RMM4 PDF
RMM4 PDF
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MAZES & minotaurs
THE ROLEPLAYING GAME OF HEROIC ADVENTURE IN THE MYTHIC AGE
Many of these options take the Mazes & Minotaurs IV: MAGIC OPTIONS
rules “beyond the labyrinth”, expanding the horizon Beastmasters 21
of the game into new directions and territories, such Shapeshifters 24
as military campaigning, divine power plays, court
intrigue or even romantic interludes, illustrating the Light & Darkness 27
endless possibilities offered by roleplaying games in
general and Mazes & Minotaurs in particular. V: RELIGIOUS OPTIONS
Acolytes 29
Let the Odysseys begin – over and over again!
Ritual Sacrifices 29
Olivier Legrand, Winter 1987 Cult of Cybele 30
Credits Cult of Dionysos 31
Cult of Mithras 31
Editor / Reviser: Olivier Legrand Druidic Faith 32
Contributors: Luigi Castellani, Paul Elliott, Olivier
Legrand, John Marron, Erik Sieurin. VI: MISCELLANEOUS RULES
Proofreading: Matthew Rees, Herman Schleck. Traps 34
Cover Art: © Luigi Castellani (d’après J.A. Lee) Curing Poison 36
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I: CHARACTER OPTIONS
Background Talents
In addition to their attributes and class abilities,
M&M characters may be given background talents
to reflect their upbringing and prior experience.
Amazon: Choose two talents among Armorer, Spearman: Choose two talents among Armorer,
Beastmaster, Equestrian, Healer, Mountaineer and Equestrian, Healer, Musician, Orator, Sailor,
Wrestler. Tactician and Wrestler.
Barbarian: Choose two talents among Armorer, Thief: Choose two talents among Acrobat, Actor,
Beastmaster, Equestrian, Mountaineer, Woodsman Healer, Musician and Orator.
and Wrestler.
Lyrist: All Lyrists automatically have the Musician As a further illustration of how background talents
and Orator talents. may help define a character’s education and prior
experience, we shall also determine the talents of
Noble: Choose two among Equestrian, Musician, Pyros’ companions of adventure, as shown on p 5
Orator, Sailor, Scholar, Tactician and Wrestler. of the Players Manual:
Nymph: All Nymphs have the Musician talent but no Lythia the Huntress is a strong-willed, self-reliant
forester, making Woodsman a mandatory choice.
other talent, since they never received anything
Lythia’s player selects Healing as a second talent,
resembling an education or apprenticeship. This is
making her a very valuable asset for the party.
counterbalanced by their affinity with their natural
milieu (see Players Manual). Also remember that Faros the Noble is a heroic (but somewhat
Nymphs never get old, so please stop complaining. overconfident) Noble from the city of Thena. His
player selects the Orator and Tactician talents to
Priest: A Priest’s choice of talents varies according reflect Faros’ typical aristocratic education.
to his deity. Choose two talents among Armorer
(Hephaestus), Beastmaster (Artemis), Bowyer Xenon the Elementalist likes to play the part of
(Apollo, Artemis), Healer (Apollo, Hermes and all the mysterious and charismatic magician: the
Goddesses), Musician (Apollo and all Goddesses), Orator and Scholar talents seem natural choices
Navigator (Poseidon), Orator (all deities), Scholar for such a character.
(Apollo, Zeus, Athena) and Tactician (Ares, Athena).
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Talents in Play Mountaineer: Characters with this talent are
advantaged on all their climbing rolls as well as on
Most talents are directly tied to a specific type of Danger Evasion rolls made to avoid or detect
D20 roll commonly used in M&M adventures. When natural perils of the mountainous milieu
a character is advantaged on a D20 roll by one of (treacherous paths, avalanches etc).
his talents, two D20s are rolled instead of one and
the higher roll is kept as the result. Musician: Characters with this talent know how to
play an instrument (usually the lyre or flute); they
Some talents may also give a character extensive are also able to compose tunes and to sing in an
knowledge in one or even several fields of study. attractive manner.
The precise benefits of this knowledge in game
terms are left to the Maze Master’s discretion and Orator: Characters with this talent are advantaged
will have to be adjudicated on a case-by-case basis. on all their persuasion rolls (see chapter VI) when
making public speeches, using rhetorics etc.
As a general rule, such knowledge talents should
seldom be used in conjunction with dice rolls. The Sailor: Characters with this talent are advantaged
easiest way to use them during the game is simply on all their Danger Evasion rolls made while sailing
to give additional (or more accurate) information to as well as on all their swimming rolls.
the player, reflecting his character’s knowledge.
Scholar: Characters with this talent have extensive
knowledge in many fields of study - flora, fauna,
List of Talents history, geography, astronomy, philosophy etc. They
also know two extra languages.
Acrobat Equestrian Sailor
Actor Healer Scholar Tactician: Characters with this talent are trained in
strategy, battle tactics, siegecraft and other military
Armorer Mountaineer Tactician arts. This will advantage them in various ways when
Beastmaster Musician Woodsman preparing military operations; it may also be used
with the mass combat rules given in chapter III.
Bowyer Orator Wrestler
Woodsman: Characters with this background talent
are advantaged on all their Danger Evasion rolls
Description of Talents (including all detection and stealth rolls) made while
operating in woodland or forest environment.
Acrobat: Characters with the Acrobat talent are
advantaged on all their climbing rolls and other feats Wrestler: Characters with this background talent
of balance or agility requiring Athletic Prowess rolls. are advantaged on all their wrestling attacks made
against humans and other medium-sized opponents
Actor: Characters with this talent are skilled at as well as on their rolls to break free from such
feigning emotions and impersonating others. In opponents’ grappling holds.
game terms, they are advantaged on all their
deception rolls (see Influencing NPCs, chapter VI).
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Alternate Soldier Classes
This section presents two optional new military
classes: Cavalrymen and Archers. Both are more
specialized (and thus less versatile) than the
standard M&M classes and will probably be more at
home in a military-oriented campaign than in a
series of epic quests and adventurous odysseys.
ARCHERS
Archers are elite, military-trained bowmen.
Category: Specialists.
Basic Hits = 10
Marksmanship: Archers add their Skill bonus to A proud Cavalryman and his equally proud battle horse
their damage roll when using bows.
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Alternate Amazon Class
This section details an alternate version of the
Amazon class, originally published in the Minotaur
webzine. This variant may be used either in place of
or in addition to the standard version of the class
detailed in the Players Manual, which (to quote the
original article) “modern-day female gamers may
find a bit too reminiscent of the sexist clichés often
associated with warrior women in fantasy”.
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2007 Edition Notes & Comments
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II: DIVINE AGENTS
Divine Favor
All M&M player-characters are assumed to enjoy
some degree of favor from the gods in general and
from their patron deity in particular.
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Divine Call
This divine boon allows him to call a single Divine
Intervention as per the level 6 Divine Prodigy,
except that it costs no Power points to use and
works automatically.
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Requirements: This gives the minimum attribute Agents of Apollo
scores required to become the deity’s agent.
Preferred Classes: Centaur, Hunter, Lyrist, Noble,
Sacred Mission: The character’s general duties Nymph, Priest, Light Elementalist (see chapter III).
and responsibilities as a divine agent.
Requirements: 18+ in Luck and in one other score
Favored Attributes: The attributes which can chosen among Skill, Wits and Grace.
benefit from a Mythic Attribute boon (see above).
Sacred Mission: Divine agents of Apollo must
Mythic Items: Examples of items which may be protect and defend his sacred sites, his priests, his
given by the deity as divine boons. These lists are devotees and his various protégés, which include
by no means exhaustive and may be expanded by most lyrists and oracles. They must also help to
Maze Masters to include additional items. spread the worship of their divine patron (even in a
Special Restrictions: Each god or goddess has a purely solar, abstract form) throughout the world.
special restriction regarding the divine boons it may Favored Attributes: Grace, Skill and Wits.
grant to its agents. This restriction usually reflects
the deity’s personality and attitudes toward mortals. Mythic Items: Bow of Apollo, Breastplate of Apollo,
Spear of Defense, Spear of Striking, Staff of Light,
Harp of Poetic Insight.
Agents of Aphrodite
Special Restrictions: Apollo prefers his agents to
Preferred Classes: Noble, Lyrist, Priestess.
be truly exceptional individuals. For this reason, the
Requirements: 18+ in Luck and Grace. first three divine boons granted to an agent of Apollo
must include at least one Mythic Attribute.
Sacred Mission: Agents of Aphrodite must protect
and defend her priestesses, devotees and sacred Agents of Ares
sites. Aphrodite also has a tendency to embroil her
agents in her games of divine intrigue, especially if Preferred Classes: Barbarian, Noble, Spearman.
agents of other deities are also involved.
Requirements: 18+ in Luck and Might.
Favored Attributes: Grace, Luck and Wits.
Sacred Mission: Divine agents of Ares must
Mythic Items: Aegis, Dagger of Aphrodite, Amulet protect and defend his sacred sites, his priests and
of Aphrodite, Tunic of Fortune. his devotees. From time to time, Ares may also
command them to actively participate in wars – or
Special Restrictions: Aphrodite loves to intervene
even to contribute to their outbreak.
in the affairs of mortals. For this reason, the first
three divine boons granted to an agent of Aphrodite Favored Attributes: Might, Skill and Will.
must include at least one Divine Call.
Mythic Items: Breastplate of Ares, Helmet of Ares,
Spear of Striking, Sword of Ares.
Agents of Artemis
Preferred Classes: Amazon, Centaur, Hunter,
Noble, Nymph (Dryad), Priestess.
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Agents of Demeter
Preferred Classes: Nymph (Napaea or Helead),
Priestess. Agents of Demeter are always females.
Agents of Hephaestus
Preferred Classes: Barbarian, Priest. Male
Elementalists specialized in Earth and Fire may also
be considered if nobody else is available.
Agents of Hera
Agents of Athena
Preferred Classes: Noble, Priestess.
Preferred Classes: Amazon, Noble, Priestess,
Spearman. Requirements: 18+ in Luck and in one other score
chosen among Wits, Will and Grace.
Requirements: 18+ in Luck and in one other score
chosen among Skill, Wits and Will. Sacred Mission: Agents of Hera must protect and
defend her sacred sites, her priestesses and her
Sacred Mission: Divine agents of Athena must devotees. Their patron goddess will also regularly
protect and defend her sacred sites, her priestesses command them to interfere with her husband’s own
and her devotees. They must also help to spread affairs and intrigues in the mortal world…
civilization, peace and wisdom throughout the world.
Favored Attributes: Will, Wits, Luck and Grace.
Favored Attributes: Skill, Will and Wits.
Mythic Items: Aegis, Sword of Ruse, Amulet or
Mythic Items: Aegis, Helmet of Athena, Spear of Girdle of Protection, Ring of Invisibility, Cloak of
Athena, Spear of Defense. Concealment, Tunic of Fortune.
Special Restrictions: Athena is a goddess of Special Restrictions: Hera loves to intervene in
protection and personal excellence: the first three mortal affairs and watch her protégés closely. For
boons she grants to an agent must always include this reason, the first three divine boons given to an
at least one Mythic Attribute or one Mythic Item. agent of Hera must include at least one Divine Call.
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Agents of Poseidon
Preferred Classes: Noble, Nymph (Nereid), Priest.
Requirements: 18+ in Luck and Wits. Requirements: 18+ in Luck and in any other
attribute (Zeus has eclectic tastes).
Sacred Mission: Agents of Hermes must protect
and defend his sacred sites, his priests and his Sacred Mission: Agents of Zeus must protect and
numerous devotees (which include many traders, defend his sacred sites, priests and many devotees.
merchants and travellers) ; they must also help to They must also do everything in their power to battle
expand and develop the practice of peaceful trade creatures of Chaos and other enemies of Olympus.
between cities and nations. From time to time, Zeus will also command them to
intervene in the affairs of kings and other powerful
Favored Attributes: Wits, Luck and Grace. mortals or in his own games of intrigue against the
agents of his spouse Hera.
Mythic Items: Ring of Good Fortune, Sandals of
Hermes (especially that), Caduceus. Favored Attributes: Might, Will, Luck and Wits.
Special Restrictions: Hermes loves his agents to Mythic Items: Aegis, Lightning Bolt, Sword of Ruse,
have visible tokens of their divine responsibilities; Staff of Light, Wand of Air, Amulet of Protection,
for this reason, the first three boons granted to an Ring of Fortune, Ring of Invisibility.
agent of Hermes always include at least one Mythic
Item (especially a Caduceus or Sandals of Hermes). Special Restrictions: As the supreme ruler of all
gods, Zeus places no special restriction on the
boons he grants to his agents.
Agents of Hestia
Preferred Classes: Priestess. Hestia never uses
any other character class as her divine agents.
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2007 Edition Comments
All this to say that the Divine Agents rules had been
much awaited and were generally welcomed by the
M&M community at large.
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III: COMBAT OPTIONS
Double Attack
Characters are normally limited to a single melee
attack per battle round but warriors (and only them)
may try to ‘split’ their attacks between two different
opponents engaged in melee during the same battle
round. This requires a Melee modifier of at least +4.
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Staff Fighting
A quarterstaff used as a weapon inflicts 1D6 Hits of
subdual damage (as per pugilism) rather than real
combat damage; unlike pugilistic damage, however,
this damage is not affected by the attacker’s Might.
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Unarmed Combat
Special tactics like Charge Into Battle, Subterfuge or the - Ayaaah! It’s Homeric Combat time!!!
various new melee maneuvers detailed in the first
chapter of this supplement (such as Double Attack or
Disarming) cannot be used by pugilists or wrestlers. Homeric Combat
Humans using unarmed combat against multiple Small The following optional rules may be used to add an
opponents benefit from the usual extra melee attack: in extra element of epic heroism, spectacular violence
other words, a human wrestler can attempt to grapple and dramatic unpredictability to combats.
two Small opponents during the same round, applying
his full Might to each of his grappling attacks. Critical Hits
Wrestling Damage Whenever a player-character’s Melee or Missile roll
exceeds the target’s EDC by 10 or more, the attack
A wrestler with superior physical strength may cause is a critical hit. Critical hits represent exceptionally
serious physical damage to an immobilized opponent if well-aimed (or incredibly lucky) blows or shots.
he so wishes. This represents ‘wrestling for blood’, Whenever a critical hit occurs, a new D20 roll must
crushing holds, choking a victim to death and other dirty be made on the appropriate table (see next page).
tricks (which are of course strictly forbidden during
honorable wrestling matches). This rule only applies to player-characters’ attacks;
creatures and NPCs (no matter how powerful) can
Only a wrestler with an above-average Might (13+) can never inflict critical hits. This restriction reflects the
use this option, causing a number of Hits of damage fact that player-characters are the heroes of the
equal to his Might bonus to his immobilized victim at the story and thus enjoy a greater degree of combat
end of each battle round. This requires no Melee roll but fortune and dramatic stature.
prevents the wrestler from making any other type of
attack. Thus, a wrestler with a Might of 15 (Might bonus Fumbles
+2) may inflict 2 Hits of damage per round to an
immobilized victim. This damage is taken after the victim Whenever an attack roll results in a natural roll of 1
has failed its attempt to break free (i.e. no damage is (regardless of modifiers), the attack is not only a
taken if the victim manages to break free). failure, but a fumble. A new D20 roll must then be
made on the appropriate table (see next page).
This tactic cannot be used against Animates, who either
do not need to breathe (and thus cannot be choked to This risk theoretically applies to all attackers, except
death) or are immune to things like broken bones, for player-characters (and major NPCs) with a Luck
dislocated joints etc. of 13+, who are lucky enough to be immune to such
embarrassing failures. Thus, most high-level PCs
and NPCs will be immune to fumble results. Lastly,
creatures using their natural weapons (claws, fangs
etc) are also immune to fumbles.
- Don’t move! I’ve got some new wrestling rules for you! Fumbles: How to Make a Fool of Yourself In Melee
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Melee Critical Hits Melee Fumbles
1-4 = Stunned! 1 = Clumsy Move.
Opponent takes normal damage and is -2 to Embarrassing, but no extra effect.
attack and EDC next round. 2-5 = Weapon Arm Numb / Pull Muscle!
Attacker is at -2 to attack and EDC next round.
5-8 = Dazed!
Opponent takes normal damage and is -4 to 6-10 = Lose Balance!
attack and EDC next round. Attacker is at -4 to attack and EDC next round.
20 = Instant Kill!
Attacker beheads (or otherwise instantly kills) his
opponent (even if multiple-headed). Missile Fumbles
1 = Clumsy Move.
Embarrassing, but no extra effect.
Missile Critical Hits 2-4 = Vision Impaired!
Attacker is at -2 to Missile attack next round.
1-5 = Stunned!
Opponent takes normal damage and is -2 to 5-8 = Vision Blocked!
attack and EDC next round. Attacker is at -4 to Missile attack next round.
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Yes, that’s a Boeotian helmet (sort of)
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Last but not least, this rule adjustment also gives an
excellent reason to invest in greaves, a type of leg
armor which was often worn by Greek hoplites. Until
now, greaves had no real raison d’être in M&M but
with this rule adjustment, greaves suddenly become
extremely useful additions to a character’s armor.
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It is this danger of being brought to a halt that has
made archery and javelin-throwing a more popular
form of chariot-warfare, coupled with drive-by spear
or sword attacks when opportunity arises.
Chariot Feats
Spectacular chariot feats are possible! Drivers can
attempt jumping over obstacles (logs, bodies, low
walls, irrigation ditches, boulders, shield walls!),
galloping down steep slopes, racing on a single
wheel, side-swiping other chariots, carrying out 180°
A proud Noble posing with his chariots and horses turns and so on...
Chariot Combat This baby can wheel on a dime, and negotiate even
the most cluttered battlefields. In game terms, a
Characters fighting from a chariot gain a +2 melee Chariot of Turning adds a +4 bonus to all Danger
attack bonus against opponents on foot if these Evasion rolls made by its driver and its horses.
opponents are of Medium size. Against Large or
Gigantic creatures, fighting from a chariot brings no War Chariot of Ares
bonus. Against smaller opponents chariot-fighters
are actually disadvantaged by their higher position (- This chariot adds an extra +2 to the EDC of its crew
2 versus Small opponents and -4 versus Tiny ones). members and must be damaged thrice (instead of
only twice) to be destroyed. An even more powerful
Characters in a chariot also benefit from a +2 bonus version (the Armored War Chariot of Ares) exists,
to their EDC (against all opponents) as the chariot which adds an extra +4 to EDC and is destroyed
provides a little cover and protection. when damaged for the fourth time.
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2007 Edition Notes & Comments
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IV: MAGIC OPTIONS
BEASTMASTER
Primary Attributes: Will and Grace
Basic Hits: 8
Beastmasters are magicians who hold mysterious Possessions: Knife, minimal clothing and
power over the animal kingdom. On the world of various animal fetishes (necklace of fangs etc).
Mythika, they are most often encountered in the wild Beastmasters receive no starting wealth.
jungles of Charybdis, where the local savages hold
them in deep respect. Some Beastmasters were Restrictions: Beastmasters can never wear
chosen and tutored as apprentices by an older any form of metal armor (including shields or
Beastmaster, but most of them have actually been helmets), since this would disrupt their mystical
reared by wild beasts and grew up among them. connection with the Powers of the Wild.
Their brand of magic, known as Beastmastery, is Patron Deity: Beastmasters do not have any
innate in a manner similar to a Nymph's Gifts; identifiable patron deity – instead, they show
Beastmasters do not need to perform any ritual or devotion to the primal powers of the Wild.
chant any words to use their magic.
Background Talents: All Beastmasters have
In addition to the usual repertoire of six magical the Beastmaster and Woodsman talents. Maze
powers, all Beastmasters have an innate, natural Masters who wish to avoid all risk of confusion
affinity with animals. This affinity allows them to between the class and the background talent of
speak with Beasts as if they were human beings the same name might consider changing the
(which does not mean the Beasts will have anything name of the class to Beastlord.
interesting to say or will be willing to communicate)
as well as the power to Tame Beasts by Charm, Reputation Effect: Beastmasters receive their
using the rules given for Nymphs (see chapter VI) ; reputation bonus when dealing with primitive
unlike Nymphs, Beastmasters are able to use this tribesmen from their homeland.
ability on any Beast, but NOT on Monsters. These
abilities are not magical in nature and do not require
any Power expenditure.
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2d10 Waiting Time
2-3 1d10 minutes
4-7 1d6 x 10 minutes
8-14 1d6 hours
15-18 1d6 x 10 hours
19-20 1d10 days
This power affects either the closest group of Magnitude 5: Monster Calling
Beasts of one particular species. The number of
Beasts summoned in this manner depends on the This power has the same effect as Beast Calling,
Size of the species: Tiny 3d6, Small 2d6, Medium but affects Monsters. Like Monster Soothing above,
1d6, Large 1d3, Gigantic 1. Alternatively, this power it can only be used to summon a single creature.
may also be used to summon a single individual
Beast which the magician is familiar with. Since Monsters are decidedly rarer than Beasts, a
different roll is made to see how long it takes for the
This power sends out a call that the Beasts in creature to reach the Beastmaster:
question must follow unless it makes a Mystic
Fortitude roll against a target number equal to the 2d10 Waiting Time
Beastmaster’s Mystic Strength. The Beasts travel at 2 d10 minutes
top speed towards the Beastmaster until they reach
3-4 1d6 x 10 minutes
him. The Beastmaster cannot move from the spot or
the Beasts will lose interest and stop. 5-8 1d6 hours
9-16 1d6 x 10 hours
The Beasts summoned must be native to the area: 17-20 1d10 days
you cannot, for instance, summon Hyperborean
Beasts in the jungles of Charybdis. The Maze
Master must guesstimate the time it will take a Magnitude 6: Monster Command
specific individual to reach the Beastmaster. When
calling the closest group of Beasts of a particular This supreme power has the same effects as Beast
species, use the following table: Command, but affects Monsters instead and can
only target a single creature.
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SHAPESHIFTER
Shapeshifters are humans blessed with the innate
magical ability to transform their body into a variety
of forms, including animal ones. This wondrous
magical gift appears to be partly genetic in nature,
coming from the father or mother of the character
and being transmitted to his children.
Category: Magician
Basic Hits = 8
Background Talents: The two background talents Shapeshifters can adopt a variety of different human
of a Shapeshifter almost always have something to forms ; depending on their magical talent, they may
do with the natural world or with trickery. Favorite also transform themselves into a limited number of
talent choices include Acrobat, Actor, Beastmaster, Beasts or nonhuman Folks – but unlike what some
Healer, Mountaineer, Sailor and Woodsman. rumors and wild tales (surely created and spread by
Shapeshifters themselves) would have us believe,
Patron Deities: Shapeshifters who have a divine they are absolutely unable to turn themselves into
patron usually select Hermes or Artemis. Monsters (not to mention Spirits or Animates).
Advancement: As other magicians. Thus, a Shapeshifter may be able to alter his human
form at will, mimic someone else’s appearance or
Reputation Effect: Because they can change their change into an eagle or fox, but will never have the
face and appearance at will, Shapeshifters never power to take the form of a Chimera or Minotaur.
benefit from any form of Reputation.
This reflects the fact that Monsters are essentially
Restrictions: The powers of Shapeshifter do not unnatural creatures, whose unnatural appearance
mix very well with armor, shields and cumbersome and constitution cannot be duplicated by the natural
weapons, as detailed in the description of the magic of Shapeshifters. Similar reasons explain why
Metamorphosis realm of magic (see chapter IV). Shapeshifters cannot change into Spirits (which
have no natural, organic body) or Animates (which
are at least as unnatural as Monsters).
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Shapeshifters & Power
Shapeshifters also differ from other magicians in
that they do not have a Mystic Strength score (since
they never use their magical powers against others).
Protean Repertoire
At the Maze Master’s discretion, a Shapeshifter’s
A Shapeshifter’s magical talent is known as his Protean Repertoire may also include Beasts whose
Protean Repertoire. It is equal to the sum of his Wits characteristics are not specifically detailed in the
and Luck modifiers. Creature Compendium but which can easily be
defined using the rules from the Creatures chapter
A Shapeshifter’s Protean Repertoire score indicates of the Maze Master’s Guide, such as ravens, cats,
the number of different nonhuman forms (Beasts or otters or even pikes, as long as they respect the
Folks) he can take. These nonhuman forms must be various restrictions detailed above.
selected when the character is created and a new
form will be added to the Repertoire every time the Shapeshifting Effects
character increases his talent by one point.
Each transformation takes a full battle round of total
Thus, a Shapeshifter who starts with a Protean concentration, during which the Shapeshifter cannot
Repertoire of 4 will have four different nonhuman do anything else, and costs a number of Power
forms (such as Eagle, Fox, Stag and Acteon or points equal to its Magnitude, as detailed below.
Wolf, Bear, Bearman and Boar) and will add a fifth
one when his magical talent is increased to 5. Regardless of his current form or appearance, a
Shapeshifter always retains his own current Hits
The nonhuman forms of the Shapeshifter’s Protean total, even in Small or Large forms.
Repertoire can be chosen by the player from the
various Beasts and Folks described in the Creature He also retains his attribute scores and modifiers ;
Compendium, with the following restrictions: the creature’s Ferocity, Cunning and Mystique do
not modify his characteristics in any way.
Only creatures of Medium, Small or Large Size may
be chosen. Creatures of Tiny or Gigantic Size are The creature’s Size, however, will affect his Melee
beyond the powers of a Shapeshifter. mod and his natural damage, as per the usual rules
(but not his Hits total). The Shapeshifter will also
Flying variants of Beasts or Folks (Pegasus, gain the movement rate of his new form.
Pegataur, Flying Unicorn etc) can only be chosen as
forms by Shapeshifters whose Protean Repertoire Thus, a Shapeshifter who turns into a Large Bear
already includes the non-flying version of the will keep his Hits total and his modifiers but will
creature (Horse, Centaur, Unicorn etc). This rule receive a +2 bonus to Melee for his Large Size and
also applies to superior versions of a specific will inflict 2D6 damage with his natural attacks.
species (such as Sagittarians for Centaurs).
The Shapeshifter also gains the special abilities of
Lastly, adopting the form of a creatures does not his new form (which may give him various bonuses),
necessarily grant you all of its abilities: see except special abilities which are clearly magical,
Shapeshifting Effects below for more details. supernatural or psychic in nature.
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Metamorphosis Powers
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Light & Darkness
As mentioned in the description of Elemental Magic
in the Players Manual, some Elementalists are able
to manipulate the pre-elemental forces of light and
darkness. Elementalists may only select Light or
Darkness as their second element, but never as
their primary element, which must always be one of
the four classic elements (Air, Earth, Fire or Water).
Powers of Light
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2007 Edition Notes & Comments
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V: RELIGIOUS OPTIONS
Yes, this is a Divine Prodigy: a single illustration that perfectly reflects the two topics covered on this page.
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Non-Olympian Cults Cult of Cybele
Olympian gods and goddesses are, by far, the most Cybele is an earth mother goddess whose cult
widely worshipped deities, but a typical Mazes & comes from the Land of the Sun. Some scholars
Minotaurs world may also have room for a few think she is simply Demeter under another name but
other, non-Olympian deities (such as Dionysos, the the eastern “Dark Mother” (as she is often called by
underworld king Hades, his spouse Persephone or her followers) also shares some resemblance with
even gods of foreign, non-Hellenistic cultures), with Persephone, the queen of the underworld.
their own cults, followers and Priests.
The worship of Cybele involves secret gatherings,
While all player-character Priests are assumed to human sacrifices and wild orgies, under the tutelage
serve Olympian deities, Maze Masters may want to of Priestesses and (castrated) Priests collectively
use Priests of non-Olympian deities as NPCs. known as her “Daughters”.
In game terms, such characters function exactly as Because of its gruesome and morbid aspects, the
Priests of Olympian deities, except that some of Cult of Cybele has long been outlawed in the Land
their powers work differently, as detailed below. of the Three Cities and is actively fought by
Priestesses of Demeter who see it as a barbaric
In particular, such characters can never benefit from degradation of their own faith.
true Divine Interventions. This restriction reflects the
fact that Olympian gods are the dominant divine Magnitude 1: Divine Blessing
powers in the universe (or perhaps the other gods
just prefer to let them think so). This current state of
In the case of Cybele, the name of this Prodigy is
the cosmic balance also prevents non-Olympian
both misleading and ironic, since the “blessings” of
deities from using Divine Agents in the mortal world.
Cybele actually weaken its victims.
Unless otherwise stated, non-Olympian Priests have
They work exactly as Divine Blessings for duration
the same primary attributes as other Priests (Luck
and Power expenditure, but instead of bestowing a
and Will) and receive the following attribute gains for
+2 bonus, they inflict a temporary -2 penalty to one
each level beyond the first: +1 to Luck and +2 to
of the following scores: Melee, Defense Class,
either Will or Wits. Exceptions are always possible,
Mystic Fortitude and Physical Vigor.
as in the case of Druids (see below).
Victims are allowed a Mystic Fortitude saving roll to
Here are a four examples of non-Olympian cults that
avoid this effect. Lastly, this power only works on
exist in the fantasy world of Mythika, along with their
male characters or creatures, making Amazons,
variant Divine Prodigies. These changes only affect
Nymphs and other female characters completely
the Divine Blessing (magnitude 1), Divine Gift
immune to its effects.
(magnitude 4) and Divine Intervention (magnitude
6). All other Divine Prodigies (magnitude 2, 3 and 5)
work exactly as per the standard rules. Magnitude 4: Divine Gift
The following section details four non-Olympian Like Priestesses of Demeter, Daughters of Cybele
cults: the Cult of Cybele, the Cult of Dionysos, the can bestow the Gift of Endurance.
Cult of Mithras and Druidic Faith.
Magnitude 6: Divine Emasculation
30
Cult of Dionysos
Dionysos, the mad god of wine, insanity and dark
passions, is served by unusual Priests known as
Hierokeryxes (“sacred heralds”).
31
Magnitude 1: Divine Blessing Magnitude 1: Druidic Blessing
Scores which can be Blessed by Priests of Mithras This works exactly like Divine Blessing, with a
are Defense Class, Melee and Mystic Fortitude. duration based on the Druid’s Druidic Lore talent.
The four scores Druids may bless are Melee, Mystic
Magnitude 4: Divine Gift Fortitude, Physical Vigor and Danger Evasion.
Priests of Mithras can temporarily bestow the Gift of Magnitude 4: Druidic Compelling
Victory on a chosen subject (with all the usual
restrictions, duration etc). This power works exactly like the Sorcery power of
Compelling, except that the Druid’s Druidic Lore
Magnitude 6: Divine Resurrection bonus is used instead of Psychic Gift.
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2007 Edition Notes & Comments
33
VI: MISCELLANEOUS RULES
Traps
Monsters are not everything in a hero’s life. During
their adventurous expeditions, characters may also
run into traps – especially when exploring lost tombs
and underground mazes…
Trap Characteristics
Type: A trap may be an indoor trap or an outdoor
trap. This distinction is especially important as far as
Thieves and Hunters are concerned (see below).
Ratings: A trap has two ratings: a Concealment Thieves and Hunters normally add their special
rating, which reflects how hard it is to detect, and a Thievery or Hunting bonus to all their detection rolls.
Danger rating, which reflects how hard it is to avoid. As far as traps are concerned, Maze Masters may
Both are rated from 15 to 20 and act as target wish to restrict the Thieves’ bonus to indoor traps
numbers, as detailed below. and the Hunters’ bonus to outdoor traps, to reflect
the specialized skills of each class.
To randomly determine the various characteristics
of a given trap, first roll 1D6+14 twice to determine If a trap is successfully detected, the character will
its Concealment and Danger ratings, then roll 1D6 be aware of its presence and general mode of
on the table below to determine its effects: operation, which will usually allow him to avoid
taking the action that would trigger the trap.
D6 Indoor Traps Outdoor Traps
1 Direct Damage Direct Damage
Avoiding Traps
2 Falling Direct Damage Traps which have not been successfully detected
will be triggered by the first applicable victim.
3 Crushing Crushing
This victim is allowed a last chance Danger Evasion
4 Entrapment Crushing roll made against a target number equal to the
Danger rating of the trap.
5 Poison Entrapment
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To disarm a trap, the Thief or Hunter must attempt a
Danger Evasion roll against a target number equal
to the Danger rating of the trap, as per the rules for
Avoiding Traps (see above). A failure has the usual
consequences (the trap goes off) but if the roll
succeeds, the trap will be successfully disarmed.
35
Such an emergency treatment is only possible with
magical powers that can operate faster than the
poison itself, such as Divine Healing or Nature’s
Comfort, which require one round to use – but a
Lyrist’s Song of Comfort won’t work, since it would
take one minute to perform.
If the victim dies, then the only solutions left are the
ones mentioned under Instant Death above.
Paralysis
The chances of neutralizing the poison are the
same as for Quick Death poisons above but since
paralysis lasts for 1-6 minutes, multiple attempts are
not as limited as with lethal poison (as long as the
healer agrees to spend his Power points, that it).
Natural Medicine
- We need some additional rules here! If the rules on background talents are used,
characters with the Healer talent may be able to
counter the effects of a quick death poison, provided
Curing Poison they act before the poison takes effect.
The following rules detail the various natural and Such an emergency treatment (which represents
magical ways of curing poison in M&M. things like sucking venom out of a wound etc) takes
1d6 rounds to administer and will only have a
Poison as defined by the Poison special ability can chance to work if this duration does not exceed the
have three effects: instant death, quick death (in number of rounds left to the victim.
1d6 rounds) or paralysis (for 1d6 minutes).
Even in this case, the victim will not be automatically
Each of these effects requires a specific type of saved but will be allowed a last chance Physical
treatment, as detailed below. Vigor saving roll against a target number of 20
(rather than the usual 15) to survive, thanks to the
Healer’s diligent efforts. Note that this can only work
Instant Death against poison delivered by a Poison attack, but not
against swallowed or inhaled poison.
The only possible “cure” in such cases is a
Napaea’s Kiss of Life or any similar power (such as
the Priest of Mithras’ Divine Resurrection – see p Antidotes
32) – as long, of course, as the power is used within
the proper time limit (which is usually equal to the Each type of poison is a specific substance and
magician’s magical talent in rounds). there’s no such thing as a universal antidote.
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Influence Modifiers
Intimidation = (Will mod x 2) + Luck mod
Persuasion = (Wits mod x 2) + Luck mod
Seduction = (Grace mod x 2) + Luck mod
Influence Modifiers
A character’s Personal Charisma represents his
presence and power of command ; as such, it has a
significant impact on first impressions (Reaction
rolls) and an even greater impact on the loyalty and
morale of the character’s followers (Leadership).
37
Target Numbers Effects of Influence
The target number of an Influence roll is normally To make an Influence roll, roll 1D20 and add the
equal to 15 but may be modified by various factors player-character’s relevant Influence modifier. The
which are summarized below. roll succeeds if the final total is equal to or higher
than the required target number (see above).
Loyalty: If the NPC is a follower or servant of
another character, this loyalty may, in some cases, Influence can only be used on Trustful, Neutral or
make him harder to influence. In such cases, the Wary individuals; it has absolutely no effect on
Leadership of the commanding character is added Hostile characters and is simply superfluous with
to the target number. Thus, trying to influence the already Friendly characters.
guards of Skelos the Tyrant (Leadership +8) will
require an Influence roll of 23 or more (provided A successful Influence roll shifts the NPC’s initial
those guards aren’t already Hostile). reaction by one category (ie from Hostile to Wary,
from Wary to Neutral etc) in favor of the character.
Resolve: Strong-willed individuals are harder to
influence than average persons. NPCs with a Will A failed roll will actually shift NPC’s Reaction one
score add their Will modifier to the target number of category down (ie turn a Neutral attitude into a Wary
Influence rolls made against them. Thus, influencing one or a Wary attitude into a Hostile one).
a character with a Will of 15 (+2) will require a roll of
17+. Conversely, NPCs with a particularly low Will
(8 or less) will be easier to Influence, subtracting Limits of Influence
their Will penalty from the target number.
Depending on the situation, an influence roll might
Deception: Influence may also be used to deceive, apply to a single individual or to a whole group of
or trick NPCs: this usually applies to Persuasion NPCs or to any fraction of the group specifically
(lying, fast talking, telling tall tales etc) but may also designated by the character. In the latter case
be used with Intimidation (false threats, poker-style (group Influence), a single Influence roll is made for
bluffs etc) or Seduction (using charm or sex appeal the whole audience but some of its members may
to distract, trick or manipulate someone). In such have higher target numbers than others (because of
cases, the target number will also be modified by their higher Will, Wits etc): thus, Maze Masters will
the NPC’s Wits modifier: the more clever the NPC, be able to determine which individuals are affected
the more difficult he will be to fool. Like Resolve by a character’s Influence roll.
above, this only applies to Major NPCs, since Minor
NPCs do not have attribute modifiers. In most situations, the effects of an influence roll will
affect its target NPCs as long as they remain in the
character’s presence – or until a specific event
causes them to reconsider their attitude.
38
Taming 101 MCQ: This fearless adventurer is trying to Tame a Bulll (a) by Force (b) by Craft (c) by Charm.
39
Taming by Charm
Lastly, Nymphs (and only them) can try to tame
Beasts and Monsters by Charm, using the powers
of their preternatural charisma.
40
Expert NPCs
Experts are Minor NPCs with a superior degree of
expertise or mastery in a specific field. In game
terms, all Experts are treated as Non-combatants:
they only have 4 Hits, cannot attack and are not
entitled to saving rolls but all of them have a special
ability reflecting their expertise, as detailed below.
Navigators
These NPCs are expert, well, navigators and ship
pilots. Unlike most sailors, they do not qualify as
fighters but have a special expertise bonus ranging
from +2 to +4 (roll 1D3+1) that is added to all
Danger Evasion rolls made to protect a ship from
storms and other natural sea hazards (such as
dangerous reefs etc). A ship may only benefit from
the skills of one Navigator at the same time.
A graceful Huntress with her majestic companion
In addition, a Navigator will be able to predict the
Training Tamed Creatures weather of the day with a % accuracy equal to 25
times his expertise bonus (eg 75% for a bonus of
Tamed creatures can be taught Tricks. This takes +3): roll 1d100 and give a wrong prediction in case
1D6 months per Trick and requires a roll to see if of failure. A Navigator can usually be hired at a daily
the creature accepts the training. Roll 1D6 and add fee equal to (9 + expertise bonus) silver pieces.
its Cunning modifier, with an extra bonus of +1 for
each Bond point over 10. The creature learns the
Trick if the total is equal to or greater than the Physicians
Difficulty of the Trick. Otherwise, the creature does
not learn the Trick and will be forever unable to do Physicians are doctors, surgeons and healers. In
so. Here are the most common Tricks, with their game terms, their skills have the same applications
Difficulty ratings. and effects as the Healer background talent (see
chapter I). Most of them are sedentary individuals
Attack (4): Order to attack a designated target. and will not accept to follow adventurers on quests
or expeditions. The cost of their services usually
Draft Beast (5): The creature can now pull a suitable varies according to the nature of the said services.
vehicle. A Loyalty check is made when it is yoked, and Those who are hired on a weekly basis (to aid the
whenever he attempts a Perilous Feat. convalescence of a wounded character etc) usually
Guard (5): The creature calls out when a place it is take a weekly fee of around 20 silver pieces.
guarding is disturbed (make Detection rolls if
necessary). The owner must either be present or the
creature must have been taught to Stay.
Sages
Heel (5): Order not to attack a designated target. Sages have an extensive knowledge similar to the
Scholar background talent (see chapter I). Maze
Message (7): The creature can carry a message to its Masters are free to decide that some questions are
home or any person it accepts as its owner. simply beyond a sage’s vast knowledge or can only
Mount (4): The creature can now be ridden. A Loyalty be answered by a specific sage. Sages tend to be
check is made when the owner mounts, and whenever very sedentary individuals and will usually refuse to
he attempts a Perilous Feat. go on quests and expeditions (even for knowledge’s
sake) – but they are often willing to freely share their
Other Owner (5): The creature accepts another person knowledge with those who come to them.
as its owner as well. It will always have a -1 penalty on
all Bond checks, though. Note that anyone can acquire
a tamed Beast in this way.
Protect (7): The creature will automatically Guard (it
must know that trick) its owner when he falls asleep,
loses consciousness etc.
Save (7): The creature must be able to swim; on
orders, it will attempt to rescue a drowning person.
Search (5): The creature actively helps searching for
something (making detection rolls).
Stay (6): The creature stays in one place for up to a
day. Each hour after that calls for a Bond check. Where is the Navigator? asks the Sage to the Physician
41
2007 Edition Comments
Miscellanea Unbound!
42
Appendix: WARFARE RULES
Ah ah! Rejoice, companions! At last, rules for the ancient art of warfare and massive mayhem !
43
2Fer refers to twice the being’s Ferocity mod.
44
Unique Opponents
Monsters, major NPCs and player-characters may
also be included in regiments but qualify as unique
opponents. As such, they are subject to special
rules and restrictions.
This individual Combat Factor is simply equal to the Time for an inspiring speech…
character’s Melee mod with the usual equipment
bonus of +1 for each piece of protective equipment Before the Battle
(helmet, shield or breastplate), with an additional
bonus for warriors: +2 for Spearmen and Centaurs,
+1 for Nobles, Barbarians and Amazons. Omens
Thus, our old friend Pyros the Spearman, with his Before battle, a General can prepare a ritual to ask
Melee mod of +5 (at level 1), his class bonus (+2) the favour of the gods. Roll 2D6, add the General’s
and his complete spearman equipment (+3) would Luck mod and check the table below. If a Priest is
have an individual CF of 10. present, add the Priest’s level to the result as well.
At the Maze Master’s discretion, some mythic items The final result may affect the troops’ Morale (which
may grant an additional +1 to a character’s CF. is based on their General’s Leadership, as noted
above) for the battle to come:
Regardless of their category, unique opponents will
never be subject to group Morale effects or troop 2 or less = Very bad omens (-2 Morale)
losses. Even on a battlefield, Monsters can only be
dealt with in classic combat, using the standard 3-5 = Bad omens (-1 Morale)
M&M combat rules. 6-8 = No answer or uncertain omens
For the fate of major NPCs and player-characters 9-11 = Good omens (+1 Morale)
taking part to a large-scale battle, see the Heroic
Phase section later in this chapter. 12 or more = Very good omens (+2 Morale)
45
Strength Ratio Bonus
At least 1.5 to 1 +1
At least 2 to 1 +2
At least 3 to 1 +3
At least 4 to 1 +4
At least 5 to 1 +5
Round Sequence
At least 6 to 1 +6
Battles are resolved in one-hour rounds. Each round
of mass combat is resolved as follows: At least 7 to 1 +7
The regiments committed to battle are collectively Defending a narrow pass or a river bank +4
known as the force, while the troops left behind the
lines are called the reserve. This distinction does Attacking by ambush +2
not apply to Hordes, which always fight with all their
available troops. Defending in mountains, hills or behind walls +2
The battle modifier of each force must then be Fighting in the snow or on sand -2 *
calculated. This modifier encompasses the following
factors: Superiority, Position, Morale and Fatigue. Fighting in swamp, marsh etc -4 *
Superiority represents the advantage provided by * Troops that act in their natural environments (ie
bigger numbers and/or better troops. This modifier Swamp Folk in swamps etc) do not suffer this
is determined on the table below by comparing the penalty. At the Maze Master’s discretion, such
Strength totals of each side. The force with the troops may even receive a +2 bonus when fighting
greater Strength total receives the indicated bonus. in their natural milieu.
46
Tactical Phase
Tactical Risk
Each round, the General of the army decides the
degree of Tactical Risk he imposes on his troops. In
game terms, Tactical Risk is rated from 0 to 3,
according to the following scale:
Force is moderately fatigued -2 2 = High Risk. The troops privilege attack over
defense, trying to inflict as much damage as
Force is seriously fatigued -4 possible to the enemy, even if this puts themselves
in serious danger.
Fatigue is an optional factor and is left at the Maze
Master’s discretion. As a rule of thumb, a regiment 3 = Maximum Risk. This extreme choice usually
may be treated as moderately fatigued if it has reflects a desperate or fanatical attitude and usually
fought for a number of consecutive battle rounds results in maximum bloodshed on both sides.
greater than its Combat Factor and seriously
fatigued if it has fought for a number of consecutive Tactical Risk is chosen by the General of the army.
rounds greater than twice its CF. Creatures with Forces which have lost their General and are left
Supernatural Vigor and all Animates are completely without a leader (see Losing the General below)
immune to the effects of fatigue. automatically fight at Maximum Risk.
47
Followers & Major NPCs
As Minor NPCs, personal followers and
retainers should be included in the % losses
determined in the Resolution Phase, according
to the usual rules of loss distributions. Thus, if a
player character fights with his followers and
their side suffers 20% losses, these losses will
The Hoplites of Heraklia charging: this is Herakliaaaaa!!!
also include 20% of the character’s followers
(which will have no effect if his followers are
Losses less than five, since all fractions are dropped
when calculating losses).
The losses suffered by each side are calculated
according to the current Massacre Factor (MF): At the Maze Master’s discretion, the Battle
Wounds rule from the Heroic Phase may also
Losing Side’s Losses = MF x 10% be used to determine the fate of major NPC
allies or foes (including Generals who have
Winning Side’s Losses = MF x 5% survived the previous phase).
Any warrior player-character or major NPC with a A force which has lost more than 50% of its original
Leadership score of 2 or above can qualify as a numbers (not Strength) must check Morale at the
General or second-in-command. end of every battle round.
48
Roll 1D10. If the result is equal to or less than the
force’s Morale score, the army holds fast; if the 2007 Edition Comments
result is higher than the force’s Morale, the force
routs and leaves the battlefield, suffering an extra
loss of 20% of its remaining troops in the process.
The Warfare Rules
49
MAZES & minotaurs
THE ROLEPLAYING GAME OF HEROIC ADVENTURE IN THE MYTHIC AGE
50