane, fur, etc. of
the subject to become neat, clean and untangled, removing
any and all items such as burrs and leaves in the process.
Inspire Confidence
Area of Effect: 2-7 living subjects, 20' radius
Delivered by: Word and gesture
Range: Centered on individual
Time: 1 CT
Duration:
1 Hour
Frequency:
Once per day
The function of this power is similar to the CG III
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EL: 36
MM: 22
MMC: 9
MMP: 7
MMS: 6
P:
220 CL: 198
PM: 110 PN: 110
PMC: 48
PNC: 48
PMP: 24
PNP: 24
PMS: 48* PNS: 48*
S:
62
EL: 50
SM: 22
SP: 40
SMC: 9
SPC: 16
SMP: 7
SPP: 14
SMS: 6
SPS: 10
*divide by 6x man-sized modifier for an effective PMSpd and
PNSpd of 8.
Armor Scheme
In order: Piercing, Cutting, Blunt, Fire, Chem, Stun,
Electric
Ultra
4
4
12
0
0
12
0
Super 3
3
9
0
0
9
0
Vital
2
2
6
0
0
6
0
Non
1
1
3
0
0
3
0
Average 2
2
7
0
0
7
0
Commentary & Description
Centaurs are a Hobgoblin race, part horse and part
human. They typically gather in herds and alternately stay
on the plains by day and find shelter below ground at night.
Their Vocational K/S Areas are similar to Primitive human
ones. They possess only Moderate Heka powers at best, but
this is offset by their physical strength and battle
prowess.
Adult centaurs are capable of carrying up to 300 pounds
of gear, including weapons and armor. On rare occasions,
file:///J|/RPG/DJCU/MMM/MMM2/MMM0202.TXT[10/9/2008 2:12:12 AM]
Powers:
Gloomcloud
Area of Effect: 60' diameter
Delivered by: Word and gesture
Range: 150 feet
Time: 5 CTs
Duration:
1 AT
Frequency:
Once per day
This power produces effects identical to the CG VII
Priestcraeft (Gloomy Darkness) Casting of the same name.
Illumination
Area of Effect: 10' radius
Delivered by: Thought
Range: 150 feet
Time: 1 CT
Duration:
1 AT
Frequency:
At will
This power is similar in nature to the Basic Priestcraeft
Casting, Phosphor Spell (CG I). It creates a single
phosphorescent sphere of light, which may be motive or not,
at the individual's direction.
Dark Vision
Area of Effect: Individual
Delivered by: Thought
Range: 75'
Time: 1 CT
Duration:
While concentrating
Frequency:
At will
This power functions per the CG I Priestcraeft (Gloomy
Darkness) Casting of the same name. Note that Dark Vision
allows the being to see equally well in darkness or
daylight.
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HAND WEAPONS
All weapons listed in CAPITAL LETTERS are detailed in the
"New Weapons" file. Notes are explained on pages 23 and 26.
On the Notes lines, braces and brackets indicate specific
usage as follows:
[ ] Specific to use of weapon for Piercing
{ } Specific to use of weapon for Cutting
(Note: While this information appears in chart form in the
paper version of this magazine, we have converted it to a
format more practical for this mode of distribution.)
Aclis
Sub-Area
Club
WP
5
C
C
SF
6
D-T B
DAM 2D6
Reach 1
Price 50
PMP Min.
-Notes -ALBISH BILL (Guisarme-Bill)
Sub-Area
Pole Arm
WP
7
C
C
SF
10
D-T C/P
DAM 4D6
Reach 3
Price 125
PMP Min.
17
Notes B, H, [Q]
Axe
DAM 4D6
Reach 2
Price 150
PMP Min.
16
Notes A, B
Bagh Nakh
Sub-Area
HTH (L)
WP
3
C
M
SF
1
D-T C
DAM 2D6
Reach 1
Price 60
PMP Min.
-Notes C
Bardiche
Sub-Area
Pole Axe
WP
3
C
C
SF
8
D-T C
DAM 5D6
Reach 2
Price 250
PMP Min.
17
Notes H
Bec de Corbin
Sub-Area
Pole Axe
WP
3
C
C
SF
9
D-T P
DAM 3D6
Reach 2
Price 160
PMP Min.
15
Notes Ax4
BERBER SPEAR (Spear-Guisarme)
Sub-Area
Spear
WP
5
C
C
SF
7
D-T P
DAM 3D6
Reach 5
Price 100
PMP Min.
16
Notes D, Q
Bill-guisarme
Sub-Area
Pole Arm
WP
4
C
C
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 80
PMP Min.
15
Notes B, D, H, [Q]
Bill Hook
Sub-Area
Pole Arm
WP
6
C
C
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 150
PMP Min.
15
Notes B, D, H, [Q]
BILLY/MARLIN SPIKE
Sub-Area
Club/HTH (L)
WP
2
C
W
SF
2
D-T B/S
DAM 2D6
Reach 1
Price 10
PMP Min.
-Notes B, L
Blackjack
Sub-Area
Club
WP
2
C
W
SF
2
D-T S
DAM 3D6
Reach 1
Price 25
PMP Min.
-Notes -Bludgeon
Sub-Area
WP
5
C
W
SF
3
D-T B
Club
DAM 2D6
Reach 1
Price 10
PMP Min.
-Notes -Bludgeon, 2H
Sub-Area
Club
WP
6
C
W
SF
6
D-T B
DAM 3D6
Reach 2
Price 25
PMP Min.
-Notes -Bo Stick
Sub-Area
Spear
WP
3
C
W
SF
2
D-T B/S
DAM 3D6
Reach 3
Price 40
PMP Min.
-Notes B
BRASS KNUCKLES (CESTAS)
Sub-Area
HTH (L/NL)
WP
2
C
M
SF
1
D-T B
DAM 2D6
Reach 1
Price 50
PMP Min.
-Notes L
BRETTON FAUCHARD (Fauchard-Bill Fork)
Sub-Area
Pole Arm
WP
7
C
C
SF
9
D-T C/P
DAM 4D6
Reach 4
Price 200
PMP Min.
18
Notes B, H, [I]
CALTROP
Sub-Area
-WP
0
C
M
SF
0
D-T P
DAM 1D2
Reach 0
Price 1
PMP Min.
-Notes b, c
CANE
Sub-Area
Club/HTH (L)
WP
3
C
W
SF
2
D-T B/S
DAM 1D6
Reach 2
Price 50
PMP Min.
-Notes L
Chain
Sub-Area
Whip
WP
4
C
M
SF
7
D-T B
DAM 2D6
Reach 2
Price 5
PMP Min.
-Notes E, F
Chopper/Cleaver
Sub-Area
Axe
WP
6
C
M
SF
4
D-T C
DAM 3D6
Reach 1
Price 60
PMP Min.
-Notes -Dagger
Sub-Area
WP
5
C
M
SF
2
D-T P
Dagger
DAM 2D6
Reach 1
Price 100
PMP Min.
-Notes G
DEATH STAR
Sub-Area
Pole-Arm
WP
10
C
C
SF
8
D-T P
DAM 5D6
Reach 3
Price 300
PMP Min.
16
Notes A=15, I, J, Q
Fang
Sub-Area
Axe
WP
4
C
M
SF
5
D-T C/P
DAM 3D6
Reach 1
Price 100
PMP Min.
15
Notes B
FARZIAN GLAIVE (Glaive-Fauchard)
Sub-Area
Pole Arm
WP
7
C
C
SF
8
D-T C
DAM 4D6
Reach 4
Price 150
PMP Min.
16
Notes H, I
Fauchard
Sub-Area
Pole Arm
WP
5
C
C
SF
5
D-T C
DAM 4D6
Reach 4
Price 70
PMP Min.
15
Notes H
Fauchard-fork
Sub-Area
Pole Arm
WP
5
C
C
SF
9
D-T C/P
DAM 4D6
Reach 4
Price 125
PMP Min.
15
Notes B, H, [I]
Feather Staff
Sub-Area
Spear
WP
3
C
C
SF
3
D-T B/C/P
DAM 3D6
Reach 2
Price 350
PMP Min.
-Notes B, I, J
Flail
Sub-Area
Whip
WP
5
C
C
SF
7
D-T B
DAM 3D6
Reach 2
Price 150
PMP Min.
15
Notes A
Flail, 2H
Sub-Area
Whip
WP
7
C
C
SF
8
D-T B+P
DAM 5D6
Reach 3
Price 200
PMP Min.
17
Notes Ax2
Foot
Sub-Area
WP
0
C
K
SF
3
D-T B/S
HTH (L/NL)
DAM 1D6
Reach 2
Price -PMP Min.
-Notes B, K, L
Fork, Military
Sub-Area
Spear
WP
7
C
C
SF
4
D-T P
DAM 3D6
Reach 5
Price 71
PMP Min.
14
Notes D, E
FRANCIAN FAUCHARD (Fauchard-Glaive Guisarme)
Sub-Area
Pole Arm
WP
10
C
C
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 225
PMP Min.
17
Notes B, H, [J, Q]
Garrote
Sub-Area
HTH (L)
WP
0
C
W
SF
1
D-T *
DAM 4D6
Reach 1
Price 10
PMP Min.
-Notes M
Glaive
Sub-Area
Pole Arm
WP
6
C
C
SF
5
D-T C/P
DAM 3D6
Reach 4
Price 70
PMP Min.
15
Notes B, H
Glaive-guisarme
Sub-Area
Pole Arm
WP
5
C
W
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 115
PMP Min.
16
Notes B, H, [Q]
GLAIVE SERJEANT (Glaive-Fork)
Sub-Area
Pole Arm
WP
7
C
C
SF
7
D-T C/P
DAM 4D6
Reach 4
Price 125
PMP Min.
16
Notes B, H, [I]
Guisarme
Sub-Area
Pole Arm
WP
6
C
C
SF
7
D-T C
DAM 4D6
Reach 4
Price 80
PMP Min.
16
Notes D, H
Guisarme-voulge
Sub-Area
Pole Arm
WP
5
C
C
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 100
PMP Min.
17
Notes B, H, [Q]
Halberd
Sub-Area
WP
8
C
C
SF
6
D-T C/P
Pole Arm
DAM 5D6
Reach 3
Price 200
PMP Min.
16
Notes B, [D], L{x3}
Half-moon
Sub-Area
Spear
WP
8
C
C
SF
6
D-T P
DAM 3D6
Reach 4
Price 175
PMP Min.
15
Notes D, N
Hammer, War
Sub-Area
Club
WP
4
C
C
SF
5
D-T P
DAM 3D6
Reach 1
Price 135
PMP Min.
15
Notes A
Hammer, Maul
Sub-Area
Club
WP
4
C
C
SF
6
D-T B
DAM 3D6
Reach 1
Price 30
PMP Min.
16
Notes A, O
Hammer, Maul, 2H
Sub-Area
Club
WP
7
C
C
SF
10
D-T B
DAM 4D6
Reach 2
Price 50
PMP Min.
18
Notes A, O
Hammer, War, 2H
Sub-Area
Club
WP
7
C
C
SF
9
D-T P
DAM 4D6
Reach 2
Price 200
PMP Min.
17
Notes Ax2
Hand
Sub-Area
HTH (L/NL)
WP
0
C
K
SF
1
D-T B/S
DAM 1D3
Reach 1
Price -PMP Min.
-Notes B, K, L
Harpoon
Sub-Area
Spear
WP
6
C
C
SF
6
D-T P
DAM 3D6
Reach 2
Price 125
PMP Min.
15
Notes P
Hoko
Sub-Area
Pole Arm
WP
7
C
C
SF
7
D-T C/P
DAM 4D6
Reach 4
Price 110
PMP Min.
16
Notes B, H, [Q]
Hook
Sub-Area
WP
2
C
M
SF
3
D-T P
HTH (L)
DAM 2D6
Reach 1
Price 25
PMP Min.
-Notes L
Hook Fauchard
Sub-Area
Pole Arm
WP
4
C
C
SF
8
D-T C
DAM 4D6
Reach 3
Price 80
PMP Min.
15
Notes D, H
Jo Stick
Sub-Area
Spear
WP
2
C
W
SF
1
D-T B/S
DAM 2D6
Reach 2
Price 15
PMP Min.
-Notes B
KAMA (pair)
Sub-Area
Axe
WP
3
C
C
SF
3
D-T C/P
DAM 3D6
Reach 1
Price 75
PMP Min.
-Notes K
KHAZIRIAN FORK (Demi-Lune Fork)
Sub-Area
Pole-Arm
WP
8
C
C
SF
7
D-T P
DAM 4D6
Reach 4
Price 200
PMP Min.
15
Notes A, N
Knife, Small
Sub-Area
Dagger
WP
5
C
M
SF
1
D-T C/P
DAM 1D6
Reach 1
Price 50
PMP Min.
-Notes B
Knife, Large
Sub-Area
Dagger
WP
5
C
M
SF
2
D-T C/P
DAM 2D6
Reach 1
Price 100
PMP Min.
-Notes B
KUSARIGAMA
(note that 4 categories apply:)
Sub-Area
Axe+Whip
WP
4
C
C
SF
4
D-T C/P
DAM 3D6
Reach 1
Price 125
PMP Min.
12
Notes B
Sub-Area
Axe +Whip
WP
3
C
M
SF
6
D-T B
DAM 2D6
Reach 1
Price -PMP Min.
-Notes d
Sub-Area
(Whip)
WP
3
C
C
SF
7
D-T C+P
DAM 2D6
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Reach 3
Price -PMP Min.
Notes E, Q
--
Sub-Area
(Whip)
WP
3
C
M
SF
8
D-T B
DAM 2D6
Reach 3
Price -PMP Min.
-Notes E, F
Lance (light horse)
Sub-Area
Spear
WP
7
C
W
SF
4
D-T P
DAM 4D6
Reach 3
Price 85
PMP Min.
10
Notes A, R
Lance (med. horse)
Sub-Area
Spear
WP
10
C
W
SF
5
D-T P
DAM 5D6
Reach 4
Price 150
PMP Min.
12
Notes Ax2, R
Lance (heavy horse)
Sub-Area
Spear
WP
12
C
W
SF
6
D-T P
DAM 6D6
Reach 4
Price 150
PMP Min.
15
Notes Ax2, R
LION'S TOOTH (Spetum-Ranseur Partisan-Guisarme)
Sub-Area
Pole arm
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WP
9
C
C
SF
7
D-T C/P
DAM 4D6
Reach 3
Price 200
PMP Min.
17
Notes B, H, [I, J, Q]
Lochaber Axe
Sub-Area
Pole Axe
WP
3
C
C
SF
9
D-T C
DAM 4D6
Reach 3
Price 105
PMP Min.
16
Notes A, D
LOMBARD AXE (Voulge-Fork)
Sub-Area
Pole Axe
WP
5
C
C
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 150
PMP Min.
18
Notes B, H, [I]
Lucern Hammer
Sub-Area
Pole Arm
WP
5
C
C
SF
7
D-T P
DAM 3D6
Reach 3
Price 120
PMP Min.
15
Notes Ax2, D
Mace
Sub-Area
Club
WP
5
C
M
SF
5
D-T B
DAM 3D6
Reach 1
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Price 140
PMP Min.
Notes A
14
Mace, 2H
Sub-Area
Club
WP
9
C
C
SF
8
D-T B
DAM 4D6
Reach 1
Price 180
PMP Min.
17
Notes Ax2
Machete
Sub-Area
Knife
WP
5
C
M
SF
6
D-T C
DAM 3D6
Reach 2
Price 60
PMP Min.
14
Notes -MAGYAR GLAIVE (Glaive-Guisarme Spetum)
Sub-Area
Pole Arm
WP
8
C
C
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 250
PMP Min.
16
Notes B, H, J, [Q]
Man Catcher
Sub-Area
Pole Arm
WP
10
C
C
SF
10
D-T P
DAM 1D6
Reach 3
Price 165
PMP Min.
16
Notes D, J, N
Manopole
Sub-Area
1H Sword
WP
4
C
M
SF
3
D-T C/P
DAM 3D6
Reach 1
Price 95
PMP Min.
10
Notes B J
Morning Star
Sub-Area
Club
WP
5
C
C
SF
6
D-T B/P
DAM 3D6
Reach 1
Price 80
PMP Min.
15
Notes A
Morning Star, 2H
Sub-Area
Club
WP
9
C
C
SF
7
D-T B/P
DAM 4D6
Reach 3
Price 120
PMP Min.
16
Notes A
Naginata
Sub-Area
Pole Arm
WP
6
C
W
SF
5
D-T C/P
DAM 4D6
Reach 3
Price 110
PMP Min.
9
Notes B
NECK BREAKING
Sub-Area
HTH (L)
WP
0
C
-SF
3
D-T B
DAM M
Reach 1
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
--
Axe
WP
3
C
M
SF
7
D-T P
DAM 3D6
Reach 1
Price 110
PMP Min.
14
Notes Ax2
Pick, Military, 2H
Sub-Area
Axe
WP
5
C
C
SF
9
D-T P
DAM 4D6
Reach 2
Price 150
PMP Min.
16
Notes Ax3
Pigs Feather
Sub-Area
Spear
WP
0
C
M
SF
7
D-T P
DAM 2D6
Reach 2
Price 25
PMP Min.
-Notes S
Pike
Sub-Area
Spear
WP
5
C
C
SF
10
D-T P
DAM 3D6
Reach 6
Price 150
PMP Min.
15
Notes A, S, U
Pike, Awl
Sub-Area
Spear
WP
3
C
C
SF
10
D-T P
DAM 3D6
Reach 6
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Price 125
PMP Min.
15
Notes Ax2, S, U
PIKE, BOARDING
Sub-Area
Spear
WP
6
C
W
SF
6
D-T P
DAM 3D6
Reach 3
Price 125
PMP Min.
12
Notes Q
PITCHFORK
Sub-Area
Spear
WP
0
C
C
SF
8
D-T P
DAM 3D6
Reach 3
Price 50
PMP Min.
-Notes -Pole Axe
Sub-Area
Pole Axe
WP
6
C
C
SF
9
D-T C/P
DAM 4D6
Reach 3
Price 150
PMP Min.
17
Notes A, B
Ranseur
Sub-Area
Spear
WP
6
C
C
SF
7
D-T P
DAM 4D6
Reach 5
Price 140
PMP Min.
15
Notes D, J
Sabre Axe
Sub-Area
Pole Arm
WP
7
C
C
SF
7
D-T C/P
DAM 4D6
Reach 3
Price 320
PMP Min.
17
Notes A, B
Sai(s)
Sub-Area
HTH (L)
WP
0
C
M
SF
2
D-T B/P
DAM 2D6
Reach 1
Price 60
PMP Min.
-Notes B, E, L, V
SAVOYARD GLAIVE (Glaive-Guisarme Voulge)
Sub-Area
Pole Arm
WP
5
C
C
SF
10
D-T C/P
DAM 4D6
Reach 4
Price 200
PMP Min.
17
Notes B, Hx2, [J, Q]
SCYTHE
Sub-Area
Pole Arm
WP
0
C
C
SF
10
D-T C/P
DAM 3D6
Reach 3
Price 50
PMP Min.
12
Notes K
Shield, Adaga
Sub-Area
Shield
WP
0
C
M
SF
6
D-T P
DAM 3D6
Reach 1
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Price 1000
PMP Min.
Notes W
14
Shield, Buckler
Sub-Area
Shield
WP
5
C
M
SF
2
D-T B
DAM 1D3
Reach 1
Price 200
PMP Min.
10
Notes -Shield, Buckler, Spiked
Sub-Area
Shield
WP
4
C
M
SF
4
D-T P
DAM 2D6
Reach 1
Price 250
PMP Min.
10
Notes -Shield, Kite, small
Sub-Area
Shield
WP
3
C
M
SF
4
D-T B
DAM 1D3
Reach 1
Price 500
PMP Min.
13
Notes -Shield, Kite, large
Sub-Area
Shield
WP
0
C
C
SF
7
D-T B
DAM 1D6
Reach 1
Price 300
PMP Min.
16
Notes -Shield, Round, small
Sub-Area
Shield
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
WP
0
C
M
SF
3
D-T B
DAM 1D3
Reach 1
Price 400
PMP Min.
13
Notes -Shield, Round, large
Sub-Area
Shield
WP
0
C
C
SF
6
D-T B
DAM 1D6
Reach 1
Price 300
PMP Min.
16
Notes -Shield, Tower, small
Sub-Area
Shield
WP
0
C
M
SF
4
D-T B
DAM 1D3
Reach 1
Price 500
PMP Min.
15
Notes -Shield, Tower, large
Sub-Area
Shield
WP
0
C
C
SF
8
D-T B
DAM 1D6
Reach 1
Price 350
PMP Min.
17
Notes -SHINOBE ZUE
(Note that two categories apply:)
Sub-Area
Spear
WP
4
C
W
SF
4
D-T B
DAM 3D6
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Reach 3
Price 200
PMP Min.
Notes e
12
Sub-Area
+Whip
WP
3
C
M
SF
12
D-T B
DAM 4D6
Reach 4
Price -PMP Min.
-Notes E, F, J
SICKLE
Sub-Area
Axe
WP
2
C
C
SF
4
D-T C/P
DAM 3D6
Reach 1
Price 50
PMP Min.
10
Notes B
Spear (4'-6')
Sub-Area
Spear
WP
5
C
W
SF
4
D-T P
DAM 3D6
Reach 2
Price 85
PMP Min.
6
Notes -Spear (7'-9')
Sub-Area
Spear
WP
5
C
W
SF
5
D-T P
DAM 3D6
Reach 3
Price 90
PMP Min.
9
Notes -Spear (10'-12')
Sub-Area
Spear
WP
5
C
W
SF
6
D-T P
DAM 3D6
Reach 4
Price 100
PMP Min.
12
Notes -Spear (13'-15')
Sub-Area
Spear
WP
5
C
W
SF
7
D-T P
DAM 3D6
Reach 5
Price 115
PMP Min.
15
Notes -Spetum
Sub-Area
Spear
WP
7
C
W
SF
8
D-T P
DAM 4D6
Reach 5
Price 145
PMP Min.
15
Notes D, J
Spontoon
Sub-Area
Spear
WP
6
C
C
SF
5
D-T P
DAM 3D6
Reach 3
Price 100
PMP Min.
12
Notes -Staff, Quarter
Sub-Area
Spear
WP
5
C
W
SF
3
D-T B
DAM 3D6
Reach 3
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Price 20
PMP Min.
Notes --
--
STRANGLE HOLD
Sub-Area
HTH (L)
WP
0
C
-SF
3
D-T B/C
DAM 2D6
Reach 1
Price -PMP Min.
-Notes a
Sword, Bastard (Hand-and-a-Half)
Sub-Area
1H/2H Swd
WP
8
C
M
SF
7
D-T C
DAM 5D6
Reach 3
Price 450
PMP Min.
16/15
Notes B, X, Y
Sword, Broad
Sub-Area
1H Sword
WP
7
C
M
SF
6
D-T C
DAM 4D6
Reach 2
Price 325
PMP Min.
15
Notes -Sword, Cutlass
Sub-Area
1H Sword
WP
4
C
M
SF
6
D-T C
DAM 4D6
Reach 2
Price 200
PMP Min.
15
Notes A
Sword, Epee/Foil
Sub-Area
1H Sword
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
WP
6
C
M
SF
2
D-T P
DAM 3D6
Reach 2
Price 275
PMP Min.
-Notes C
Sword, Falchion
Sub-Area
1H Sword
WP
4
C
M
SF
6
D-T C
DAM 4D6
Reach 2
Price 500
PMP Min.
15
Notes Ax2
Sword/Short Gladius
Sub-Area
1H Sword
WP
6
C
M
SF
3
D-T C/P
DAM 3D6
Reach 1
Price 200
PMP Min.
12
Notes B
Sword, Great/Claymore
Sub-Area
2H Sword
WP
3
C
M
SF
8
D-T C
DAM 6D6
Reach 3
Price 500
PMP Min.
20
Notes Ax3
Sword, Katana/Tachi
Sub-Area
1H Sword
WP
7
C
M
SF
4
D-T C/P
DAM 4D6
Reach 2
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Price 900
PMP Min.
Notes B
12
Sword, Kopesh
Sub-Area
1H Sword
WP
4
C
M
SF
7
D-T C
DAM 3D6
Reach 2
Price 250
PMP Min.
16
Notes -Sword, Long
Sub-Area
1H Sword
WP
5
C
M
SF
5
D-T C/P
DAM 4D6
Reach 2
Price 350
PMP Min.
15
Notes B
SWORD, NINJA-TO
Sub-Area
1H Sword
WP
5
C
M
SF
4
D-T C/P
DAM 3D6
Reach 1
Price 350
PMP Min.
10
Notes B, Z
Sword, No-Dachi
Sub-Area
1H/2H Swd
WP
7
C
M
SF
6
D-T C
DAM 5D6
Reach 3
Price 500
PMP Min.
16/15
Notes Y
Sword, Odachi
Sub-Area
2H Sword
WP
4
C
M
SF
7
D-T C
DAM 6D6
Reach 3
Price 625
PMP Min.
18
Notes Ax2
Sword, Rapier
Sub-Area
1H Sword
WP
10
C
M
SF
4
D-T C/P
DAM 4D6
Reach 3
Price 400
PMP Min.
-Notes B, Z
Sword, Sabre, dueling
Sub-Area
1H Sword
WP
7
C
M
SF
4
D-T C/P
DAM 3D6
Reach 2
Price 375
PMP Min.
13
Notes B
Sword, Sabre/Yatagan
Sub-Area
1H Sword
WP
4
C
M
SF
6
D-T C
DAM 4D6
Reach 2
Price 350
PMP Min.
13
Notes -Sword, Scimitar
Sub-Area
1H Sword
WP
10
C
M
SF
4
D-T C
DAM 3D6
Reach 2
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Price 425
PMP Min.
Notes --
14
Sword, Small/Dress
Sub-Area
1H Sword
WP
4
C
M
SF
4
D-T P
DAM 3D6
Reach 1
Price 300
PMP Min.
-Notes -Sword, Tulwar
Sub-Area
1H Sword
WP
6
C
M
SF
7
D-T C
DAM 4D6
Reach 2
Price 375
PMP Min.
15
Notes A
Sword, Wakizashi
Sub-Area
1H Sword
WP
4
C
M
SF
4
D-T C/P
DAM 3D6
Reach 1
Price 600
PMP Min.
10
Notes B
TALMARK AXE (Battle Axe-Guisarme)
Sub-Area
Pole Axe
WP
7
C
C
SF
8
D-T C/P
DAM 4D6
Reach 3
Price 200
PMP Min.
17
Notes B, D, [A], {Q}
Trident
Sub-Area
Spear
WP
3
C
C
SF
6
D-T P
DAM 1+3D6
Reach 2
Price 105
PMP Min.
14
Notes J
Tui Fa
Sub-Area
HTH (L)
WP
0
C
W
SF
2
D-T B
DAM 1D6
Reach 1
Price 40
PMP Min.
-Notes L
Voulge
Sub-Area
Pole Axe
WP
4
C
W
SF
12
D-T C
DAM 4D6
Reach 4
Price 100
PMP Min.
17
Notes A
Whip
Sub-Area
Whip
WP
1
C
W
SF
7
D-T C
DAM 1D6
Reach 4
Price 50
PMP Min.
-Notes F, J
NOTES: Hand Weapons
[ ] Specific to use of weapon for Piercing
{ } Specific to use of weapon for Cutting
A: With each and every hit the weapon negates 5 points
of the target's normal armor, or the weapon's Weapon Points,
file:///J|/RPG/DJCU/MMM/MMM2/MMM0203.TXT[10/9/2008 2:12:15 AM]
Notes -ASSAGI
Sub-Area
Spear
WP
5
T
Y
S
3
D-T P
DAM 3D6
Price 50
ROF 1
Ranges:
Point Blank 1-5
Short 10
Medium 15
Long 20
Extreme 30
PMPow 13
Notes -AXE, HAND
Sub-Area
Axe
WP
5
T
Y
S
4
D-T C
DAM 3D6
Price 110
ROF 1
Ranges:
Point Blank 1-4
Short 8
Medium 12
Long 116
Extreme 20
PMPow 13
Notes -BLOWGUN
Sub-Area
Blowgun
WP
0
T
N
S
6
D-T P
DAM 1D6
Price 50/0.25
ROF 1
Short Blowgun:
Ranges:
Point Blank 1-4
Short 8
file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
Medium 12
Long 16
Extreme 20
Long Blowgun:
Ranges:
Point Blank
Short 10
Medium 15
Long 25
Extreme 40
PMPow --
1-5
Notes h,q
BOLAS
Sub-Area
Sling
WP
6
T
Y
S
9
D-T B
DAM 2D6
Price 70
ROF 1
Ranges:
Point Blank -Short 1-5
Medium 10
Long 15
Extreme 25
PMPow 12
Notes i,s
BOOMERANG
Sub-Area
Boomerang
WP
1
T
Y
S
5
D-T C/B
DAM 4D6
Price 40
ROF 1
Ranges:
Point Blank 1-5
Short 10
Medium 20
Long 40
Extreme 60
PMPow -Notes -BOW, SELF (Short)
Sub-Area
Bow
WP
3
T
Y
S
3
D-T P
DAM 2D6
Price 100/3
ROF 1.5
Ranges:
Point Blank 1-10
Short 20
Medium 50
Long 70
Extreme 110
PMPow 6
Notes h
BOW, SELF (Medium)
Sub-Area
Bow
WP
6
T
Y
S
4
D-T P
DAM 3D6
Price 150/3.5
ROF 1
Ranges:
Point Blank 1-20
Short 40
Medium 100
Long 160
Extreme 220
PMPow 12
Notes h
BOW, SELF (Long)
Sub-Area
Bow
WP
9
T
Y
S
5
D-T P
DAM 4D6
Price 300/4
ROF 1
Ranges:
Point Blank 1-30 x6
Short 60 x5
Medium 150 x4
Long 240 x2
Extreme 330 x1
PMPow 18
Notes h,j
file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
Notes h,m
BOW, COMP. (Long)
Sub-Area
Bow
WP
7
T
Y
S
5
D-T P
DAM 4D6
Price 550/4
ROF 1
Ranges:
Point Blank 1-40 x4
Short 60 x3
Medium 120 x2
Long 240
Extreme 360
PMPow 18
Notes h,m
BOW, FOOT (Long)
Sub-Area
Bow
WP
9
T
Y
S
9
D-T P
DAM 5D6
Price 450/6
ROF 1/2
Ranges:
Point Blank 1-70 x7
Short 80 x5
Medium 160 x3
Long 320 x1
Extreme 440
PMPow 16
Notes h,n
CHO-KO-NU
Sub-Area
Crossbow
WP
0
T
N
S
3
D-T P
DAM 2D6
Price 300/1
ROF 2
Ranges:
Point Blank 1-5
Short 10
Medium 20
file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
Long 30
Extreme 50
PMPow 13
Notes h
CLUB
Sub-Area
Sling
WP
2
T
Y
S
4
D-T B
DAM 2D6
Price 25
ROF 1
Ranges:
Point Blank 1-2
Short 4
Medium 6
Long 10
Extreme 15
PMPow 7
Notes -CROSSBOW, HAND (Bolt)
Sub-Area
Crossbow
WP
7
T
N
S
2
D-T P
DAM 2D6
Price 100/0.5
ROF 1
Ranges:
Point Blank 1-3
Short 9
Medium 15
Long 21
Extreme 30
PMPow 6
Notes h
CROSSBOW, HAND (Pellet)
Sub-Area
Crossbow
WP
6
T
N
S
2
D-T B
DAM 4D3
Price 100/0.5
ROF 1
Ranges:
file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
Point Blank
Short 15
Medium 15
Long 18
Extreme 27
PMPow 6
Notes h,k
1-3
Price 150/5
ROF 1
Ranges:
Point Blank 1-15
Short 30
Medium 60
Long 80
Extreme 100
PMPow 8
Notes h,k
CROSSBOW, MEDIUM (Bolt)
Sub-Area
Crossbow
WP
7
T
N
S
6
D-T P
DAM 3D6
Price 200/1.5
ROF 1/2
Ranges:
Point Blank 1-30 x3
Short 50 x2
Medium 100 x1
Long 160
Extreme 240
PMPow 12
Notes h,m
CROSSBOW, LARGE (Bolt)
Sub-Area
Crossbow
WP
8
T
N
S
7
D-T P
DAM 4D6
Price 250/2
ROF 1/5
Ranges:
Point Blank 1-40 x5
Short 70 x3
Medium 120 x2
Long 240 x1
Extreme 360
PMPow 16
Notes h,n
CROSSBOW, REPEATING (Pellet)
Sub-Area
WP
0
T
N
Crossbow
S
3
D-T B
DAM 4D3
Price 300/5
ROF 2
Ranges:
Point Blank
Short 15
Medium 25
Long 40
Extreme 80
PMPow 12
Notes h,k
1-7
DAGGER
Sub-Area
Knife
WP
2
T
Y
S
2
D-T P
DAM 2D6
Price 90
ROF 2
Ranges:
Point Blank 1-2
Short 4
Medium 8
Long 12
Extreme 20
PMPow -Notes -DART (Small)
Sub-Area
Darts
WP
6
T
Y
S
1
D-T P
DAM 2D3
Price 1
ROF 2
Ranges:
Point Blank 1-3
Short 6
Medium 12
Long 18
Extreme 30
PMPow -Notes -HAMMER
Sub-Area
Axe
WP
4
T
Y
S
4
D-T B
DAM 3D6
Price 30
ROF 1
Ranges:
Point Blank 1-4
Short 8
Medium 12
Long 18
Extreme 20
PMPow 15
Notes -HARPOON
Sub-Area
Spear
WP
6
T
Y
S
7
D-T P
DAM 3D6
Price 125
ROF 1
Ranges:
Point Blank 1-5
Short 10
Medium 15
Long 20
Extreme 25
PMPow 15
Notes -JAVELIN
Sub-Area
Spear
WP
4
T
Y
S
4
D-T P
DAM 3D6
Price 60
ROF 1
Ranges:
Point Blank 1-4
Short 8
Medium 16
Long 32
Extreme 64
PMPow -Notes -file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
JAVELIN (Thonged)
Sub-Area
Spear
WP
6
T
Y
S
6
D-T P
DAM 3D6
Price 65
ROF 1
Ranges:
Point Blank 1-5
Short 10
Medium 20
Long 40
Extreme 80
PMPow -Notes -JAVELIN & ATLATL
Sub-Area
Spear
WP
8
T
Y
S
8
D-T P
DAM 4D6
Price 80
ROF 1
Ranges:
Point Blank 1-6 x2
Short 12 x1
Medium 24
Long 50
Extreme 120
PMPow _
Notes o
KNIFE (Small)
Sub-Area
Knife
WP
3
T
Y
S
1
D-T P
DAM 1D6
Price 45
ROF 2
Ranges:
Point Blank 1-2
Short 4
Medium 6
Long 8
file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
Extreme 10
PMPow -Notes -KNIFE (Large)
Sub-Area
Knife
WP
3
T
Y
S
2
D-T P
DAM 2D6
Price 85
ROF 2
Ranges:
Point Blank 1-3
Short 6
Medium 9
Long 12
Extreme 15
PMPow -Notes -KNIFE, THROWING
Sub-Area
Knife
WP
3
T
Y
S
1
D-T P
DAM 2+2D6
Price 100
ROF 2
Ranges:
Point Blank 1-4
Short 8
Medium 12
Long 16
Extreme 20
PMPow -Notes -NET (Weighted)
Sub-Area
Sling
WP
0
T
N
S
9
D-T
DAM -Price 100
ROF 1/2
Ranges:
Point Blank 1-2
file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
Short 4
Medium 6
Long 8
Extreme 10
PMPow -Notes f
ROCK
Sub-Area
Darts
WP
1
T
Y
S
1
D-T B
DAM 2D3
Price -ROF 2
Ranges:
Point Blank 1-4
Short 8
Medium 16
Long 32
Extreme 64
PMPow -Notes -SLING (Bullet)
Sub-Area
Sling
WP
0
T
Y
S
8
D-T B/P
DAM 4D6
Price 5/6
ROF 1/2
Ranges:
Point Blank -Short 5-25 x2
Medium 75 x2
Long 150
Extreme 250
PMPow -Notes h,m,p,q
SLING (Stone)
Sub-Area
Sling
WP
0
T
Y
S
8
D-T B
DAM 3D6
Price 5
ROF 1/2
file:///J|/RPG/DJCU/MMM/MMM2/MMM0204.TXT[10/9/2008 2:12:18 AM]
Ranges:
Point Blank -Short 5-20
Medium 40
Long 80
Extreme 160
PMPow -Notes -SPEAR (4'-6')
Sub-Area
Spear
WP
0
T
Y
S
4
D-T P
DAM 3D6
Price 85
ROF 1
Ranges:
Point Blank 1-4
Short 8
Medium 16
Long 24
Extreme 32
PMPow 6
Notes r
SPEAR (7'-9')
Sub-Area
Spear
WP
0
T
Y
S
4
D-T P
DAM 3D6
Price 85
ROF 1
Ranges:
Point Blank 1-3
Short 6
Medium 9
Long 12
Extreme 15
PMPow 12
Notes r
STAFF SLING (Stone)
Sub-Area
Sling
WP
0
T
Y
S
6
D-T B
DAM 6D6
Price 25
ROF 1/2
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Ranges:
Point Blank -Short 10-20
Medium 50
Long 100
Extreme 150
PMPow 15
Notes -THROWING STAR (Small)
Sub-Area
Throwing Star
WP
2
T
Y
S
1
D-T P
DAM 2D3
Price 5
ROF 2
Ranges:
Point Blank 1-3
Short 6
Medium 9
Long 12
Extreme 18
PMPow -Notes g
THROWING STAR (Large)
Sub-Area
Throwing Star
WP
3
T
Y
S
2
D-T P
DAM 2D6
Price 10
ROF 2
Ranges:
Point Blank 1-4
Short 8
Medium 12
Long 24
Extreme 36
PMPow -Notes g
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NOTES
(Footnotes A-Z and a-e are given in the Hand Weapons
information.)
the states around the Baltic. It has a top spike, and can
thus be used to thrust as needed. But its main attack
functions are its axe blades, and a supporting guisarme-like
lower back space is useful for hooking and pulling down
mounted opponents. It requires a PMPow of no less than 17 to
wield.
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Mythic Masters* Magazine
Volume 1 #2 October 1993
Computer Textfile Format
Item 09 of 31
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SUPPORT YOUR CHOSEN GAME SYSTEM!
If your Game Supplier doesn't have what you want, WE do!
Dangerous Journeys* Multi-Genre Roleplaying Game System
Mythus* Fantasy Roleplaying Game
$ 26
Mythus Magick* (Volume II of the Mythus game) 24
Epic of Aerth* Companion Volume 22
Mythus* Game Master's Screen 9
Necropolis* Campaign Scenario 20
Aerth* Bestiary Sourcebook
Soon!
City of Ascalon* Boxed Campaign Sourcework
Soon After!
Magister Setne Inhetep Novels
Anubis Murders $ 5
Samarkand Solution
Death in Delhi 5
by Gary Gygax
History
This form of protective device is thought to have been
devised in the Balkan kingdoms, albeit there is a great deal
of controversy if it was in Roumania-Transylvania or in
Carinthia-Dalmatia. In any event, the Excellent Black Eye
Talisman is well known to Apotropaists and others having to
contend with witchcraefters, and so it in not an altogether
uncommon item of enchanted sort which can be located in
certain of the larger magick bizarres and those rare shops
which provide real heka-imbued things of this sort.
Description
The Excellent Black Eye Talisman is always crafted to
appear as a normal object. Most frequently it is concealed
as a decorative brooch, clasp, necklace, or pin; although it
might be a cap or hat decoration, earring, fancy button,
head band, etc.
Powers
The operation of the Excellent Black Eye Talisman is
continuous and will function up to once each Battle Turn,
seven times total in any given week. It automatically
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12.
13.
14.
Tui Fa
Neck Breaking Hold
Strangle Hold
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12. Martial Arts Weapons: Attack Tables
Bagh Nakh
STEEP Attacks/CT
01-15
16-30
31-40
41-50
51-60
61+
2
2
3
3
4
Damage Base
2D6
1+2D6
2+2D6
3D6
1+3D6
4
3+3D6
Billy
STEEP Attacks/CT
01-15
16-30
31-40
41-50
51-60
61+
1
2
3
3
4
Damage Base
2D6
1+2D6
2+2D6
3+2D6
1+3D6
4
2+3D6
Brass Knuckles
STEEP Attacks/CT
01-15
16-30
31-40
41-50
51-60
61+
2
2
3
3
4
Damage Base
2D6
1+2D6
2+2D6
3+2D6
4+2D6
4
5+2D6
Cane
STEEP Attacks/CT
01-15
16-30
31-40
41-50
51-60
61+
1
2
2
3
3
Damage Base
1+2D6
2+2D6
3D6
1+3D6
2+3D6
4
3+3D6
Kama
STEEP Attacks/CT
01-15 1
16-30 2
Damage Base
3D6
3D6
31-40 3
41-50 4
51-60 4
61+
3D6
3D6
1+3D6
4
1+3D6
Knife, Small
STEEP Attacks/CT
01-15
16-30
31-40
41-50
51-60
61+
1
1
2
2
3
Damage Base
2D6+1
3+2D6
3D6
1+3D6
2+3D6
3
3+3D6
Hook
STEEP Attacks/CT
01-15
16-30
31-40
41-50
51-60
61+
1
1
2
2
3
Damage Base
2D6
2+2D6
3+2D6
4+2D6
5+2D6
3
6+2D6
1*
(3) Even Missile Weapons are included, and the Speed Factor
shown is applied accordingly.
(4) In the event of Total Surprise, use a 20 "beat" CT
division, and assume all HPs begin their activity at the
same time, and no individual Initiative roll needs be made.
The timing of any additional actions is then calculated by
adding SFs to find when they occur, with the beginning of
the CT on "beat" +1 and ending at the end of +20.
Example: A mercenary named Konrad... hands (SF 1 normally,
but these are Unalive things who are effectively Dazed, so
their SF is actually 6). For... armor. The various personas
and OPs concerned score Initiative as follows:
HP "A": SMSpd 22
-D10 roll 2 Casting 2 = -18
HP "B": MMSpd 20
-D10 roll 4 Enchanted item use 2 = -14
HP "C": PNSpd 18
-D10 roll 6 Weapon SF 3 = - 9
Konrad: PMSpd 16
-D10 roll 3 Weapons SF 7 = - 6
Zombie #1, PMSpd 6
-D10 roll 1 Hands 6,
Natural Weapons 3 = + 4
Zombie #2, PMSpd 6
-D10 roll 8 Hands 6,
Natural Weapons 3 = +11
This CT begins on "beat" -18 and ends after "beat" +12
(there is no 0 "beat," of course, and counting goes from -1
to +1). On "beat" -6 Konrad strikes with his Sabre Axe. If
he is entitled to two attacks, his next one will occur on
"beat" +5, (attacking 3 + weapon SF 7 = 10 "beats"). Zombie
#1 will have the opportunity to attack before Konrad's
second attack, but Zombie #2 will not.
Note that in the case where the Zombies were Totally
Surprised, the 30 "beat" division would allow all the HPs to
act in concert at beat +1, so Konrad would strike then and
10 "beats" later on +11, but because of his slow weapon he
would not get a third attack even if his STEEP otherwise
enabled this.
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Mythic Masters* Magazine
Volume 1 #2 October 1993
Computer Textfile Format
Item 15 of 31
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15. COMBAT, HAND-TO-HAND, NON-LETHAL
> Add after page 221 and following "Attack to Overpower DRs."
For each point of PMPow Physical Damage Bonus possessed by
the persona, the effective greater weight difference of the
defender is reduced by 25 pounds. Thus, for example, a +4 PD
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5
6
14
8
18+
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Mythic Masters* Magazine
Volume 1 #2 October 1993
Computer Textfile Format
Item 17 of 31
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17. STRIKING WITH PRECISION MISSILE WEAPONS
Physical Combat, Lethal
Final Attack Chance (page 226)
> Add the following at the end of this section:
When a persona is employing a missile weapon of
precision sort, such as a throwing knife or star or using a
blowpipe, the JourneyMaster may allow the following rule:
When the opponent it wearing armor which would be
likely to prevent any Physical damage from occurring in the
event of a successful strike, then FAC is not the true final
attack chance in such case. The attacker utilizing a
precision weapon then finds actual attack chance (AAC) by
finding the target subject's armor and reducing the FAC
according to these DRs:
Armor DR
half Difficult
one-half FAC
3/4 Very Difficult one-quarter FAC
full Extreme one-tenth FAC
Make a normal dice roll, and if the AAC or less is scored,
the precision weapon hits an exposed place and inflicts
either a non-vital or vital strike -- no super or ultra-vital
locations, so 01-40 equals vital.
Note that this rule makes poisoned weapons far more
dangerous....
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Mythic Masters* Magazine
Volume 1 #2 October 1993
Computer Textfile Format
Item 18 of 31
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18. PARRYING RULE
> Amend & Add To pages 228-229.
Correction to second paragraph:
The durability of a weapon has to do with its
likelihood of breaking when impacting another weapon, and
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=
=
=
=
6 3D6 = 10 5D6 = 18
7 2D10 = 11 6D6 = 21
8 4D6 = 14 4D10 = 22
10 3D10 = 17
right front
X
left flank
right flank
rear
front
left flank
rear
front
right flank
rear
Front
All weapon and shield parries possible. Dodging
possible. All attacks possible.
Left Front
Shield parries only if there are attackers also at
FRONT and RIGHT FRONT positions. Dodging possible.
Right Front
Weapon parries only if there are attackers also at
FRONT and LEFT FRONT positions. Dodging possible.
Flank (both)
Degree of advantage for a flank attack depends on if
the number of other attackers. If there is only one other,
then there is advantage only if the flank attacker attains
Surprise. If there are two or more others attacking from a
front and any other position then:
Flank attacker(s) STEEP bonus is +10 and DR is
"Moderate, not "Hard".
Left Flank
No parries or attacks possible. Defends with shield
Armor Factors if applicable. No dodging possible.
Right Flank
No parries or attacks possible. Defends without
shield's Armor Factors. No dodging possible.
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Rear
No parries or attacks possible. Defends without
shield's Armor Factors. No dodging possible.
Degree of advantage for a rear attack is as follows:
STEEP bonus is +20. Assailant's DR for Final Attack Factor
is typically "Easy", or "Very Easy" in the case of flank and
rear or rear and rear attacks in combination. Alternatively,
rather than moving the DR from "Moderate" to "Easy" or "Very
Easy" the JM can give a -10 or -20 on the dice roll(s) to
determine if is a hit is scored, for this increases the
chances for a Special Success quite dramatically and
obviates any chance for Special Failure.
Rear Attack Hit Location
It must be assumed that the attacker is able to use
more care in striking a blow from the rear position. Thus,
there is a greater likelihood of scoring additional Physical
Damage. Use the following table instead of the one printed
in the rules book:
Strike Location, Rear Attack
D% Roll Area
01-25
26-60
61-90
91-00
Damage Modifier
Ultra-Vital x4
Super-Vital x3
Vital
x2
Non-Vital
x1
right front
B
left flank
rear
E
A
R
right flank
rear
rear
(Formatting note: the letters of the word "BEAR" should be
vertically aligned above.)
In regards to non-human and/or very tall opponents, the
JourneyMaster must first determine how high up attackers can
strike, then make a decision as to whether or not its lower
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SEC at Start
EL: 66
MR CAT.: 39
MRC 13
MRP 13
MRS 13
P TRAIT: 72
PM CAT.: 30
PMC 11
PMP 8
PMS 11
CL: 64 WL: 54
PN CAT.: 42
PNC 16
PNP 10
PNS 16
S TRAIT: 102
SM CAT.: 45
SMC 19
SMP 13
SMS 13
EL: 91
SP CAT.: 57
SPC 20
SPP 19
SPS 18
Movement
Walking:
Crawling:
Evasive:
Cautious:
102 Trotting:
204
10.2 Running:
306
30
Jumping:
3'/6'
51
Swimming:
34/68
K/S Information
Mental
Apotropaism* 27
Appraisal.
29
Gen. Goods/Workmnshp
Jewelry/Gemstones
Current Events 32
Deception
39
Demonology* 41
Et. & Soc. Gr. 33
Foreign Languages:
Arach. Sc.
27
Y'dragi R.
38
Influence
24
Native Tongue 39
Trade Phonecian 27
Physical
Clothwork
27
"Ratling" a mere 1' tall, and "Atomie" all the way down to
1" height.
Stealth : A Philtre which enables the one drinking it
to perform Criminal Activities, Physical with a 1 point of
STEEP increase for each point of Heka the Witch/Warlock
invested in the making of it, up to a maximum of 13 points.
Its effects last for 13 Hours.
Theriomorphy : This Potion causes the one drinking it
to turn into omnivorous or carnivorous predatory animal
after a delay of as many ATs time as there are points of
Heka invested in it. It will last for a like period of Days,
and the Witch/Warlock can spend up to 13 points of Heka in
its concocting. The animal form of the imbiber will be up to
the Potion's maker at time of concoction. Typical forms are
hyena, wolf, wild boar, etc.
Trickery : This Philtre enables the one who has
consumed it to pass himself off as someone else altogether
(but not Impersonate [q.v.] another persona). His true
appearance, motives, abilities, and so on will be masked by
the power of the Philtre for as many Days time as there are
points of Heka invested in the Philtre. The Witch/Warlock
can expend up to 13 points of Heka brewing it, but at least
1 point of the energy must come from his or her Candle.
Witheringfire : A Potion which enables its imbiber to
belch forth a gout of flames up to 13' long and 5' wide, the
fiery exhalation inflicting Physical Damage equal to 1 point
per point of Heka invested in the concoction. All touched by
the flames will suffer the appropriate "Fire" PD, and easily
combustible substances will be set on fire from exposure to
the Witheringfire. As many as 66 points of Heka can be
invested in this substance, but at least 1 point of any
total so spent must come from the maker's Candle.
Hat: The Hat of the Witch/Warlock appears as any sort of
chapeau she/he desires, so the traditional image of the
tall, pointed, brimmed black one is entirely misleading -save if viewed in its true form at a Coven meeting or the
like. The Hat can appear to be a chaplet, hair ribbon, comb,
hair ornament, bonnet, cap, hat, scarf, etc. When wearing
the Hat the Witchcraefter can alter personal appearance (but
never have a higher Attractiveness) or that of apparel, sex,
physical form, age, size, etc. to any degree within human
average limits. Radical changes, however, cost 1 point of
Heka per AT to maintain -- altering sex is a radical change,
appearing young when old is also radical, etc. If the Hat
(in whatever its form) is removed from the wearer's head,
the Witchcraefter instantly resumes true appearance.
Skull: This item always appears to be a human skull, but in
reality the Skull of Witchcraeft is a manifestation of a
very Evil being of the Nether-realms, a potent Fetish
(q.v.). It must always be placed somewhere within its
possessor's abode. The Witch/Warlock will know one of its
name, and by speaking it aloud the Skull will employ a Power
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Spell
Adjure
Spell
Chant of Guarding
Cantrip
Invisibility To Werethings
Cantrip
Protection From Curses Spell
Protection From Petrifaction Spell
Protection From Storms Spell
Grade VI Castings (6) Base Heka Cost: 125
Abjure
Cantrip
Alruy's Spiritguard Ritual
Doublesalt
Charm
Protection From Natural Accidents
Spell
Protection From Subversion
Spell
Undead Bane Formula
Grade VII Castings (5) Base Heka Cost: 150
Invisibility to Heka Spell
Ironspikes
Charm
Protection From Madness Spell
Protection From Theft Charm
Unseen Guardian Cantrip
Grade VIII Castings (5) Base Heka Cost: 200
Hallowing
Ritual
Prevent Formula
Protection From Evil Spirits Spell
Protection From Impact Charm
Silveriron
Cantrip
Grade IX Castings (4) Base Heka Cost: 250
Invisibility To Netherbeings Cantrip
Netherbottle Spell
Protection From Ill-Luck
Charm
Spirit Trap Cantrip
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 being equal, it can be
employed before evil Heka can be directed against the
Apotropaist. For each point of Heka invested in the Warding
Gesture, 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 of assailing Heka.
Marking Of Safety: STEEP 21-30. 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, and
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 attack equal to
the Heka expended by the Apotropaist. It lasts for as many
CTs as the caster has points of STEEP in this K/S Area.
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the radius around him. For each point of Heka applied by the
Apotropaist, 1 point of Physical Damage will be absorbed.
Ritual Of Enclosing: STEEP 71-80. This power is invoked
through a Ritual that holds a hostile spirit within it's
confines, rendering it's 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 his associates a chance to prepare for
combat, attempt an abjuration, or at least get a head start
in getting away!
Incantation For Guardians: STEEP 81-90. With the use of
this power, the Apotropaist is able to summon 2-4 (1+D3)
beneficent spirit guardians to defend the caster and his
associates. It requires 3 ATs to complete this incantation.
Summoned guardian spirits will have Mental and Spiritual
Traits equal to the Apotropaist for purposes of Mental
and/or Spiritual combat. Note that these spirits are NonMaterial 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 K/S Area.
Spirit Trap: STEEP 91 & up. The Apotropaist using this
Casting-like power is able to create a permanent Spirit Trap
from any mundane container by tracing a series of runes and
sigils upon the inside surface of the object. For more
information on Spirit Traps, see Section 11. 33.5.
ASTROLOGY Abilities/Castings
Current STEEP: 31
44 Total Castings
Grade I Castings (6) Base Heka Cost: 20
Easy
Astromancy
Spell
Heka Sense
Spell
Influence of Scorpio Spell
Know Disposition
Cantrip
Minor Horoscope Formula
Star Chart Place
Formula
Grade II Castings (6) Base Heka Cost: 35
Moderate
Best Time
Formula
Chart Alchemical Operation
Spell
Elementscan Spell
Influence of Venus
Cantrip
Influence of Virgo
Ritual
Star Chart Item Spell
Grade III Castings (6) Base Heka Cost: 50
Hard
Ascendant
Cantrip
Chart Heka Forging
Formula
Influence of Cancer Formula
Influence of Mars
Spell
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Know Truth
Charm
Major Horoscope Formula
Grade IV Castings (6) Base Heka Cost: 75
Difficult
Heka Sight
Spell
Influence of Aquarius Cantrip
Influence of Libra
Spell
Influence of Mercury Spell
Influence of the Moon Cantrip
Kayyam's Wisdom Ritual
Grade V Castings (5) Base Heka Cost: 100
Very Difficult
Aetherscan
Cantrip
Arago's Influence of the Sun Cantrip
Influence of Aries
Cantrip
Influence of Gemini Spell
Influence of Sagittarius
Cantrip
Grade VI Castings (5) Base Heka Cost: 125
Extreme
Decan
Cantrip
Detect Evil Influence Formula
Influence of Jupiter Spell
Nostradamus' Circle of the Zodiac
Ritual
Trevyn's Star Portents Ritual
Grade VII Castings (4) Base Heka Cost: 150
Discover Gate Spell
Incantation of Saturn Ritual
Influence of Capricorn Formula
Influence of Taurus Spell
Grade VIII Castings (3) Base Heka Cost: 200
Discover Portal Ritual
Influence of Leo
Ritual
Nostradamus' Forewarning
Ritual
Grade IX Castings (3) Base Heka Cost: 250
Astralscan
Spell
Influence of Pisces Formula
Shadzur's Foredooming Ritual
CONJURATION Abilities/Castings
Current STEEP: 34
62 Total Castings
Grade I Castings (10) Base Heka Cost: 20
Easy
Conjure Animal Formula
Energy Gift Charm
Miniature Pentacle
Ritual
Pullout
Charm
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Symbol of Control
Cantrip
Conj. Cost
Base DR
Disembodied spirit
25
Easy
Semi-corporeal spirit
or minor being 50
Moderate
Corporeal spirit or
medial being 75
Hard
Major being
100 Difficult
Greater being
150 Very Difficult
Entital being
200 Extreme
Knowing Truename
--1 DR (easier)
Disembodied Spirit: This class includes weaker spirits
of the dead, nature spirits (Elementaries), and such noncorporeal things as Poltergeists and the like.
Semi-Corporeal 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 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: A corporeal spirit are those most
powerful non-material creatures able to form a solid body at
will. Preternatural Vampires and Ghosts, for example, fall
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Second Sight
Spell
Current STEEP: 47
Hekaberry
Spell
Oil of Infection
Formula
Truth Serum Formula
Grade VI Castings (5) Base Heka Cost: 125
Very Difficult
Add Chi Ritual
Arrest Disease Spell
Neutralize Potion
Spell
Oil of Invisibility Formula
Psychic Infusion
Formula
Grade VII Castings (4) Base Heka Cost: 150
Extreme
Beast Repellant Cantrip
Effluvium of Delusion Formula
Mystic Oil
Formula
Powercrystal Spell
Grade VIII Castings (2) Base Heka Cost: 200
Balm of Regeneration Formula
Elemental Oil Formula
Grade IX Castings (2) Base Heka Cost: 250
Effluvium of Aethereality
Formula
Rejuvenating Draught Ritual
WITCHCRAEFT
Fireflare
Eyebite
Firesmoke
Charm
Flameleap
Charm
Fumbleslip
Eyebite
Mal Omens
Cantrip
Slamlock
Eyebite
Sourwine
Eyebite
Stirhatred
Cantrip
Trip Eyebite
Witchspeak
Charm
Grade III Castings (13) Base Heka Cost: 50
Easy
Anger Eyebite
Blightcrop
Spell
Drunkhead
Eyebite
Gluttony
Charm
Hex Eyebite
Lightsout
Eyebite
Netherspeak Charm
Poisondrink Cantrip
Reversed Pentagram
Ritual
Sicken Charm
Spoilfood
Charm
Stun Animal Eyebite
Tumblefall
Eyebite
Grade IV Castings (13) Base Heka Cost: 75
Moderate
Avarice Charm
Callstorm*
Formula
Doublewitch Cantrip
Doze Eyebite
Envy Eyebite
Hexagain
Spell
Liespeaking Charm
Lust Eyebite
Oilfire Spell
Poisonspit
Charm
Rotwood Cantrip
Talkingfrog Formula
Witchbolt
Eyebite
Grade V Castings (13) Base Heka Cost: 100
Hard
Badluck Ritual
Damaging Winds* Spell
Evil Eye
Eyebite
Fadeinks
Charm
Fainting
Eyebite
Heavy Precipitation* Spell
Hex Trap
Cantrip
Jealousy
Eyebite
Maggots Ritual
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Poisonbreath Charm
Prettylooks Formula
Rustmetal
Spell
Witching Hour Spell
Grade VI Castings (9) Base Heka Cost: 125
Difficult
Cacklefear
Charm
Damaging Hail* Spell
Hidehut Formula
Nighthide
Spell
Poisonfare
Eyebite
Seagale Spell
Slowdeath
Eyebite
Waterscry
Formula
Vomit Flames Charm
Grade VII Castings (9) Base Heka Cost: 150
Very Difficult
Breach Circle Spell
Bringlightnings*
Spell
Inanimation Charm
Panicksteed Eyebite
Ratpack Formula
Scorpionsting Cantrip
Throwflames Charm
Toadstool
Spell
Whichwitch
Charm
Grade VIII Castings (6) Base Heka Cost: 200
Extreme
Blindness
Cantrip
Breaklimb
Cantrip
Evilspirit
Spell
Frogform
Spell
Haghaunt
Formula
Knifewound
Eyebite
Grade IX Castings (6) Base Heka Cost: 250
Evilbeast
Spell
Frogprince
Spell
Ghostblight Cantrip
Spiritforge Cantrip
Timeflies
Charm
Triplespace Formula
*The Casting CALL STORM (Grade IV Formula) can be augmented
by one or more of the various others likewise marked by an
asterisk, i.e. Damaging Winds, Heavy Precipitation, Damaging
Hail, and Bringlightnings. Of course, if there is already a
storm in progress then these Castings can be used to augment
that condition, thus assuring the maximum devastation for a
minimum Heka expenditure. In like vein, bad weather can be
intensified and retained in the area if the Witch/Warlock
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he'd ply his pen nibs and India ink to create identification
forms, blank licenses, and so forth.
John and I, and sometimes even Don Kaye, would make up
our characters' names and fill in the data as to height,
weight, hair and eye color, etc. (My most frequent one as I
recall was Jack Slade, 6'1", 200 pounds, black hair and gray
eyes.) You couldn't carry a gun without a permit, nor get
onto the crime scene without an ID, of course. Whatever the
story line was, we'd play the scenario as we went, Jim Rasch
playing a main character and all the miscellaneous ones we'd
encounter in the course of the game. I learned then never to
sell the same negatives to two different news services. When
I refused to return the money paid I got hauled to court!
Sometimes we (John and I) actually won -- getting our
man, money, fame, or whatever. Pretty rarely, though; most
often we were "foxed" and outsmarted by the bad guys (aka
Jim Rasch). The truly hard part of the "realistic" play
though was getting killed. If your persona was dead it was
all over for you. "That's it for you. Your guy's dead. Get
out!" Jim would say. You got; otherwise you'd get a few
lumps. As my arms were usually already black-and-blue from
my own older brother, I seldom argued.
By the time I was ten Jim had fully recovered, and
there were no more such games. John and I would make up our
own, but they somehow weren't as much fun. Soon I thought
I'd outgrown such silly stuff as that. Anyway, Don Kaye and
I were having a lot of fun using my toy tanks and soldiers
to fight "realistic" WWII battles on the floor up in my
attic; no more "let's pretend" for me, ever. I was wrong, of
course. I just had to wait until I got old and wise enough
to cobble up rules for a system of roleplaying that let
everyone create such fun as I used to have when I was just a
kid. I wonder how many others used to have the same sorts of
games and never knew that they were "live roleplaying" and
that one day there'd be a multi-million dollar industry
based on such kid's stuff?!
(The opinions expressed in this column are solely those of
Gary Gygax and do not necessarily reflect those of the
Publisher, Editor-in-Chief, or any of the other staff of or
contributors to this publication.
(Copyright [c] 1993 Gary Gygax. All Rights Reserved.)
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Mythic Masters* Magazine
Volume 1 #2 October 1993
Computer Textfile Format
Item 25 of 31
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SUPPORT YOUR CHOSEN GAME SYSTEM!
hours long.
The surface of the planet is now a series of twisting,
broken spiral-shaped continents separated by similarly shaped
shallow seas. These continents are band-like and generally
lay along a northeast-southwest axis. Terraforming operations
placed the bulk of land area above an equatorial belt 2
megameters in width. A little more than half the surface of
Venuz is now covered by water, as conversion of the
atmosphere required the condensation of a considerable volume
of this liquid. Continuing rainfall is bringing about more
changes as water rises slowly, while sea bottoms are
gradually sinking under the water's weight. Vulcanism,
though, is pushing up islands and ridges in the central
(equatorial) seas, so on balance the water to land ratio will
probably be in the 6:4 range, and the planet will end up with
something around 75-80 million square miles of land surface.
Note, however, that the equatorial regions ( c. 20% of the
land) are uninhabitable to all save the specially mutated
human species.
All is chaos on Venuz, for the effects of the Nebular
Flux were unchecked by screening. Human mutants and weirdly
evolved "Venuzian" life forms compete for survival and
supremacy.
It is necessary to reiterate that Venuz was made
habitable over a relatively short span of time by the
fantastic science possible to Urth. During that brief period,
"native" life forms also sprang into being, but these weird
flora and fauna were kept at bay by the robots and androids
laboring to terraform the planet. As human settlements were
established, they too took an active role in ridding their
territory of such life forms, but after some heated
controversy Urth declared that these rapidly evolving things
were to be maintained in preserves screened off from the
human areas of Venuz. Then the cataclysmic passing of the
great cloud of cosmic dust and radiation destroyed the
shielding that separated the wild "native" preserves from the
remainder of the planet. The Nebular Flux caused mutations to
humans, of course, but increased the already fantastic
mutational rate of "Venuzian" life forms.
Magick
While as potent as on Urth, the planetary biosphere is
chaotic and in transition, so that at any time the employment
of such power is uncertain. This is indicated by use of the
following table for any casting:
1. Activation at 50% normal chance
2. Activation at 200% normal chance
3. Heka expended 200% normal required (if insufficient
possessed, fails)
4. Heka expended 50% normal required
5. TAD and/or E/F/M, each as applicable, at 50% normal
6. TAD and/or E/F/M, each as applicable, at 200% normal
Technology
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