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TDMORC002 Mythras Imperative 071223

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0% found this document useful (0 votes)
1K views82 pages

TDMORC002 Mythras Imperative 071223

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 82

Mythras Imperative

Written By Pete Nash &


Lawrence Whitaker Contents
Additional Material by Alex Greene, Mike Larrimore and
Rodney Leary Introduction 2

Artwork Characters 5
Dan Barker, Anders Johansson, Dan Mackinnon,
Eric Lofgren, Julio Rocha, Roena Rosenberger, Skills 17
Lee Smith, James Turpin, Chris Yarborough
Game System 26
Cover
Julio Rocha, David Benzal Combat 34
Editors Vehicles 53
Rodney Leary, Brian Pivik
Magic & Powers 63
Proof Reading
Rodney Leary, Doug Nordwall, Bilharzia Aertes, and
members of the Mythras Discord Creatures 71

Layout
Alexandra James

Playtesters
Steven Alban, Nathan Baron, David Paul Bass, Mark Burr, Ben Cable, James
Carrington, Chris Donnelly, Colin Driver, Tim Eldred, Tim Evans, Elena Tomàs Ferré,
David Finch, Chris Furness, Chris Garland, Chris Gilmore, Tom Griffith, Mark Hare,
Kevin Hicks, John Hutchinson, Sebastian Jansson, Donnel Johnson, Joshua Kitz,
Marcus Knapp, Dan Lee, Emma Lee, James Lodge, Adam Lundgren, Jordi Mateu
Martínez, Bruce Mason, Aiden McAneny, Brad Milburn, John Milward, Daniel J
Mooney, Chris Morrell, Alex Morris, Blain Neufeld, Eric Oates, Michael Parkin,
Peeter Piegaze, Christopher Pinder, Ben Quant, Warren Ricker, Graham Robinson,
Sebastian Sandman, Peter Schofield, Nick Southwick, Howard Tytherleigh, Jordi
Romà Vega, Silvia Romà Vega, Ioan Wigmore, Erik Willis, Brian Wombwell, Russ
Zabel

Mythras is a Registered Trademark ® of The Design Mechanism.

Mythras Imperative is released under the ORC License located at the Library of Congress and available online at various locations including Paizo.
com and others. Please see the full ORC Notice on page 2 for full details of Licensed and Reserved Material.
If you use our Licensed Material in your own published works, please credit us as follows:
Based on Mythras, Written by Pete Nash and Lawrence Whitaker, and published by The Design Mechanism, Copyright 2016
The reproduction of artwork, illustrations, graphic design, and trade dress from this book for the purposes of personal or corporate profit, by
photographic, optical, electronic, or other media or methods of storage and retrieval, is prohibited.
Introduction
M
ythras Imperative is an Open, ORC Licensed, licensors and their contribution to the work, as well as
version of the Mythras ruleset. This document providing an easy way for downstream users to credit the
offers a comprehensive, but not exhaustive, set author of the work in which the notice appears. By using
of rules, including character creation, skills, rules for certain material licensed under the ORC, you automatically agree to
typical situations, combat, and magic – more than enough to license out your game mechanics in your published work
get both players and Games Masters started, and form a solid under the same terms. If you develop your own Reserved
basis for further development. Mythras Imperative is compatible Material, that is your exclusive property.
with the Mythras core rules, and other ORC licensed
percentile gaming systems. Its companion volume, Classic
Fantasy Imperative, is also completely compatible and released
under ORC, meaning that the two Imperatives can be easily
ORC Notice
combined. Mythras Imperative is licensed under the ORC License located
at the Library of Congress and available online at various
locations including Paizo.com and others.
ORC Licensing All warranties are disclaimed as set forth therein.

Mythras Imperative is published using the ORC License. The


ORC License provides a way for game creators to openly Attribution
share the mechanics of their game and allows for downstream
This product is based on the following Reserved Material:
users to freely use, modify, and re-share adaptations of these
game mechanics. Mythras, The Design Mechanism Copyright 2016, Written by
What is openly shared under the ORC is known as Pete Nash and Lawrence Whitaker
Licensed Material, and includes the broad functional
elements of the game, such as stat blocks, game rules, If you use our Licensed Material in your own published
character attributes, and the methods and systems inherent in works, please credit us as follows:
playing the game, as well as anything else the licensor
Based on Mythras Imperative, Written by Pete Nash
explicitly wants to share. The license is broad and lets you
and Lawrence Whitaker, and published by The Design
use the Licensed Materials globally in connection with
Mechanism, Copyright 2023
printed books, video games, podcasts, AI, or any other
technology that may exist or be created in the future. The vast
bulk of the content found in Mythras Imperative constitutes
Licensed Material.
Reserved Material
What is not shared under the ORC is known as Reserved Note that Mythras Imperative’s parent games, Classic Fantasy
Material and includes trademarks, world lore, story arcs, and Mythras, published by The Design Mechanism, are
distinctive characters, and visual art. We have listed Reserved designated as Reserved Material under the ORC license.
Material in the ORC Notice, below. If you wish to draw upon content found in either Classic
Under the ORC License you can use, share, adapt, and Fantasy or Mythras, please contact The Design Mechanism
build on the Licensed Material however you see fit, so long about the separate Mythras Gateway License, which allows for
as you give proper attribution in the form of a notice in your Reserved Material to be accessed, free of royalties, but with
published work. This notice both credits the upstream some conditions regarding approvals and attribution.

2
Introduction

The following are also considered Reserved Material:


New to d100?
Mythras Imperative – as a name, save for when used in
attribution, including its logo. Mythras Imperative is a d100 or percentile system. Percentile dice,
or 1d100, are used to resolve key actions – skill use, combat,
Mythras – as a name, save for when used in attribution, magic casting, and so on. It is a roll-under system, meaning that
including its logo. the target number is expressed as a percentage (Athletics 65%,
for instance), and both the Games Master and player are looking
All artwork, graphics and trade dress found in Mythras to roll equal to or less than this target number, using 1d100, to
Imperative achieve a Success. It is quite easy to replace the 1d100 with a
d20 if preferred, and all percentages can be divided by 5 (round

Simplification up) to gain the target number for a d20 roll. Athletics 65%
would become Athletics 13, in our example.
However, 1d100 offers a great deal of flexibility and nuance
Long time owners of Mythras will note that in some places
that underpins the whole game, so our recommendation is to try
the Mythras Imperative rules have been simplified. This has
the 1d100 approach first. While it may seem counterintuitive to
been done so that a Games Master may more quickly
have to roll less than something (in many games, higher is
introduce the game to new players with a minimum of fuss.
usually better!), having a target number expressed as a
percentage range that one needs to roll within makes it easy and

Rounding of simple to see your chances of success, and allows for quite a few
‘dice tricks,’ such as Opposed Rolls, Criticals and Fumbles, and

Numbers and
a few other things explored later in these rules. Percentile
roleplaying has been around since the earliest days of
roleplaying, and is a firmly established game system with a tried

Results and tested core mechanic that is flexible, intuitive, and tends to
fade into the background during play.
On some occasions you will be required to divide numbers –
typically the rating in a skill (such as for determining a
Critical Success, which is 1/10th of the skill’s value).
Whenever a division result creates a fraction, always round
up to the whole number. So, for instance, 1/10th of 63% is
6.3; this is rounded up to 7.

Dice Used
Mythras Imperative uses the standard polyhedral dice set: d4,
d6, d8, d10 d12, d20 and d100. Additionally, the following
dice are call for:

• d2: Roll any die. An odds number equals 1 and evens


equals 2. Or flip a coin.

• d3: Roll a six-sided die; 1-2 = 1, 3-4 = 2, 5-6 = 3

3
Mythras Imperative

Character Sheet
The Mythras Imperative Character Sheet will be useful for the next chapter. You can find the full page version at the end of
this book, and can download a copy from The Design Mechanism website.

4
Characters
E
very player in Mythras Imperative controls a character. A other elements such as Attributes and Skills. The seven
character is the player’s alter-ego, and is usually very Characteristics are:
different, physically and mentally, to the player.
Characters can be from a variety of races, according to the • Strength (STR)
setting for the game; a historical setting would feature just • Constitution (CON)
humans, whereas a fantasy setting could involve dwarves, • Size (SIZ)
elves and even lizardmen. The basic character is defined by a • Dexterity (DEX)
series of different elements that describe the character’s • Intelligence (INT)
capabilities. These elements are: • Power (POW)
• Charisma (CHA)
• Characteristics: such as Strength or Charisma
• Attributes: things like Height or Movement Before calculating the Characteristics, the following
• Skills: expertise in fundamental abilities section explains what each represents.
Most of these elements are described in terms of numbers,
and some are dependent on or calculated by others. What Strength (STR)
each element means, and how they are determined, is
STR represents physical strength: how much one can lift,
described in the following sections.
how hard one can hit, and so on. STR is a component of the
Damage Modifier (page 6). If a character is reduced to zero

Step 1: Character STR they lack the ability to move or lift objects.

Concept Constitution (CON)


CON is measure of health and hardiness. CON is a
A good place to start is to have some idea of what sort of component in determining Hit Points (see page 8) and
character you want to play: a cunning warrior perhaps, or a Healing Rate (see page 7). If CON falls to zero for any reason
wily smuggler. Maybe you prefer a studious academic, or a the character dies.
sagacious magician. Your character concept does not need to
be elaborate at this stage; simply an idea that will help guide Size (SIZ)
certain choices such as Culture and Career.
SIZ measures mass, and helps indicate Height and Weight.
SIZ is used to help figure Hit Points (see page 8), as larger,
Step 2: heavier creatures tend to have greater endurance against
damage. SIZ can also be used to determine a character’s

Characteristics Damage Modifier, since mass helps to increase the force of a


blow.
Everyone is defined by seven Characteristics which tell you
something about your character; how strong or fast they are; Dexterity (DEX)
how clever or healthy. Characteristics are at the core of every
Agility, balance, and reflexes are measured by DEX. It is an
Mythras Imperative character and form the basis for most of the
important aspect of Action Points (see page 6) and Initiative

5
Mythras Imperative

(see page 7). If a character is reduced to zero DEX they suffer Dice Roll, High: Roll one extra die as indicated for STR,
functional paralysis. CON, SIZ, DEX, INT, POW, and CHA, and drop the lowest
result from each.
Intelligence (INT) Points Build: Players assign Characteristic scores from a
INT is measurement of cognitive ability. Those with a lower pre-determined pool of 80 points. Characteristics cannot be
INT score are not necessarily stupid, but they are likely to be lower than the minimum rolled value, nor higher than the
constrained in how creatively they can employ their wits. maximum.
INT is a factor in calculating Action Points and Initiative. If

Step 3: Attributes
INT is reduced to zero the character becomes completely
mindless.

Each character also has a set of attributes. These are


Power (POW) capabilities derived from the Characteristics or determined
POW is a measurement of a character’s soul, spirit, inner by them that are used to govern certain factors of game play.
drive, or capacity for magic. POW governs a character’s
Magic Points and Luck Points (see page 7). If a character’s Action Points
POW ever drops to zero, they lose all independent will.
How often a character can act in a Combat Round (page 30)
is determined by Action Points. All Mythras Imperative
Charisma (CHA) characters have 2 Action Points.
Charisma is a measure of presence and personality, and is
independent of physical appearance. CHA affects a Damage Modifier
character’s Experience Modifier (see page 7). If CHA ever
falls to zero, the character can no longer socially interact with Larger and stronger characters and creatures may gain
others, becoming so painfully shy or antisocial they are additional damage in certain situations; conversely, weaker
ignored or even driven away. and smaller characters may reduce the damage they can
inflict. The Damage ModifierIt is generally used in combat
situations but can also be used when attempting to break
Calculating objects. The Damage Modifier is an extra die roll which is
either added to, or subtracted from, the damage inflicted by
Characteristics the weapon or tool. If a negative Damage Modifier takes a
weapon’s damage to zero or below, then no damage at all has
Each Characteristic has a numerical value to determine how
been inflicted.
potent it is. The number in parentheses after each dice score
Add together STR and SIZ and consult the Damage
is the racial average and is used as a gauge to rate your
Modifier table, below.
character’s results when compared to other members of their
species. Suggestions for determining your Characteristics
include: Damage Modifier Table
Dice Roll: Roll the dice indicated in the Racial STR+SIZ Damage Modifier
Characteristics Table for STR, CON, SIZ, DEX, INT, POW, 5 or less –1d8
and CHA taking each rolled score as it comes. Since the
results of these rolls can be somewhat random, it is often 6–10 –1d6
better to decide on a character concept after the dice are
rolled. Otherwise, the final Characteristics may preclude a 11–15 –1d4
preconceived role. Roll 3d6 for STR, CON, DEX, POW, and
CHA; then 2d6+6 for SIZ and INT. 16–20 –1d2

Dice Roll, Assign: As above, except the player may 21–25 +0


exchange values between Characteristics with the same dice
range. For example, when rolling up a human, the player 26–30 +1d2
could swap values among STR, CON, DEX, POW, and CHA,
31–35 +1d4
as they share a 3d6 range, or between SIZ and INT, which
share the 2d6+6 range —but they must always be from the 36–40 +1d6
same dice range group; you cannot switch rolls from one
group to the other. 41–45 +1d8

6
Characters

Damage Modifier Table (continued) Healing Rate Table


STR+SIZ Damage Modifier CON Healing Rate

46–50 +1d10 6 or less 1

51–60 +1d12 7-12 2

61–70 +2d6 13-18 3

Each 6
71–80 +1d8+1d6 points
+1

81–90 +2d8 Initiative


91–100 +1d10+1d8 The moment at which someone reacts in combat is governed
by Initiative. Initiative acts as a modifier to Initiative rolls;
101–110 +2d10 the higher the Initiative, the faster one responds in a combat
situation, determining when you can act. Further factors –
111–120 +2d10+1d2
armour for example – modify it. The Combat chapter goes
121–130 +2d10+1d4
into more detail on how Initiative is used (see page 36).
Initiative is the average of the DEX and INT
Each 10 Characteristics.
Continue progression
points

Luck Points
Experience Modifier
Luck Points represent that strange force differentiating
Over the course of play characters improve their skills and adventuring heroes from everyday folk. Call it fate, karma, or
capabilities. This is achieved using Experience Rolls which simple good fortune. Luck Points can be used to:
are explained in more detail on page 26. • Re-roll the dice, if they are unfavourable
A character’s CHA score may adjust the number of • Mitigate physical damage or other unfortunate
Experience Rolls the character receives, reflecting the circumstances
relationship they have with their peers and their reputation in • Gain an edge at a vital moment in combat
the community. With a high CHA people are willing to put
themselves out to help train or support the character while Exactly how they are used, and when, is described on page
they undergo tuition. Conversely, with particularly low CHA, 33. Once a Luck Point is spent, the pool decreases; when one
there may be some difficulty improving one’s capabilities is out of Luck Points, no more are available – unless the
without the assistance of others; finding someone to spar Games Master makes an impromptu award – until the next
against for example. game session when they replenish to their normal value.

Experience Modifier Table Luck Points Table


CHA Exp. Modifier POW Exp. Modifier

6 or less -1 6 or less 1

7-12 +0 7-12 2

13-18 +1 13-18 3

Each 6 Each 6
+1 +1
points points

Healing Rate Magic Points


After receiving injuries, a character needs to recuperate. Mystical abilities, powers and spells used in Mythras Imperative
Healing Rate determines how quickly they naturally recover usually rely on Magic Points. Since the availability of magic
from wounds. Depending on the severity of the injury (see may be limited by a campaign setting or to specific magical
page 31), the Healing Rate denotes how many Hit Points are professions, some characters will find this Attribute
recovered per day, week, or month. superfluous.

7
Mythras Imperative

Hit Points per Location Table


CON+SIZ

Location 1–5 6–10 11–15 16–20 21–25 26–30 31–35 36–40 +5

Head 1 2 3 4 5 6 7 8 +1

Chest 3 4 5 6 7 8 9 10 +1

Abdomen 2 3 4 5 6 7 8 9 +1

Each Arm 1 1 2 3 4 5 6 7 +1

Each Leg 1 2 3 4 5 6 7 8 +1

For those who can use such powers, a character’s Magic as tracking wild animals, piloting spacecraft or
Points are equal to their POW. These points are used to cast understanding ancient languages. Characters are given three
spells, the cost of which is dependent on the type of magic pools of points to spend on acquiring skills; the first pool for
used. When casters runs out of Magic Points they have the Culture they grew up in, the second for the Career they
exhausted their ability to cast any spells until Magic Points adopt after childhood, and the last to further round out their
are replenished. skill set. As a default, new characters assign 100 points to the

Movement Rate Standard Skills Table


Every creature has a Movement Rate – a number of metres Skill Basic Percentage
that can be travelled during a specific period of time. Athletics STR+DEX
Movement is not calculated from Characteristics but is a
default value which differs from species to species. The base Boating STR+CON
Movement Rate for humans is 6 metres. Brawn STR+SIZ

Conceal DEX+POW
Hit Points Customs INT x2, +40*
Hit Points represent how much injury an area of the body can Dance DEX+CHA
withstand before it becomes useless, possibly resulting in
Deceit INT+CHA
incapacitation and ultimately the character’s death. The body
of every creature is divided into separate locations – humans, Drive DEX+POW
for example, have seven: the head, chest, abdomen, arms, and Endurance CON x2
legs – each location with its own Hit Points.
Evade DEX x2
Some creatures, such as monsters or different classes of
animal, by their very nature often have radically different First Aid INT+DEX
body structures, yet each location they possess still has Hit Influence CHA x2
Points. When a location’s Hit Points are reduced to a certain
Insight INT+POW
level through damage of any kind, then the character suffers
certain consequences that reflect the severity of the injury. Locale INT x2
For further information concerning wounds see page 31. Native Tongue INT+CHA, +40*
To calculate the Hit Points of each location, add CON and
SIZ together and cross-reference the result on the Hit Points Perception INT+POW
table, above. Ride DEX+POW

Sing CHA+POW

Step 4: Skills Stealth

Swim
DEX+INT

STR+CON
Skills fall into two classes. Everyone has Standard skills –
Unarmed STR+DEX
things such as sneaking around or influencing others.
Professional skills on the other hand, are those requiring Willpower POW x2
specific training before they can be attempted – things such * Includes a static bonus of +40% for both Customs and the character’s
Native Tongue.

8
Characters

Culture skill pool, 100 to the Career skill pool, and a further themselves superior to all other cultures because their
150 Bonus points for rounding out. Each Culture and Career achievements tend toward permanence: sprawling cities,
has a defined range of standard and professional skills to imposing temples, celebratory monuments, and the recording
which those skill points may be assigned. of history and events in books, tomes and scrolls. Of course,
Combat Style is listed in the Cultural descriptions that this is a thin veneer. The most Civilised of cities can be more
follow. Combat Styles are more fully explained on page 34, lawless than any Barbarian frontier settlement; and the social
and have a Basic Percentage equal to STR+DEX. codes may be cruder than the hospitality rituals of nomads.
But the Civilised culture prides itself on its achievements, its
infrastructure, its professional artisans and its ability to easily
Step 5: Culture extend its reach to wherever it wishes to go.

Culture determines the kind of society in which the character Skills


was raised, and so prescribes certain outlooks and
philosophies he or she might have. More practically, culture Standard Skills: Conceal, Deceit, Drive, Influence, Insight,
helps augment the values of the various skills that shape your Locale, Willpower. In addition the player may also choose a
character’s overall capabilities. There are four basic human cultural Combat Style.
cultures: Barbarian, Civilised, Nomadic and Primitive. Each
cultural background lists a range of Standard skills Professional Skills: Art (any), Commerce, Craft (any),
appropriate to it and invites the player to pick up to three of Courtesy, Language (any), Lore (any), Musicianship,
the presented Professional skills: in this way players from the Streetwise.
same cultural background can ensure that their adventurers
are different in the areas they have developed. Distribute
100 Culture skill points amongst the career’s listed
Nomadic
Standard skills and whichever Professional skills were Nomadic people are constantly on the move, with no home
selected, increasing each skill by 1% for every point spent on and hearth to call their own. They may wander aimlessly
improving it. Games Masters may wish to apply a cap to how about or might have several camps they move to and from
many skill points can be applied to any particular skill. throughout the year. They raise few crops and instead follow
the migrations of animals or fish, perhaps even herding their
own domesticated beasts. Nomads are adept at subsisting on
Barbarian what they can quickly and easily scavenge from their
Tribal in nature, barbarians tend to shun civilisation, viewing surroundings, letting nothing go to waste. The skills of the
those who live in large towns and cities as weak and corrupt. nomad culture should be tailored to their environment. Some
Although their own settlements are also sedentary, they tend journey vast distances on foot, others live in caravans or ride
to be far smaller and closer to nature. Barbarian tribes occupy strange creatures, and some drift. across the oceans on great
distinct territories, often half tamed wilderness, which they floating rafts.
regard as their own for hunting, grazing, and farming
purposes. Most are adept in the use of weaponry as they must Skills
overcome many dangers throughout their lives – facing
Standard Skills: Endurance, First Aid, Locale, Perception,
creatures of the wilds, or mustering to defend their lands
Stealth; and two of the following: Athletics, Boating, Swim,
against rival tribes. Since they live in small communities the
Drive or Ride depending on the primary mode of travel. In
ties of kinship and clan are strong elements of their society.
addition the player may also choose a cultural Combat Style.

Skills Professional Skills: Craft (any), Culture (any), Language


(any), Lore (any), Musicianship, Navigation, Survival,
Standard Skills: Athletics, Brawn, Endurance, First Aid, Track.
Locale, Perception; and either Boating or Ride. In addition
the player may also choose a cultural Combat Style.

Professional Skills: Craft (any), Healing, Lore (any),


Primitive
Musicianship, Navigation, Seamanship, Survival, Track. Of all peoples, primitives are those that live closest with the
land, in tune with its hidden secrets. Living in extended
family groups, primitive cultures gather around very simple
Civilised dwellings that can range from caves and areas of natural
The Civilised culture is epitomised by a semblance of law shelter through to lean-tos or very basic huts. Primitives are
and order, underpinned by complex social codes and typically hunter-gatherers with either few, or poorly
supported by a bureaucracy. Civilised people believe developed, systems for farming and husbandry.

9
Mythras Imperative

However, certain cultural beliefs, often based on


superstitions, can be very well defined. Few primitive
cultures have developed anything approaching a written
language although paintings and other pictorial symbols
serve as a means of communication.

Skills
Standard Skills: Brawn, Endurance, Evade, Locale,
Perception, Stealth; and one of either Athletics,
Boating or Swim. In addition the player may also
choose a cultural Combat Style.

Professional Skills: Craft (any), Healing,


Lore (any), Musicianship, Navigation,
Survival, Track.

Step 6:
Career
Every character starts the game having been
trained in a career. The occupation chosen may
not necessarily be the one the character continues
to follow as the character begins adventuring life,
but it is the career embarked on as part of the
transition to adulthood and it further defines skill
development. Each career presents a range of
Standard skills appropriate to it and permits the
player to pick up to three of the listed Professional
skills. Distribute 100 Career Skill points
amongst the career’s listed Standard skills and
whichever Professional skills were selected,
increasing each skill by 1% for every point spent
on improving it. As with cultures a Games
Master may apply a cap to how many skill
points can be applied to any particular skill.
Specific Professional skills, like Pilot, are
unlikely to be found in a fantasy world.
Skills are discussed more fully in the
Skills chapter, starting on page 17.

10
Characters

Careers
Career Name (Alternatives...) Standard Skills Professional Skills
Conceal, Deceit, Evade, Insight, Perception,
Agent (Agitator, Assassin, Detective, Culture (any), Disguise, Language (any),
Stealth; Combat Style (Specific Agent or
Informer, Spy…) Sleight, Streetwise, Survival, Track
Cultural Style)
Craft (Animal Husbandry), Commerce,
Beast Handler (Animal Breeder, Beast Drive, Endurance, First Aid, Influence, Healing (Specific Species), Lore (Specific
Tamer, Menagerie Keeper…) Locale, Ride, Willpower Species), Survival, Teach (Specific Species),
Track
Bureaucracy, Commerce, Culture (any),
Bounty Hunter (Bail enforcement agent, Athletics, Endurance, Evade, Insight,
Linguistics, Streetwise, Survival (any),
Bounty killer, Scalp hunter, Skip tracer...) Perception, Stealth; Combat Style (any)
Track
Art (any), Courtesy, Culture (any),
Courtesan (Concubine, Escort, Harem-girl, Customs, Dance, Deceit, Influence, Insight,
Gambling, Language (any), Musicianship,
Houri, Paramour…) Perception, Sing
Seduction
Art (any), Commerce, Craft (Primary), Craft
Brawn, Drive, Influence, Insight, Locale,
Crafter (Artificer, Artisan…) (Secondary), Engineering, Mechanisms,
Perception, Willpower
Streetwise
Customs, Evade, Influence, Insight, Bureaucracy, Culture (any), Disguise,
Detective (Gumshoe, Policeman, Private
Perception, Stealth; Combat Style (Unarmed Linguistics, Lore (any), Research, Sleight,
Eye, Private Investigator, Sleuth...)
or Side Arms style) Streetwise
Entertainer (Acrobat, Bard, Dancer, Player, Athletics, Brawn, Dance, Deceit, Influence, Acrobatics, Acting, Oratory, Musicianship,
Poet…) Insight, Sing Seduction, Sleight, Streetwise
Commerce, Craft (any), Lore (Agriculture),
Farmer (Estate Owner, Gardener, Athletics, Brawn, Drive, Endurance, Locale,
Lore (Animal Husbandry), Navigation,
Ploughman…) Perception, Ride
Survival, Track
Commerce, Craft (Any), Lore (Primary
Fisher (Beach Comber, Net Tender, Pearl Athletics, Boating, Endurance, Locale,
Catch), Lore (Secondary Catch),
Diver, Whaler…) Perception, Stealth, Swim
Navigation, Seamanship, Survival
Athletics, Brawn, Endurance, Locale,
Acting, Bureaucracy, Commerce, Courtesy,
Gambler (Bookie, Cardsharp, Hustler...) Perception, Willpower; and either Drive or
Gambling, Research, Sleight, Streetwise
Ride
Endurance, First Aid, Insight, Locale, Commerce, Craft (Animal Husbandry),
Herder (Breeder, Herdsman, Sacred Goose
Perception, Ride; Combat Style (Specific Healing (Specific Species), Navigation,
Tender, Wrangler…)
Herding or Cultural Style) Musicianship, Survival, Track
Athletics, Endurance, Locale, Perception, Commerce, Craft (Hunting Related), Lore
Hunter (Forester, Poacher, Scavenger,
Ride, Stealth; Combat Style (Specific (Regional or Specific Species),
Stalker, Trapper…)
Hunting or Cultural Style) Mechanisms, Navigation, Survival, Track
Bureaucracy, Culture (any), Language
Journalist (Commentator, Hack, Customs, Deceit, Influence, Insight, Locale,
(any), Lore (any), Oratory, Politics,
Newshound, Pressman...) Native Tongue, Perception
Streetwise
Magician (Mage, Sorcerer, Witch, Customs, Deceit, Influence, insight, Locale, Culture, Magic, Literacy, Lore x2, Oratory,
Wizard…) Perception, Willpower Sleight
Commerce, Craft (primary), Craft
Brawn, Culture, Drive, Endurance,
Mechanic (Engineer, Grease monkey...) (secondary), Electronics, Gambling,
Influence, Locale, Willpower
Mechanisms, Streetwise
Commerce, Courtesy, Culture (any),
Merchant (Broker, Hawker, Money Lender, Boating, Drive, Deceit, Insight, Influence,
Language (any), Navigation, Seamanship,
Smuggler, Trader…) Locale, Ride
Streetwise
Commerce, Craft (Mining), Engineering,
Miner (Prospector, Quarryman, Sapper, Athletics, Brawn, Endurance, Locale,
Lore (Minerals), Mechanisms, Navigation
Well Digger…) Perception, Sing, Willpower
(Underground), Survival
Bureaucracy, Commerce, Courtesy,
Official (Minister, Overseer, Steward, Tax Customs, Deceit, Influence, Insight, Locale,
Language (any), Literacy, Lore (any),
Collector…) Perception, Willpower
Oratory
Commerce, Craft (Specific Physiological
Physician (Doctor, Healer, Medicine Man, Dance, First Aid, Influence, Insight, Locale,
Speciality), Healing, Language (any),
Torturer, Vivisectionist…) Sing, Willpower
Literacy (any), Lore (any), Streetwise

11
Mythras Imperative

Careers Continued
Career Name (Alternatives...) Standard Skills Professional Skills
Pilot (Aeronaut, Astronaut, Barnstormer, Brawn, Drive, Endurance, Evade, Locale, Customs (any), Electronics, Mechanisms,
Flyboy, Test Pilot...) Perception, Willpower Navigation, Pilot, Sensors, Streetwise
Bureaucracy, Courtesy, Culture (any),
Politician (Civil Servant, Mandarin, Customs, Deceit, Influence, Insight, Locale,
Language (any), Lore (any), Oratory,
Minister, Overseer, Steward…) Native Tongue, Perception
Politics
Priest (Arbiter, Cultist, Druid, Mendicant, Customs, Dance, Deceit, Influence, Insight, Bureaucracy, Courtesy, Customs, Literacy
Prophet…) Locale, Willpower (any), Lore (any), Oratory, Politics
Athletics, Boating, Brawn, Endurance, Craft (Specific Shipboard Speciality),
Sailor (Captain, Galley Slave, Marine,
Locale, Swim; Combat Style (Specific Culture (any), Language (any), Lore (any),
Pirate, Raft man…)
Sailor or Cultural Style) Navigation, Seamanship, Survival
Culture (any), Language (any), Literacy
Scholar (Annalist, Librarian, Philosopher, Customs, Influence, Insight, Locale, Native
(any), Lore (Primary), Lore (Secondary),
Skald, Scribe…) Tongue, Perception, Willpower
Oratory, Teach
Scientist (Archivist, Librarian, Customs, Influence, Insight, Locale, Native Culture (any), Engineering, Language (any),
Philosopher…) Tongue, Perception, Willpower Oratory, Research, Science (any), Teach
Athletics, Endurance, First Aid, Perception,
Scout (Bounty Hunter, Explorer, Pioneer, Culture (any), Healing, Language (any),
Stealth, Swim; Combat Style (Specific
Ranger, Wayfarer…) Lore (any), Navigation, Survival, Track
Hunting or Cultural Style)
Servant (Aide, Butler, Chauffeur, House Bureaucracy, Courtesy, Craft (service
Customs, Deceit, Drive, Influence, Insight,
Maid, Governess, Major Domo, related), Culture (any), Language (any),
Locale, Perception
Manservant, Personal Assistant, Secretary...) Politics, Streetwise
Bureaucracy, Commerce, Customs (any),
Smuggler (Black Marketer, Bootlegger, Gun Conceal, Customs, Deceit, Drive, Influence,
Language (any), Navigation, Streetwise;
Runner...) Insight, Locale
and either Astrogation or Seamanship
Technician (Electrician, Laboratory Brawn, Drive, Endurance, Influence, Comms, Craft (any), Electronics, Gambling,
Assistant...) Locale, Perception, Willpower Mechanisms, Science (any), Sensors
Athletics, Deceit, Evade, Insight,
Thief (Burglar, Conman, Fence, Mugger, Acting, Commerce, Disguise, Lockpicking,
Perception, Stealth; Combat Style (Specific
Tomb Robber…) Mechanisms, Sleight, Streetwise
Thief or Cultural Style)
Athletics, Brawn, Endurance, Evade, Craft (any), Engineering, Gambling, Lore
Warrior (Bodyguard, Mercenary, Pit Fighter,
Unarmed; Combat Style (Military Style), (Military History), Lore (Strategy and
Soldier…)
Combat Style (Cultural Style) Tactics), Oratory, Survival

Step 7: Bonus campaign. It is also common for a player to create a more


experienced character if replacing one that has died in play or
when joining an existing campaign.
Skill Points A table is provided, breaking experience into Age
Categories. A character’s experience has a direct correlation
As a final step, a last pool of 150 skill points are assigned to to age and skill competence; more experienced characters
round out the character. These may be applied to any naturally have more life experience than their younger
Standard skill or those Professional skills gained as part of compatriots. However, the noted Age Bonus should be
Culture or Career. Once again a Games Master may apply a treated as approximate, as campaigns advance at different
cap to how many skill points can be applied to any particular rates — some campaigns have lots of game time pass
skill. between adventures while others are one long string of
unbroken adventures. When converting an existing character,
simply substitute the actual age for that noted on the table.
Creating Experienced
Characters Experience Table Notes
It is recommended that beginning characters start fresh, with • Bonus Skill Points determine how many points the
little or no practical experience. Of course, the level of the character must spend on developing skills.
characters will depend greatly on the setting and whether the • Maximum Skill Increase limits how many of the Bonus
game will be a short one-off adventure or a long-running Points can be applied to any one Skill.

12
Characters

• Characters may still choose a Culture and Occupation,


Experience Table and use the skills listed in the appropriate description as
Category Age Bonus Skill Maximum a guide for their allocations, or the allocations can be
Points Skill Increase completely freestyle.
Young 10+1d6 100 +10 • It is recommended that at least one of the values be
allocated to a Combat Style, but this isn’t mandatory.
Adult 15+2d6 150 +15 • The Games Master always has the final say.

Middle Aged 25+3d6 200 +20


Larger-Than-Life
Senior 40+4d6 250 +25
Heroics
Old 60+5d6 300 +30
Mythras Imperative deals primarily with normal human
beings, but occasionally a campaign requires something else,
The Skill Pyramid especially if it demands special heroics, or takes place in a
Pulp Action setting, where heroes and villains tend to be
Mythras Imperative’s skill point allocation process derives larger than life.
350 points from three sources: Culture (100), Career (100) Such heroes may not necessarily have superpowers per se
and Bonus Skill Points (150). Allocating these points can be (although if these are desired, the Magic and Powers chapter
time consuming, and there are no doubt times where can be used), but they are a bit stronger, a bit faster, a bit more
determining a character’s Culture isn’t so important, or the resilient and usually a lot more strong-willed. Think of a
player has a particular Occupation in mind that isn’t readily certain barbarian from Cimmeria; a special agent who is
served by the templates in the core rules. An alternative licensed to kill; a man of bronze; a caped vigilante who is
system for apportioning skill points, for when time is also a billionaire playboy – or any number of popular heroic
pressing or when players are eager, is presented here. characters. They frequently face situations where a normal
Instead of allocating points from the Cultural, Career and human would crumble; but as heroes, they can withstand
Bonus Skill Points pools, the Skills Pyramid is used instead. whatever the plot throws at them, and live to engage in the
This divides 350 points into five blocks of fixed points, as next adventure (relatively) unscathed.
follows: If you intend to introduce these character types into your
games, then make sure that all players have characters at the
1 skill at 50% 2 skills at 40% 3 skills at 30% 4 skills at 20% 5 same level. These character types are designed to chew the
skills at 10% scenery and drive the action; mundane characters (unless
they have the benefit of magic, or some other advantage) may
Which forms a handy pyramid. Simply cross off each value well be left in the shade.
as it is allocated.
50
40 40 Pulp Hero Characters
30 30 30
20 20 20 20 These are traditional Pulp Heroes. They aren’t superheroes or
10 10 10 10 10 demigods, and a well-placed shotgun blast will still end their
life, but they are tougher, smarter, more able, and in general,
A Few Simple Rules a step or two above ordinary people. Also, their lives tend to
be filled with adventure. While a Heroic character can choose
• All points from the pyramid must be allocated.
to attempt to settle down and lead an uneventful life, often
• No skill can have more than one allocation from the
trouble or someone in need will find their way to the
pyramid.
character’s door.
• Customs and Native Language both gain +40, as per the
core rules, and in addition to any allocations made from
the pyramid Characteristics
• Passions which gain the values noted on page 15, and in When generating Pulp Heroic characters, use the Dice Roll
addition to any allocations made from the pyramid. Assign method on page 6. Roll 4d6 and discard the lowest
• No skill can exceed 80% from the result of an allocation. die, five times, and then assign the results to STR, CON,
So, if a character has STR 16 and DEX 17, for a base of DEX, POW, and CHA. Next, roll 3d6+6 and discard the
33%, the player cannot allocate the 50 point value to a lowest die twice and assign these numbers to SIZ and INT. If
Combat Style. using the Points Build method, players build their character
• Six of the values must be allocated to Professional Skills. from a pre-set pool of 90 points.

13
Mythras Imperative

Attributes
These are calculated as per normal, except that Pulp
Heroic characters gain two Advantages chosen from the
following (note that advantages cannot be stacked):

• +1 Action Point
• +1 Luck Point
• +1 Hit Point to each Hit Location
• Endurance rolls are one Grade easier
• Stealth rolls are one Grade Easier
• Willpower rolls are one Grade easier

All Pulp Heroic characters double their Healing Rate


when suffering from Minor or Serious Wounds, although
Major Wounds are handled at the character’s standard
Healing Rate.

Skills
Pulp Heroic characters gain an additional 50 Bonus Skill
Points to allocate as needed.

Paragon Characters
Paragon characters are epitomes of excellence. While a
certain whip-wielding archaeologist and a licensed-to-
kill super-spy are Pulp Heroic characters, that
Cimmerian, Man of Bronze, Dark Knight Detective, and
Sherlock Holmes are Paragon characters. Paragon
characters aren’t merely supremely competent in one area
of expertise: they usually excel at several. A brilliant
inventor and physicist who is also a two-fisted, crack-shot Attributes
war hero, is an excellent example of a Paragon character; A
These are calculated as per normal, except that Paragon
billionaire playboy crime fighter who studied with the finest
Characters gain three Advantages chosen from the following
detective minds in the world is another. Paragon characters
(note that advantages cannot be stacked):
may well have several college degrees, independent wealth,
mysterious benefactors, as well as numerous other forms of • +1 Action Point
experience. • +2 Luck Points
As a result, Paragon characters won’t be for everyone, but • +2 Hit Points to each Hit Location
if a setting needs characters who can change the destiny of • Endurance rolls are one Grade easier
the entire solar system, or take on any challenge, then a • Stealth rolls are one Grade Easier
Paragon level campaign fits the bill. While both Ordinary and • Willpower rolls are one Grade easier
Heroic campaigns occasionally involve exceedingly high
stakes like the fate of nations or even planets, Paragon All Paragon characters double their Healing Rate when
campaigns should regularly do so. suffering from Minor or Serious Wounds, although Major
Wounds are handled at the character’s standard Healing Rate.
Characteristics
Skills
When generating characters using the Dice Roll Assign
method on page 6. Roll 4d6, discarding the lowest die six Heroic characters gain an additional 100 Bonus Skill Points
times, then assign the five results of your choice (typically, to allocate as needed.
the highest five) to STR, CON, DEX, POW, and CHA. Next,
roll 3d6+6, discarding the lowest die three times and assign
the two results of your choice (typically, the highest two) to
SIZ and INT. If using the Points Build method, players build
their character from a pre-set pool of 100 points.

14
Characters

Step 8: Passions used, as long as the augmentation is thematically and


dramatically important.
• As an Ability in its own right to drive choices, desires
Passions are used to assist players and Games Masters in
and emotional actions and responses. When used in this
deepening the nature of the character, introducing plot hooks
way a Standard roll is made against a Passion to
based on a character’s desire or prejudices, and helping the
determine how strongly the character thinks and feels
player to understand who his character is, what drives him,
about something. If a roll is a Success, then the character
and so on.
acts in line with what the Passion would dictate. If the
A Passion can be for anything – a person, an organisation,
roll Fails, then the character can act freely without
an ideal, even an object. Passions are typically described by
feeling constrained by the Passion’s drives.
a verb such as: Desire, Despise, Destroy, Espouse, Fear, Flee,
• To oppose other Passions – even those held by the same
Foreswear, Hate, Love, Loyalty to, Protect, Repudiate,
character. This is typically used where two Passions
Respect, Seek, Subvert, Torment or Uphold.
would conflict. For instance, a personal love might
Passions are measured in the same way as skills; they are
dictate a course of action that would be contrary to an
rated between 1 and 100 (or higher). A Passion can be
Oath or loyalty. Here use an Opposed Roll between the
improved in the same way as a skill, or it can be increased or
two Passions, with the more successful determining how
decreased by the referee depending on circumstances.
the character acts.
Beginning characters may start with up to three Passions,
• As a general measure of depth of commitment, belief,
each based on two Characteristics, with a bonus of +40 to the
and loyalty to a cause. The higher the Passion’s value,
first, +30 to the second and +20 to the third – the player
the more committed the character is. Characters with
deciding the order of importance. These can be tied to his
similar Passions can compare their ratings to determine
culture, profession or personal foibles. For example, in a
who exhibits the deeper commitment.
Sword & Sorcery campaign the character might take: Hate
• To resist some form of psychological manipulation or
(Stygians), Distrust (Sorcerers), and Desire (Alcohol);
magical domination. In certain cases where a character
whereas in a Dystopian Sci-Fi game the character might
is being forced into performing an act contrary to their
choose Loyalty (President), Destroy (Aliens) and Uphold
Passions, they may substitute either for Willpower in the
(the Law) instead.
Opposed Roll.
Passion Table New Passions can be developed at any point during a game
Object of Passion Starting Percentage session if the circumstances warrant it. One might instantly
A person, in a romantic or familial
develop ‘Hate X’ where someone else does something that
POW+CHA would strongly invoke hatred to arise. A lord or chief calling
context
for an Oath would immediately establish a Passion of
An organization or group of people POW+INT
‘Loyalty to X’ as soon as that Oath is taken or sworn.
New Passions developed during play in this way cost no
A race or species Character’s POW x2
Experience Rolls and are established there and then. Of
A place Character’s POW+INT course, characters can also choose to establish a Passion
during improvement, at the cost of an Experience Roll to gain
An object or substance Character’s POW x2 a Passion at its Base Value.

A personality trait Character’s POW+CHA Deepening and Waning


Passions can increase during a game independently of
Using Passions Experience Rolls, based on the strength of whatever occurred
A Passion is any deeply held commitment that has the to trigger the increase. Also, they can, and do, wane. A
capacity to influence events during play. Although they can strongly held belief can be shaken by many things, leading to
be used as stand-alone Abilities (to call them skills is to do that Passion being either reduced or, in more extreme
them a disservice), Passions are further expanded below to circumstances, reversed completely.
explain in more detail how they work and how they can For instance, a character with ‘Trust Chieftain’ might, if his
influence Mythras Imperative characters and campaigns. chieftain acts treacherously, either reduce his Passion or turn
In summary, Passions can be used thus: into ‘Distrust Chieftain’ at the same percentage. The Games
Master needs to determine whether a Passion reduces or
• To augment another skill, reflecting the depth of one’s reverses. If it reduces, then it does so according to the
feelings and how it drives action. When used in this strength of the source of the change.
regard, the Passion adds 20% of its value to a skill being The Deepening and Waning table shows by how much the
Passion changes.

15
Mythras Imperative

Step 9: Equipment • A set of clothing appropriate to the character’s


profession and the setting.
• An amount of pocket money; enough to last a little while
Deepening and Waning Table without hardship.
• A personal heirloom, keepsake, or some trinket of little
Depth of Change Passion Modified by relative value.
• Any trade tools or transportable equipment suitable to
Weak 1d10 the character’s profession, if appropriate.
• Any personal weapon for the character’s Combat Style.
Moderate 1d10+5 • Other items as appropriate for the setting, and subject to
the GM’s approval.
Strong 1d10+10

Now that the character is almost finished, he or she needs


some gear. This can include weapons, armour, or other
important paraphernalia used for a particular profession. In
the course of adventure there are many chances to get more
equipment, but each starting character has in his or her
immediate possession the following:

16
Skills

Skills
S
kills are divided into two categories: Standard and modified to twice its normal value – from 33% to 66%
Professional. All characters have the same set of say, then its Critical range would be a roll of 07 or less.
Standard Skills. Professional Skills differ between
individual characters and reflect expertise developed within a • A Fumble is roll of 99 or 00. Skills with a value of more
career and, to a certain extent, their culture. Despite these than 100% Fumble only on a roll of 00.
distinctions, Standard and Professional Skills work in the The precise nature of a Critical or Fumble result is left to
same way. the Games Master to determine. The consequences could be
wondrous or dire, depending on the circumstances.

How Skills Work Automatic Successes


A skill has a Base Value built on two Characteristics; or one
Characteristic multiplied by two. There is no upper limit to a There will be some occasions where a roll against a particular
skill’s value; it can exceed 100 and, in play, characters can skill is just not necessary – either because the task at hand is
expect to see their skills reach such heights. easily accomplished, or because, with enough time and focus,
Whenever a character is called upon to resolve some form success is guaranteed. Riding a horse at a gentle canter across
of test, challenge, or professional ability, 1d100 is rolled and an open meadow is an example of an Automatic Success
compared with the skill’s value: where simply being skilled in the activity means that
straightforward actions do not require any skill rolls to
• Equal to, or less than, the skill indicates a Success resolve them. A crafter carving a piece of wood into a chair
• Greater than the skill’s value indicates a Failure leg is another example where a skill roll is not necessary; it
There are certain special cases concerning Success and takes time to accomplish, but the craftsman knows how to do
Failure that should be noted. the work and, if not rushing, success is assured. A rogue,
undisturbed, with a set of lockpicks, can successfully pick the
• Any roll of 01-05 is always a Success simple lock of a treasure chest given enough time to do so.
• Any roll of 96-00 is always a Failure, irrespective of how
high the skill’s value
Modifying Skills
Criticals and Fumbles There are some occasions where a skill roll is required, but
the chances of success need to be adjusted to reflect existing
Criticals and Fumbles represent spectacular successes and conditions. Fleeing bandits, for instance, might require an
failures; those cases where a character has either excelled in Athletics roll. But what if the character is fleeing through
his attempt or failed miserably and utterly. darkness or through treacherous undergrowth? In such a case
the Games Master can insist on modifying the skill of the
• A Critical Success is equal to one-tenth of the skill’s character to reflect the circumstances.
value (and this includes skills that receive a modifier – so Mythras Imperative uses a series of grades to determine
modified skills may have a greater or lesser chance of a how a skill is modified. These are as follows. Note that two
Critical outcome). Round fractions up when calculating types of modifiers are provided: the first is the default
a Critical Success’s range. For example, if a skill is method, and involves a little math, but offers better

17
Mythras Imperative

designed for long, overseas journeys are covered under the


Difficulty Grade Table Seamanship Professional Skill.
Simplified Skill
Difficulty Grade Skill Modifier
Modifier
Brawn (STR+SIZ)
Automatic No need to roll No need to roll
Brawn is the efficient application of technique when applying
Very Easy Double the skill value +40% raw physical force. The skill covers acts of applied might,
including lifting, breaking down doors and contests of
Add half again to the strength.
Easy +20%
skill value

Standard No adjustment None Combat Style (STR+DEX)


Reduce skill value by Each Combat Style is the skill to use the weapons expected
Hard -20%
one-third
of a career or culture in the setting. Most fighting traditions
Formidable
Reduce the skill value
-40% encompass training in multiple weapons, along with the
by half
techniques required to use them all effectively, whether
Reduce the skill value singly or in combination. In addition they often assume a
Herculean -80%
to one-fifth situational element, such as fighting as close order infantry or
No attempt can be No attempt can be whilst mounted. Combat Styles can be very diverse, ranging
Hopeless from, for example, Gladiatorial Combat all the way to Space
made made
Marine Mobile Infantry.
simulation for scaling, especially where higher skill
percentages are concerned. The Simplified Skill Modifier is a Conceal (DEX+POW)
simple addition or subtraction, and easier to implement.
Choose which method best fits the game but ensure that the Conceal is the counterpoint to Stealth, being the concealment
same modification system is applied consistently. of large objects rather than the character themselves. For
Where a character is already suffering a penalty from other instance, conceal could be used to hide a chariot behind some
circumstances, the hardest Difficulty Grade takes rocks, or sweep away the wheel ruts it left so its path cannot
precedence. be tracked. The skill is versatile in application, anything from
Outside of combat, Mythras Imperative does not provide a hiding a scroll in a library to disguising the presence of a trap
definitive list of situations and challenges which can incur or secret passage.
skill modifications. What sort of modification is required for
any particular skill or context is ultimately up to the Games Customs (INT x2+40)
Master to decide; according to the capabilities of the
Customs represents the character’s knowledge of his own
characters, his perception of the difficulty of the situation and
community: its social codes, rites, rituals, taboos, and so on.
the dramatic tension at that particular moment.
The skill is used when it is essential to accurately interpret or
perform any socially important custom or to behave in a

Standard Skills particular way.

Dance (DEX+CHA)
Athletics (STR+DEX)
Just about every culture uses dance in some way – either as
Athletics covers a range of physical activities, including recreation or as part of important rituals. It might be a court
climbing, jumping, throwing, and running. Skills rolls for dance, a war dance, or a simple set of movements
any of these activities are handled by a single roll against the accompanying a prayer or ceremonial chant. The Dance skill
Athletics skill. See Movement on page 29 for more measures a character’s ability to move rhythmically and
information on climbing, jumping, and running. accurately (to a reasonable degree) when called upon to do
so.
Boating (STR+CON)
The Boating skill covers the operation of small floating craft.
Deceit (INT+CHA)
on rivers, lakes, and close inshore. Appropriate vessels are Deceit covers all instances where a character attempts to
generally boats, canoes, or rafts which travel short distances mask the truth and offer a deception of some kind: barefaced
and are unsuited to the rigours of the open sea. Most are lying, misleading a guard, or even bluffing (or cheating)
propelled using oars, paddles, punts or simple sails; or can during a card game. The skill also covers instances where
even be towed by animals. Ships with large crews or hiding true emotions or motives is necessary (feigning

18
Skills

pleasure when one is bitterly disappointed perhaps, or a usually incorruptible bureaucrat to accept a bribe is more
attempting to seem welcoming and open when the opposite difficult.
is true). Deceit forms a counterpart to the Insight skill and can
be used to oppose Insight rolls when others are attempting to Insight (INT+POW)
discern either truth or motive.
Insight is the ability to read or intuitively define another’s
Drive (DEX+POW) verbal and non-verbal behaviour (such as body language or
the manner of speech) to establish their motives and state of
Drive covers the control of wheeled or drawn vehicles, mind. Insight is used to determine whether someone is telling
whether by one or more beasts of burden or powered by more a lie (and it can be opposed by the other person’s Deceit
esoteric means, such as chariots, sleds, sail carts, or even skill), or to predict how someone feels about a particular
gasoline cars. A roll is also necessary if the vehicle being situation. Insight can equally be applied to particular
driven is drawn or powered by a means different than the situations as well as other people: is that tavern a haven for
driver is used to (horses instead of oxen, or a motor rather trouble? Could the bandits be planning an ambush in the
than animals for example). nearby hills?

Endurance (CON x2) Locale (INT x2)


Endurance is a character’s capacity to endure physical stress, Locale measures a character’s understanding of local flora,
pain, and fatigue. It measures the body’s ability to deal with fauna, terrain, and weather in the area where he or she has
potentially damaging or debilitating conditions and is a spent much of their life, usually within their community. The
general gauge of resilience, stamina, and metabolism. character knows the common plants, trees, and animals, their
Endurance, like its counterpart Willpower, is used in any properties and behaviour: where the best fish can be found;
number of ways, but most specifically to resist the possible the movements of game creatures; where to find shelter; the
effects of injuries, including harmful poisons and disease. likely weather for the season, and the most common regional
dangers. In neighbouring, yet unfamiliar locations Locale
Evade (DEX x2) should be made one or more grades harder.

Evade is used to escape from observed, impending danger Native Tongue (INT+CHA+40)
and can be used against Ranged Weapons (by diving for
cover, for example), avoiding traps, changing the Native Tongue is the ability to speak and read one’s own
engagement distance in combat, and generally getting out of language, the one learned while growing up in one’s home
the way of a potential physical hazard. It can also be used as culture. Native Tongue measures articulation, eloquence, and
a resistance roll for certain types of magic. Using Evade the depth of the speaker’s vocabulary.
usually leaves the character prone. Those with the Daredevil Unlike other skills, Native Tongue is not rolled against
Combat Style Trait (see page 35) may use Evade to dodge a directly. Instead, it is treated as a static representation of
melee attack without falling prone and, against a ranged overall fluency, limiting the level of conversational
attack, they only end up prone if they fail the roll. interaction. This is described in more detail under the
Language skill on page 22, but starting characters usually
First Aid (DEX+INT) begin play fully fluent in their mother tongue.

The skill of First Aid measures a character’s ability to treat Perception (INT+POW)
minor injuries and stabilise more severe ones. First Aid may
be applied only once per specific injury and heals 1d3 points Perception is used for both passive observation and focused
of damage. detection; whether hunting for something specific, a general
scan of an area, or simple awareness of their surroundings.
Influence (CHA x2) Specific conditions – darkness, for example – may affect the
Difficulty Grade of the skill roll depending on the primary
This is a measurement of a character’s ability to persuade senses being used. Strong scents might make an olfactory
others, through personal charisma, into a desired way of Perception roll Easy rather than Standard, whereas trying to
behaving. It is used in a wide variety of situations; from eavesdrop on a conversation in a crowded and noisy tavern
changing someone’s mind, to bribing an official or guard. would make the roll Hard.
Influence rolls are typically opposed by the Perception,
Willpower, or another Influence skill, depending on the Ride (DEX+POW)
circumstances, and are modified by how much a character is
trying to influence behaviour. Attempting to persuade a close Ride covers the ability to control and remain mounted on
friend to loan you their horse may be relatively easy. Getting those creatures that are trained to be ridden. The skill can be

19
Mythras Imperative

applied to a diverse range of beasts, everything from mules to Willpower (POW x2)
elephants; even flying or swimming creatures such as giant
eagles or dolphins. Riding an unfamiliar species is always Willpower is a measure of a character’s ability to
one Difficulty Grade harder; while riding a species of a concentrate, channel his force of will in a particular direction,
different medium (a horseman riding a dragon, for example) or harden his psyche to possible mental shock. It is also a
is two grades harder. Wild, untamed creatures cannot be measure of personal resolve. The skill is used in all manner
ridden in a constructive manner until they have been broken of situations where mental resilience is required, and this
and trained to be riding beasts. includes resisting magic. Although not a measure of sanity it
can be used to endure traumatic events that would shake even
Sing (POW+CHA) the sanest, stable mind. Willpower is the mental counterpart
to Endurance.
Carrying a tune is covered by Sing, anything from Again, like Endurance and Evade, Willpower is most often
monotonous chants through to complex arias. Singing is an used in Opposed Rolls. When used as a Standard test, a
inherent part of most cultures, a prime source of Critical Willpower roll indicates that the character has
entertainment and perhaps used in its rituals. Important songs hardened his mind and spirit to the extent that no further
might be used for courting, inspiring soldiers before battle, or attempts to influence him, or shake his resolve, will work. In
simply recounting a historical deed. The skill reflects the the case of resisting magic, a Critical Success means that no
user’s ability to maintain rhythm, keep in key and remember further mentally afflicting spells cast by the opponent have
the correct words. any effect on the character for the remainder of that
encounter.
Stealth (DEX+INT)
Hiding out of plain sight, or moving with minimal sound are
covered by the Stealth skill. Cover and conditions, such as
Professional Skills
darkness or loud background noise, improve the grade of the Professional Skills differ between characters and represent
skill according to the specifics of the environment. Similarly, more specialised forms of training and experience. Some
adverse conditions, such as a lack of cover or a quiet night Professional Skills are gathered through cultural background
will decrease the skill’s grade. Circumstances also affect the and a character’s Career, as the name suggests. Although they
difficulty of the attempt. For instance, a warrior wearing differ between characters they work in the same way as
heavy armour can easily conceal themselves behind a wall, Standard Skills.
provided they stand still or move very slowly, whereas
moving quickly might cause their armour to jingle. Acting (CHA x2)

Swim (STR+CON) Acting governs the art of being able to impersonate and
convey a completely different character, whether in a staged
Without development, the ability to swim is limited to being performance or in a social situation. The actor portrays a
able to thrash around and keep one’s head above the water for personality and mannerisms different to his own in a
a short time. Higher Swim percentages indicate being able to convincing manner. Coupled with the Disguise and Deceit
negotiate deeper and stronger waters, with less risk of skills, this is a powerful way of becoming someone else
drowning. Making a Swim roll thus depends entirely on the entirely.
conditions. Rough seas, strong currents, white water, and rip
tides all reduce the grade of the skill no matter what the Acrobatics (STR+DEX)
character’s affinity for water might be. See Movement on
page 39 for more information on swimming, including Acrobatics covers acts of balance, gymnastics, juggling, and
calculating swim speeds. tumbling. The skill can be used to impress an audience, but
also to help mitigate damage from falls. With a successful
Unarmed (STR+DEX) roll, a character can move at full speed and sure-footedly
across an unstable or narrow surface. If trying to mitigate
Unarmed is a universal Combat Skill common to all damage from an unexpected fall, a successful Acrobatics roll
characters, measuring the ability to defend oneself without halves any damage sustained. In addition, if the roll is
the aid of weapons. The Unarmed skill covers the brawling successful and the character does not suffer a Serious or
and wrestling techniques known by that culture. Major Wound due to the fall, the character lands relatively
safely and is not prone.
As Unarmed is a Combat Skill its Critical and Fumble effects Acrobatics can be substituted for Evade if the situation
are covered by the rules for combat, as detailed in the Combat warrants it. The benefit of this is that the character
chapter. automatically regains their footing rather than being rendered
prone.

20
Skills

Astrogation (INT x2) Courtesy (INT+CHA)


Astrogation is equivalent to Navigation, save that it enables This skill covers understanding how to act appropriately in a
starship pilots to plot a course at stellar and interstellar social or formal situation: modes of address, rituals, and
distances. conventions of behavior, and so forth. It includes everything
from who to bow to and when, to how low; from when to use
Art (POW+CHA) a particular title to when it is appropriate to act informally.

There are many specific art forms. Painting to Poetry; Craft (DEX+INT)
Literature to Sculpture. A character chooses an Art
specialisation when taking this skill. Subsequent Art forms Each Craft is a specialised form, and there are as many crafts
are advanced separately. A roll is made whenever a character as there are professions for them. Like Art, Craft is used to
must impress or convince through his artistic medium. create the subject item. How long it takes depends entirely on
the nature of the product: weaving a rug takes longer than
Bureaucracy (INT x2) throwing a pot, for instance, but time is not necessarily the
most important factor: it is the skill of the crafter, the quality
Understanding administrative procedures, records, and of the resources and attention to detail.
unspoken conventions are covered by the Bureaucracy skill.
It is used to interact with officials or discover pertinent civic Culture (INT x2)
information. Depending on the sophistication of their culture,
bureaucrats need not necessarily be literate. Whenever red- Culture is the more specific form of the Standard Skill of
tape or administrative landscapes need to be navigated, a Customs, relating instead to societies foreign to the
Bureaucracy roll is necessary. character’s own. Each Culture skill must be given a particular
nation or society to which it applies. Mechanically it works
Commerce (INT+CHA) in the same way as the Customs skill.

Commerce is used to evaluate the worth of goods and Demolitions (INT+POW)


commodities and to trade them for the best possible price. It
is also used to understand the intricacies of business This skill permits a character to safely handle and utilise
transactions in addition to securing a profit. A further use is explosive materials, whether setting them up or disarming
in finding the best way to dispose of stolen and illicit goods them.
– again for the best possible price. Commerce is obviously
used when trading and it can be opposed by either an Disguise (INT+CHA)
opponent’s Commerce skill or Willpower, reflecting the
opposing side’s attempts to further the deal in their favour. It Effecting a convincing disguise, using appropriate materials
is also used to judge the market value of goods, gaining an (costumes, cosmetics, wigs, or hairpieces), is covered by the
idea of price, and where it will be best traded. Disguise skill. Creating the disguise requires time and
attention to detail, as well as access to the right materials to
Comms (INT x2) make it convincing. If some, or all, of these elements are not
present then the Disguise roll’s Difficulty Grade is made one
This skill grants the ability to use communications equipment or more steps harder.
to detect, conceal or block comms traffic. It also grants a Disguise can be augmented with Acting to enhance the
chance of cracking encrypted messages (providing the user overall effect of a deception (vice versa when performing)
has access to a code-cracker). and so the two skills are complementary.

Computers (INT x2) Electronics (DEX+INT)


Computers reflects the character’s ability to solve complex This skill allows the user to tinker with, bypass or repair
problems or extract complex information, using computer electronic devices. It has many applications, most often to
systems – be it through programming code, detailed use of a temporarily patch up damaged equipment or replace broken
particular piece of software, hacking, and even diagnosing/ circuits with spares.
repairing software and hardware problems. General use of
computers does not usually require a roll.

21
Mythras Imperative

Engineering (INT x2) Literacy (Specific Language) (INT x2)


The design and building of large-scale structures, from Speaking a language fluently does not mean one can read and
houses to bridges, gates to siege engines, is in the remit of the write it. Literacy is a specific skill and different societies
Engineering skill. Rolls are necessary when planning large- display different levels and approaches towards it. In some,
scale projects to ensure correct construction but are also literacy is reserved for the nobility, bureaucratic or religious
made when an engineer wants to assess a structure’s integrity classes. In others it is unknown with oral traditions prevailing
for whatever reason (state of repair or weak spots, for instead. In modern or futuristic societies literacy is learned by
example). default and does not require a separate skill.

Forgery (DEX+INT) Lockpicking (DEX x2)


The Forgery skill permits the creation or falsification of Lockpicking is the ability to open a mechanical locking
official documentation. system without the aid of a key or other device made
specifically for the lock. It includes the techniques of levering
Gambling (INT+POW) open bolted or barred doors and windows without causing
damage. Lockpicking may also be used to lock a door, chest,
The Gambling skill measures a character’s competence in and so on, when no key is available.
games of chance and especially where money is staked on the
outcome. It is used to assess the odds of success or failure or Lore (INT x2)
spot when someone is cheating. The skill can be used in an
opposed or unopposed manner, depending on the situation. Lore covers a specific body of knowledge which must be
Spending the night in a faceless gambling den might only chosen when the skill is first learned. Alchemy, Astrology,
require a straight test, whereas a high stakes dice game Astronomy, Geography, Heraldry, History, Midwifery,
involving notable personages may instead require several Mineral, Monsters, Politics, Religion, Strategy and Tactics:
Rounds of Opposed Rolls. these are all typical examples of Lore skills. Skill in a Lore
means the character understands its fundamentals, how it can
Healing (INT+POW) be applied to immediate challenges and problems, and can
use the Lore to recall useful information.
Healing is the in-depth knowledge of medical procedures,
based on cultural practices and is used to treat more serious Magic (POW+CHA)
injuries (typically those where Hit Points are at zero or less).
In a Primitive or Barbarian culture for instance, healing will The Magic skill is used for casting the spells described in the
be based on the knowledge of herbs and natural cures. In a Magic section of the Powers chapter. A successful roll is
Civilised culture, drugs and more advanced treatments will needed for a spell to work, although the spell may still be
be more common. In all cultures Healing includes the ability resisted by an opposing skill such as Willpower.
to set bones, suture wounds, and so forth. Obviously applying
Healing requires appropriate resources, and most practicing Mechanisms (DEX+INT)
healers will have such things at hand (needles, gut or thread
for sutures, herbs for poultices, and so forth, or a medical kit Mechanisms represents the knowledge and skill to assemble
for modern settings). and disassemble mechanical devices, such as traps. The skill
of Mechanisms generally involves the creation of delicate
Language (INT+CHA) contraptions with small working parts, as opposed to
Engineering, which deals with massive constructions. It is a
This skill covers the speaking and comprehension of a distinct discipline from Lockpicking and cannot be
language other than the character’s own. The skill is treated interchanged with that skill.
as a static representation of overall fluency. 1-25% a few
basic words, 26-50% simple sentences, 51-75% fluent for Musicianship (DEX+CHA)
general conversation, 76+% able to converse eloquently. Its
value is used by the Games Master to limit the level of Musicianship covers the playing of musical instruments;
spoken interaction when the players converse with from a simple reed pipe to a complex stringed instrument
personalities in the game. It can also be used as a cap for such as a harp, and each iteration of Musicianship is applied
certain other skills (such as Bureaucracy), where Language to a group of similar instruments. A musician who can play a
may be a limiting factor. In such a case, a skill like reed pipe can also play a flute, panpipes, or a recorder
Bureaucracy cannot exceed the skill value of the Language because the fundamentals are the same. They could not,
being used. however, play a harp or lute.

22
Skills

Navigation (INT+POW) successful Seduction may take hours, days, or weeks to


achieve depending on the morals of the target, who can
Whether using prominent landmarks, the stars, or the varying always attempt to resist Seduction with Willpower.
taste of seawater, the ability to accurately direct travel is
covered by the Navigation skill. Each Navigation skill covers Sensors (INT+POW)
a specific region or environment, such as Open Seas or
Underground for example. It should be made during unusual This skill allows the accurate use and analysis of sensor
journeys or when in completely unfamiliar territory. devices from chemical sniffers up to military long range
scanners.
Oratory (POW+CHA)
Sleight (DEX+CHA)
Oratory is the art of delivering a speech to a large group of
people with the aim of conveying or swaying a point of view. Sleight covers attempts to palm or conceal small objects
It is a skill frequently used by politicians to drive home a (legerdemain and prestidigitation) and includes attempts to
policy, but is also used by commanders to inspire troops and pick pockets, cut purses, or cause a visual distraction.
impose discipline on the battlefield. Wherever mass Naturally, it is an essential thieves’ skill.
persuasion is needed, Oratory, rather than Influence, is used.
Streetwise (POW+CHA)
Pilot (DEX+INT)
Streetwise represents knowledge of places and social
The Pilot skill permits the control of a specified class (such contacts within a settlement. It covers everything from
as gliders, prop-driven planes, jet engines, and so on) of identifying potentially dangerous neighbourhoods, to finding
flying vehicles. local services – legal or illegal. How long a Streetwise
attempt takes depends on what is sought. Finding a good inn
Politics (INT+CHA) will take less time than locating a fence for stolen goods or a
fake trading permit.
Characters possessing the Politics skill understand how to
navigate and negotiate the corridors of government at local Survival (CON+POW)
and national levels.
This skill covers surviving in a rural or wilderness
Research (INT+POW) environment where the benefits of civilisation are absent:
foraging, building a fire, finding shelter or a safe place to
Research uses various resources (such as a library, newspaper sleep. When properly equipped, rolls are usually unnecessary
archive, computer network, and so on), to discover desired since the character may be carrying a tent, food supplies, and
pieces of information. so on. Only when separated from their equipment or when
environmental conditions turn bad does it become essential
Science (INT x2) to use this skill. A roll is usually made once per day in such
conditions.
There are dozens of scientific disciplines and the Science
skill, which can be taken multiple times, is always associated
with a discipline: Science (Biology) or Science (Chemistry),
Teach (INT+CHA)
for example. Science replaces the Lore skill in modern and Teach allows the user to pass on their knowledge and
futuristic settings. techniques in an easy to understand and constructive manner.
Without this skill even the most capable of masters will suffer
Seamanship (INT+CON) problems instructing others.
This skill is used in the same way as Boating (see page 18)
but is instead applied to large waterborne vessels powered by
Track (INT+CON)
sail or banks of oars. It also covers the maintenance and The Track skill is used for tracking any form of game or
upkeep of a ship: assessing when repairs are needed, where it quarry. It uses both obvious and ambiguous signs of passing
is safe to anchor, the dangers of violent weather, and so forth. to remain on the quarry’s trail, including footprints, bruised
leaves, scattered pollen, displaced rocks, and so on; small,
Seduction (INT+CHA) tell-tale signs that are invisible to the non-skilled. Track rolls
need to be made periodically, especially if conditions change
Seduction is the romantic or sexual persuasion of another abruptly (a rain shower, for example, will disturb certain
person, a skill very different to Influence. It uses explicit signs). How often depends on how cunning the quarry has
signals – verbal and non-verbal – to elicit a sexually positive been. Conceal rolls can be used to oppose a Track roll.
response. It also takes a significant amount of time:

23
Mythras Imperative

Skill Rules for Opposed Roll Examples

Different
Activity Opposed Skill Examples
Bargaining/
Commerce vs. Commerce, Influence vs. Commerce
Haggling

Circumstances Chasing/Racing
Athletics vs. Athletics, Athletics vs. Endurance,
Ride vs. Ride

and Situations
Deceiving or
Deceit vs. Insight, Sleight vs. Perception
Lying
Displaying Passion vs. Passion, Passion vs. Insight, Passion vs.
Although the basic rules for using skills in Mythras Imperative Loyalty Influence
are very straightforward, there are a multitude of different Getting out of the Evade vs. Athletics, Evade vs. Mechanisms, Evade
Way vs. Ride
circumstances that arise during play that require skills to be
handled in a slightly different way. The following sections Hiding or
Stealth vs. Perception; Stealth vs. Track
Sneaking
look at these circumstances and situations and show how to
handle them. Pulling Rank Influence vs. Willpower, Deceit vs. Willpower

Staying the Course Endurance vs. Endurance, Endurance vs. Brawn


Reattempting Skills
Swaying a Crowd Oratory vs. Willpower
In some situations, a character will Fail a skill attempt but be
left in a situation where they could potentially try again. Test of Strength Brawn vs. Brawn, Brawn vs. Endurance
Example cases might be picking a lock or attempting to climb
a sheer wall. Instead of simply denying any further attempts, Test of Wills Willpower vs. Willpower, Seduction vs. Willpower
kindly Games Masters may permit a follow-up, last-ditch
attempt. However, the character will suffer some trepidation Opposed Rolls are frequently used in certain battle situations
or lack of confidence which increases the Difficulty Grade of to overcome the effects of wounds or oppose a combat
the skill roll by one. Special Effect. They are also used to resist poisons and
If this second effort also ends in failure, the character is disease or shrug off the effects of baleful magic.
assumed to have given it his ‘best shot’ and cannot make any
further attempts for the foreseeable future.
Differential Rolls
Opposed Rolls Differential Rolls are similar to Opposed Rolls except that
instead of a simple win or lose result, the difference in Levels
Skills are frequently pitted against other skills – Stealth of Success are calculated. Primarily used for the resolution of
versus Perception when a rogue attempts to cut a nobleman’s combat (see page 40), Differential Rolls can also be used in
purse, say; or Deceit versus Insight when the same rogue tries other situations where the Games Master wishes to increase
to deny the attempt when she is caught – are good examples the detailed results of a contest.
of times where skills are matched against each other. These A Differential Roll is determined in the following manner:
are known as Opposed Rolls and are used where a challenge Both participants roll against their respective skills and suffer
will result in either win or lose, pass or fail. the results of their roll as if tested in isolation. There is no
outright ‘winner’ per se, but whoever gained the higher Level
• An Opposed Roll is determined thus: both participants of Success gains an advantage equal to the difference in the
roll their respective skills. The winner is the one who success levels between them (assuming one participant gains
gains the better Level of Success. If the participants at least a Standard success or better). If both participants
score the same Level of Success (a Standard Success score the same Level of Success (a Standard success each, or
each, or a Critical each), then the winner is the one who a Critical each), then there is no additional effect.
has the highest dice roll still within the success range of
the skill.

If both participants Fail in an Opposed Roll, then either:

• Describe the situation, leaving both sides hanging in


dramatic tension, then re-roll the contest to establish a
winner
• The Games Master should produce some explanation or
circumstances that suit the nature of the failure

24
Skills

Differential Roll Results


Result of Roll Antagonist Critical Antagonist Success Antagonist Failure Antagonist Fumble
Protagonist Wins 1 Level of Protagonist Wins 2 Levels of Protagonist Wins 3 Levels of
Protagonist Critical No Benefit
Success Success Success
Antagonist Wins 1 Level of Protagonist Wins 1 Level of Protagonist Wins 2 Levels of
Protagonist Success No Benefit
Success Success Success
Antagonist Wins 2 Levels of Antagonist Wins 1 Level of
Protagonist Failure No Benefit No Benefit
Success Success
Antagonist Wins 3 Levels of Antagonist Wins 2 Levels of
Protagonist Fumble No Benefit No Benefit
Success Success

Opposed Skills Over 100% So, Just How Good Are You?
If the highest skilled participant in an Opposed or Differential It can be very useful for both Games Masters and Players to
Roll has a skill more than 100%, that participant subtracts the have a common frame of reference for what the value of a
difference between 100 and his skill value from the skill of skill translates to as a comparable level of competence. Is a
everyone in the contest, including himself. This reduces the craftsman with Craft Wood 48% a good carpenter or merely
skill value of the opponents but leaves him retaining the a competent one? The Competence Level Table helps
advantage. summarise the different levels of competence one can expect
The identification of who has the highest skill must be a rating in a skill to represent; it is also a handy reference for
calculated after any other modifiers for circumstances have Games Masters when assigning general values to skills for
been applied. Non-Player Characters and adversaries. If a random value for
a Non-Player Character skill is needed, then the Random
Value column gives the dice code to obtain a value within a
desired Competency Level.
Competence Level Table
Skill Rating Random Value Competence Level Military Equivalent Description

1-30% 1d20+10 Novice Cannon Fodder Unqualified and learning the basics

31-50% 1d20+30 Competent Green Can perform easy tasks if taking time to be careful

51-70% 1d20+50 Proficient Seasoned Has reached an employable level of competence

71-90% 1d20+70 Expert Veteran Recognised as a professional or subject matter expert in the field

91-110% 1d20+90 Master Elite Considered one of the best in the business

>110% 1d20+110 Exemplar Heroic Renowned far and wide for their consummate skill

25
Game System
M
any different things can occur during a Mythras Depending on the method of Asphyxiation, the Games
Imperative game. Some are resolved through skill Master may wish to prevent full recovery, imposing an
use or one of the major game mechanics such as enduring level of Fatigue (see page 28) to represent damage
combat or magic; others require their own rules for to the lungs caused by smoke or water inhalation.
adjudication. This chapter provides rules and guidance for a
variety of different scenarios that players will encounter
while playing the game.
The list is not exhaustive but should represent the most
Character
common situations. If Games Masters find there are other
situations that require some form of game system Improvement
adjudication, and that these situations seem to occur Every Mythras Imperative character can improve with time and
frequently, then they are encouraged to develop their own experience. Improvement can be undertaken in several areas:
rules to cover these special circumstances, using those given
in this chapter as a basis for replication or development. • Increasing existing skills
• Increasing Passions
• Learning new skills
Asphyxiation • Learning new Abilities

Characters can hold their breath for a number of seconds


equal to their Endurance skill. However, the character must Experience Rolls
be prepared (filling the lungs with as much air as possible); if The mechanism for most character improvement is the
not, then the period is halved if the character was in a passive Experience Roll. Games Masters dispense Experience Rolls
situation, or reduced to one-fifth if the character was engaged at an appropriate juncture in the campaign: at the end of
in strenuous activity. every successful scenario or storyline; or after perhaps two or
Once the period of held breath is over, characters must three sessions of play if the story is a long one which will take
make an Endurance roll: time to complete. The frequency is at the Games Master’s
• If the roll is a Critical Success, no further deterioration discretion. A high frequency of Experience Rolls will lead to
occurs. the characters developing at a faster rate.
• If the roll is Successful, the character accrues an extra There is no right or wrong time to give Experience Rolls,
level of Fatigue. but natural breaks in the story may suggest suitable times.
• If the roll Fails, the character sustains 1d2 extra levels of The Games Master is, however, always the decision maker
Fatigue that Round. here. While players cannot demand Experience Rolls, they
• If the roll is Fumbled, the character sustains 1d3 extra have a right to expect them at certain points – as their
levels of Fatigue that Round. characters will not be able to develop without them.
The number of Experience Rolls awarded is also
Without aid, death from Asphyxiation is usually swift. If determined by the Games Master. However, a good rule of
the Asphyxiation ends before the character dies, they recover thumb is 1-3 Experience Rolls per session since the last time
Fatigue levels lost to suffocation relatively quickly, regaining they were awarded.
one level per minute.

26
Game System

Increasing Existing Skills Disease and Poison


Any skill on the Character Sheet, Standard or Professional, Some of the most feared things which can affect characters
can be increased by spending one Experience Roll. Players are the myriad diseases and poisons which infest the dark and
can elect not to spend Experience Rolls on increasing skills, grim places of the world. There’s nothing quite as unsettling
instead building up a stockpile for use in increasing other than a plague which strikes the character’s home city,
things – such as Class abilities (see below). especially when they are still within its gates. Likewise
The player rolls 1d100 and compares it to the skill being finding a venomous serpent in the bed or being attacked by
increased. The character’s INT is added to the roll. giant scorpions can be moments of high drama.
• If the number rolled is equal to or greater than the skill Diseases and poisons are near infinite in their varieties but,
being improved, it increases by 1d4+1%. for game purposes, are handled in the same way.
• If the number rolled is less than the skill selected, the
skill still increases, but only by 1%.
• If a character Fumbled any skill during the preceding Disease and Poison Traits
session(s) – i.e., between the last set of Experience Rolls All diseases and poisons manifest a number of traits
and the present one – the Fumbled skill gains a free important to their effects.
increase of 1%. We learn more from our mistakes than • Application: The method of how the disease or poison
our successes and this represents the reflection a is introduced into the victim.
character undergoes following a disastrous failure. • Ingestion – Effects take place through either eating
Multiple Fumbles of the same skill do not stack. In a or drinking.
case where the Fumbled skill is also being raised with an • Inhaled – Effects take place through breathing or
Experience Roll, the 1% from the Fumble is applied snorting.
before the roll is made to improve it. • Contact – Effects take place through absorption
The same skill may not benefit from more than one through the skin.
Experience Roll per session. • Injected – Effects take place when the substance is
injected into the body through piercing.
• Potency: The virulence of the disease or poison. This
Increasing Passions value is set against an appropriate resisting skill (usually
Endurance or Willpower) in an Opposed Roll. If the
As described under Passions on page 15, the value of a character wins the roll they shrug off its effects. If they
Passion may be increased with Experience Rolls in the same lose the roll, then they suffer all of the disease or poison
way as a skill. If supported by play, the Games Master might Conditions, each at the appropriate time.
even allow a Passion to be reduced using an Experience Roll. • Resistance: How the disease or poison is resisted –
For example, constant spurning from an unrequited love might either Endurance or Willpower, but may have more
eventually wear down the Passion of even the most ardent lover, especially exotic resistance requirements. Resistance can be rolled
one who wishes to pursue a relationship without the ghosts of the past at the time of exposure or deferred until the Onset Time
haunting them. to conceal the fact the character might have been
infected or poisoned.
Learning New Skills • Onset Time: Many diseases and poisons do not take
immediate effect. The delay is called the Onset Time,
Some characters may wish to study new Professional Skills and this can be a matter of seconds, minutes, hours, or
which they never had the chance to learn from their culture. even longer. Poisons or diseases possessing multiple
Before they can start investing Experience Rolls, they must effects may have different onset times for each one as
first find a source of knowledge from which to learn. This described under Conditions.
could be as prosaic as a professional tutor such those • Duration: How long a disease or poison’s Conditions
provided by orders or guilds. Alternately it might be a more last.
exotic source of education such as an ancient and crumbling • Conditions: Every toxin has one or more Conditions.
training scroll. These have specific effects as described in the
Once a source of education is found, the character must Conditions table, below, and if a victim fails to resist he
spend an entire month of study and practice to garner a basic suffers all the Conditions described.
grounding in that skill (learn at Base Level). This costs 3 • Antidote/Cure: If the toxin can be treated it will be
Experience Rolls plus whatever in-game costs are required to noted here. Successful treatment prevents any further
pay the teacher (if one exists) and purchase (or rent) whatever conditions from occurring, yet in some circumstances
equipment and tools may be needed. may leave the victim suffering enduring effects that have
already been inflicted.

27
Mythras Imperative

Sample Disease: Red Pox


Red pox is a nasty disease spread by skin contact with a
Falling
person already infected, or with something they have The amount of damage suffered in a fall depends on the
touched. The chance of catching the disease from an object distance of the drop. Armour Points do not reduce falling
remains for 1d3 days after contact, making it quite difficult to damage, but the Damage Modifier of the falling character or
contain the disease once an outbreak occurs. creature applies to the damage suffered from the fall.
Victims initially suffer a minor rash, but within a day come
down with a serious fever which usually renders them Falling Distance Table
bedridden for the entire duration. During this time the rash
evolves into gruesomely itchy pustules which burst open at 1 metre or less No damage.
the slightest movement, weeping small trickles of blood –
especially from the armpits and groin. This stage can last up 1d6 points of damage to one
2-5 metres
random location.
to a week or more, potentially proving fatal.
2d6 points of damage to two
• Application: Contact 6-10 metres
random locations.
• Potency: 50
• Resistance: Endurance 11-15 metres
3d6 points of damage to three
random locations.
• Onset time: 1d6+6 hours
• Duration: 1d6+3 days 4d6 points of damage to four
16-20 metres
• Conditions: Once the disease manifests the victim random locations.
becomes Contagious. 1 day later they begin to suffer
Fever and Bleeding. Each day the pustules weep blood Each +5 metres +1d6 damage.
the victim loses one level of Fatigue, which does not
recover until the duration of the disease has completed.
• Antidote/Cure: Can be cured by the Healing skill. Falling Objects
A falling object imparts an amount of damage based on its
SIZ and the distance of the fall. An object imparts 1d6
damage for every 6 points of SIZ (or fraction thereof), plus

Conditions Table
Condition Effects
Victim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving
Agony use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt
fails, and they moan or scream in pain.
Victim suffers asphyxiation – he collapses incapacitated, unable to breathe. The rules for
Asphyxiation, found on page 26, are used. Asphyxiation may be asthmatic in nature meaning the
Asphyxiation victim only suffers shortness of breath, or complete respiratory failure resulting in death. In the later
case a victim can be kept alive by winning an Opposed Roll of the First Aid skill against the Potency
of the disease or poison.
Victim suffers from either internal bleeding or surface haemorrhaging which leads to the effects
Bleeding
described in the Blood Loss section on page 31.
Contagious Victim can transfer the poison or disease by touch.

Death Victim collapses incapacitated, and dies after a number of rounds equal to their CON characteristic.
Victim’s body temperature fluctuates wildly – from hot to cold – and muscles ache. All skills suffer a
Fever
difficulty grade of Hard.
Victim is driven to follow some compulsion; such as avoiding water, paranoia, self mutilation, and so
Mania
forth. The mania induced by the disease or poison will be noted in its description.
Victim cannot eat, and must roll against his Endurance every time he performs a stressful physical
Nausea action to avoid being physically sick. Vomiting lasts for 1d3 rounds during which he cannot act. Long
durations of Nausea may cause starvation.
Victim is unable physically to move. The affected area, if a location, cannot be used for the duration.
Paralysis
If it affects the whole body, the character cannot move at all.

28
Game System

an amount of damage equal to the Damage Taken column of each level of accrued Fatigue is equal to the Recovery Period
the Falling Distance Table – including any reductions for divided by the character’s Healing Rate.
objects of smaller size. Note that the table below represents Fatigue recovery for
physical exertion. Fatigue recovery can be much faster when
recovering from Asphyxiation or slower if recuperating from
Fatigue Blood Loss.

Fatigue measures tiredness and its incremental effects. It is


used to track many different things, from strenuous activity
to the debilitating effects of disease.
Fires
The primary way of accruing Fatigue is by engaging in Fires are always a source of danger when used as a weapon
some form of physical activity. The more arduous the or rage out of control. The Fire Intensity table below gives
exercise or work, the more quickly it tires the character. At five different intensities for heat damage, with some
the Games Master’s discretion, characters must make an examples. The damage inflicted per Round is given in the
appropriate skill roll – either Athletics, Brawn, or Endurance Damage column. Being relatively small, Intensity 1 and 2
– to resist gaining a level of Fatigue. sources apply their damage to a single Hit Location, usually
Every Failed roll accrues a level of Fatigue. Each level of that touching the source. Intensity 3 and 4 sources are larger,
Fatigue carries penalties for skill use, movement, Initiative, applying damage to nearest 1d4+1 Hit Locations, indicating
and Action Points. Asphyxiation, Blood Loss, and other the degree of radiant heat. Intensity 5 sources affect all Hit
setting dependent effects also contribute to Fatigue Accrual. Locations simultaneously.
For most characters, activities of any kind become near
impossible when the level of Incapacitated is reached. At this Fire Intensity Table
stage the character is still conscious but incapable of anything Intensity Examples Time to Ignite Damage
but the most desperate of activities.
1 Candle 1d4 1d2
Beyond Incapacitated, characters cannot act at all. The
Fatigue levels – Semi-Conscious, Comatose, and Dead – are 2 Torch 1d3 1d4
generally reserved for measuring the most extreme effects of
suffocation, disease, blood loss, starvation, exposure, and so 3 Campfire 1d2 1d6
forth.
Room filling
4 1d2 2d6
conflagration

Recovering from Fatigue 5 Volcanic lava Instant 3d6

Characters recover from Fatigue depending on their Healing


Fire can ignite flammable materials. If not extinguished
Rate. The amount of complete rest needed to recover from
immediately such materials combust within a number of

Fatigue Levels
Skill Grade Movement Initiative Action Points Recovery Period

Fresh – – No Penalties – –

Winded Hard No Penalties No Penalties No Penalties 15 minutes

Tired Hard -1 metre No Penalties No Penalties 3 hours

Wearied Formidable -2 metres -2 No Penalties 6 hours

Exhausted Formidable Halved -4 -1 12 hours

Debilitated Herculean Halved -6 -2 18 hours

Incapacitated Herculean Immobile -8 -3 24 hours

Semi-Conscious Hopeless No Activities Possible No Activities Possible No Activities Possible 36 hours

Comatose No Activities Possible No Activities Possible No Activities Possible No Activities Possible 48 hours

Dead Dead – – – Never

29
Mythras Imperative

Rounds as indicated by the fire’s Intensity. Once ignited, by teams of guards around a castle’s walls might require
flammable materials burn until physically extinguished. several hours and are both examples of Skill Time.
Damage is applied directly to the Hit Points of the material,
ignoring Armour Points, and to any flesh beneath. If left.
uncontrolled it spreads to a number of Hit Locations, per Narrative Time
Round, equal to its Intensity.
This is the amount of time taken when the Games Master is
Fire-based attacks typically have a percentage chance of
narrating to the players, or when the players are discussing.
igniting flammable materials as they are generally over in a
Unless there is a specific reason for it, most actual
single Round. Unless otherwise noted, this chance is damage
roleplaying takes place in narrative time. When roleplaying,
rolled x5% for fire-based attacks, and damage rolled x1% for
narrative time resembles real time, where a conversation
electrical. Once ignited, flammable materials burn for 1d3-1
takes as long to have as it takes to play. If a game session
damage every Round until physically extinguished. Apply
includes lengthy travel, or periods of activity where exact
this damage directly to the Hit Points of the material,
time is not of the essence, then time is compressed greatly to
ignoring Armour Points, and to any flesh beneath. A
a few moments of game time.
creature’s natural Armour offers its normal protection,
however. The victim may attempt to smother the flames by
dropping prone and making a successful Athletics roll, which
requires an Action Point and may be attempted each Turn. If Hit Locations
others assist in smothering the flames in some way, the roll is Most successful (weapon) attacks land on a specific Hit
one Difficulty Grade easier. If the damage roll results in zero Location. This can be determined randomly or in some
damage, the fire has gone out on its own in that one location. circumstances be selected by Special Effects such as Choose
For each location that had gone out on its own, the roll to Location. To randomly calculate which location is been hit,
smother the flames is also one Difficulty Grade easier. roll 1d20 and compare the number rolled with the relevant
humanoid or creature Hit Location table.

Game Time Animals and monsters usually have slightly different Hit
Location tables than humanoids to reflect their own unique
physiology. These are listed as part of each being’s
In Mythras Imperative, time is an important factor, mostly to
description and is typically only of use to the Games Master.
determine what happens in what order, so that game
The humanoid Hit Location table is repeated here for ease
mechanics are applied when they should be. Remember that
of reference.
in-game time is usually not equivalent to time spent playing.
Sometimes, the GM may need to summarise the events of Humanoid Hit Locations
many days in a single sentence, such as ‘It takes you a week
1d20 Hit Location
to reach Castle Anthrax,’ while at other times, particularly
during combat, the actions of only a few seconds of time can 1-3 Right Leg
take several minutes or longer to resolve.
Following are the important distinctions of game time: 4-6 Left. Leg

7-9 Abdomen
Combat Rounds 10-12 Chest
A Combat Round represents five seconds of real time. They
13-15 Right Arm
are used to measure short, frenetic bursts of activity that take
moments to complete or measuring very detailed activities 16-18 Left. Arm
that require a blow-by-blow resolution. For example, a chase
between hunter and prey where each Round determines the 19-20 Head
twists and turns of the pursuit.
Note that some attacks, especially magical, technological
or those produced by particular monsters (a dragon's fiery
Skill Time breath or an exploding grenade for example), may strike
several Hit Locations simultaneously. Individual Hit
Skill Time represents a few minutes to a few hours and is
Locations may be armoured, either from worn protection or
used to measure activities that do not require the detailed
the natural toughness of the creature’s outer surface. This is
attention of a Combat Round but require a specific
important when considering Damage and Wound Levels
deliberation of effort with a definite result. Picking a lock
below.
might take five minutes, whereas observing the patrols made

30
Game System

Damage and Wound whatever is being held drops, unless the object is strapped on
(use common sense here).
Levels A character suffering a Serious Wound to the abdomen,
chest, or head must immediately make an Opposed Roll of
If an attack strikes successfully, it causes damage according his Endurance versus the successful attack roll of his enemy.
to the damage rating for the weapon. A shortsword, for Failure results in unconsciousness for a number of minutes
instance, inflicts 1d6 damage. equal to the amount of damage sustained in the attack causing
The rolled damage for the weapon or attack is modified by the Serious Wound. The First Aid or Healing skills can be
the certain conditions in the specific following order: used to help an unconscious victim back to consciousness.
At the Games Master’s discretion, even if the character
1. Apply the Damage Modifier for the character making the
remains functional, all tasks requiring use of that Hit
attack
Location will suffer an ongoing penalty of one Difficulty
2. Modify the damage from any weapon enhancing (or
Grade, until the injury is reduced to a Minor Wound.
reducing) magic
3. If parried, reduce the damage appropriately as per the
comparative weapon sizes
4. If the Hit Location is armoured, reduce damage by the
Major Wound
Armour Points value If a location is reduced to a negative score equal to or greater
than its starting Hit Points, the character receives a Major
If the damage inflicted by the attack is above zero, then the
Wound. The character is immediately Incapacitated, unable
Hit Location sustains that amount of damage, with the
to continue fighting. A limb is severed, transfixed, shattered,
damage total being immediately removed from the location’s
or ripped off by a Major Wound. The character drops prone,
Hit Points. Note how many Hit Points the location has
physically Incapacitated, and must immediately make an
remaining, and the wound category that results.
Opposed Roll of Endurance versus the successful attack roll
• Minor Wound: Hit Location still has positive Hit Points of his enemy. Failure results in unconsciousness from the
• Serious Wound: Hit Location is reduced to zero Hit agony. If a severed, punctured, or ripped off location is not
Points or below treated within a number of minutes equal to five times his
• Major Wound: Hit Location is reduced to a negative Healing Rate, the character dies from blood loss and shock.
score equal or greater than its starting Hit Points The victim of a Major Wound to the abdomen, chest, or
head drops unconscious, totally Incapacitated, and must
Use the following rules if a location receives a Serious or
immediately make an Opposed Roll of Endurance versus the
Major Wound. Note that wounds requiring Endurance checks
successful attack roll of his enemy. Failure results in an
test them in an Opposed Roll against the value of the original
instant and gratuitous death (decapitated, chopped in half,
attack roll. This reflects the ability of highly skilled warriors
impaled through the heart, torn apart, and so forth). If they
to make more deadly strikes. Endurance rolls are not repeated
survive, and the location is not treated within a number of
unless the location is wounded again.
Combat Rounds equal to twice the character’s Healing Rate,
they still die from blood loss and shock.
Minor Wound Since most Major Wounds require some form of surgery or
significant magic to heal, the sufferer will be very unlikely to
Minor wounds are cuts, scratches, bruises, and sprains. They recover from a Major Wound in time to rejoin combat.
hurt, may bleed, but are not significant enough to slow down Depending on the available treatment, the wounded location
or hamper the victim. will be potentially maimed (see Healing from Injury page
opposite).

Serious Wound
If a location is reduced to zero Hit Points or below, the victim
Blood Loss
receives a Serious Wound. The location is permanently Blood Loss due to external and internal wounds, usually
scarred, and the victim cannot attack or start to cast spells sustained in combat, can wear a character down very quickly.
(but can still Parry or Evade) for the next 1d3 Turns due to Its effects are measured by the accumulation of Fatigue
being stunned or distracted by the pain of the wound. levels, much like Asphyxiation. Unrestrained Blood Loss
A character suffering a Serious Wound to a limb must typically results in death without some form of medical
immediately make an Opposed Roll of his Endurance versus attention. Unlike Asphyxiation, the effects of serious Blood
the successful attack roll of his enemy. Failure results in the Loss on Fatigue are enduring. A character recovers Fatigue
limb being rendered useless, until the location is restored to lost to bleeding at a rate of one level per day, starting the day
positive Hit Points. If a leg, the victim drops prone. If an arm, after his exsanguinations cease.

31
Mythras Imperative

Heroic Last Actions Inanimate Objects


In special cases where key characters receive a Major Object Armour Points/Hit Points
Wound, the Games Master might allow a heroic last Action –
Castle Gate 8/150
such as spitting out one last spell, attempting to cut down
their slayer, crawling away to hide, or trying to tourniquet Castle Wall 10/500
their own wound. They must have working limbs applicable
to the Action and burn a Luck Point. They get a single Chain/Shackle 8/8
opportunity to attempt their Action, and then immediately
collapse into unconsciousness, and probable death. Iron Post 8/15

Glass Window 1/4

Healing from Iron Door 12/30

Injury Rope

Wooden Chair
6/3

4/15
Natural healing from wounds and injuries is based on the
character’s Healing Rate. The Healing Rate dictates how Brick Wall 6/30
many Hit Points are recovered in a location depending on the
Concrete Wall 8/40
injury’s nature:
• Minor Wounds: Days Automobile 6/30
• Serious Wounds: Weeks
Bulletproof Glass 8/25
• Major Wounds: Months
Thus, a character with a Healing Rate of 3 who suffers Steel Beam 12/50
damage taking him to –3 in a Hit Location, a Serious Wound, Armoured Personnel Carrier 10/50
will heal naturally at a rate of 3 Hit Points per week until his
wound goes above zero, and then heal 3 Hit Points per day Battle Tank 15/100
until fully recovered.
There are certain restrictions on natural healing: Truck/Excavator 8/40

• The healing character cannot engage in strenuous Tree Trunk 6/50


activity: otherwise, the Healing Rate is reduced by 1d3.
Thus, a character recovering from even a Minor Wound
could find his progress halted if they decide to engage in
any physical tasks that might exacerbate the injuries. Weapons vs Inanimate
• Natural healing will not begin to heal a Major Wound
until the victim has been treated with a successful
Objects
Healing roll (see page 22), or the casting of one of some Using a weapon against an inanimate object with Armour
form of healing magic. Non-dismembering Major Points equal to or greater than those of the weapon deals
Wounds which are not treated within a number of days damage to both the object and the weapon. For instance,
equal to one twentieth of the Healing skill become using an axe on an iron door may damage the door, but the
maimed, permanently reducing the Hit Points of the axe itself will be destroyed long before the iron door is. The
location. Games Master should exercise discretion on which weapons
or tools can affect which objects. A chisel, for example, is

Inanimate Objects
explicitly designed to carve wood or stone whilst a sword,
although sharp, is not. The chisel would therefore not take
damage from something it is attempting to carve whereas a
All inanimate objects possess Armour Points and Hit Points sword most likely would.
which are used to determine resistance to damage and
destruction. Armour Points reduce damage before Hit Points
are affected. Once an object’s Hit Points have been reduced
to zero, it is useless.
Breakage attempts require a character to make a Brawn,
Unarmed or Combat Style roll, as appropriate, to inflict
damage. A success deals damage to the item.

32
Game System

Luck Points
Luck Points help differentiate heroes from the rank and file.
They represent a character’s ability to potentially turn failure
into success and even cheat death.
Luck Points can be used during play and, at the beginning
of the next session, replenish to their usual value.

Using Luck Points


Luck points can be used in a variety of ways. Only one Luck
Point can be used in support of a particular Action. Luck
Points cannot be spent on Experience or Training rolls. Each
of the following options costs a single Luck Point.

Cheat Fate
Characters can use a Luck Point to re-roll or swap (a 75
would become a 57 for example) any dice roll they make.
This can be a skill roll, damage roll, or anything else that has
some effect. Characters can even force an opponent to re-roll
an attack or damage roll made against them.

Desperate Effort
If a character has exhausted their Action Points during a fight
and needs to find that last burst of desperate energy to
perhaps avoid a messy demise, they may spend a Luck Point
to gain an additional Action Point.

Mitigate Damage
A character who suffers a Major Wound may spend a Luck
Point to downgrade the injury to a Serious Wound. This
reduces the damage taken to one Hit Point less than what
would be required to inflict a Major Wound.

33
Combat
C Combat Styles
ombat is an important feature of roleplaying games.
Violent confrontation has ever been a way of settling
problems, from vengeance-driven fights between
Combat Style represents a ‘package’ of multiple weapons
nemeses, to the clash of armies in times of war. Nevertheless,
related by their nature, which avoids the necessity of learning
combat need not be a savage battle to the death. Some combat
each individual weapon separately.
encounters can be swashbuckling duels which end without
The most important aspect of Combat Skill is that the
injury, or perhaps light-hearted bar room brawls. Mythras
character learns how to use each weapon in the skill, both
Imperative uses several terms to explain the core elements of
singly and in combination so that they might be interchanged,
combat. These are explained in the following sections, but in
as necessary. Combat training does not focus merely on using
overview, these are:
a specific weapon or weapons under best conditions, but also
covers what to do when placed at a severe disadvantage. Such
Combat Style cross-training is a primary part of preparing a combatant for
The skill of wielding a group of weapons learned as part of a the unpredictable events of the battlefield, where weapon
culture or profession. breakage or becoming disarmed is always a potential
possibility.
Combat Rounds Thus a Hyberborean barbarian may be expected to know
how to use a spear, hand axe, javelin and shield; whereas a
Bookkeeping time segments of five seconds each. Summerian warrior may be trained in shortsword, mace,
shield and bow instead. Deciding how many weapons should
Combat Actions be included into a single style is ultimately a choice
determined by the Games Master and the setting of the game.
Possible acts a character can perform during a Round by the Characters who attempt to use a weapon not covered by
expenditure of an Action Point. their style should suffer a skill penalty of one or more
difficulty grades.
Weapon Size Combat styles possess another function beyond simply
learning a group of weapon skills. Since each style is taught
How difficult it is to parry a particular weapon.
by a particular culture or career, they are inherently optimised
for the environment or military tactics that group normally
Engagement fights with; for instance a horse nomad learns to fight from
When combatants can hit or be hit by a direct opponent, the saddle, or an infantryman trains to fight in close order
depending on circumstances. formation. Therefore, as an additional bonus, some Combat
Styles may be assigned one or more traits which grants it an
advantage under certain circumstances. Traits are only
Special Effects
intended to be used with the weapons and situations of that
Combat manoeuvres which can be performed if one particular style. Obviously there are countless traits, many of
combatant gains the upper hand. which are specific to a particular period or campaign world.

34
Combat

means several Combat Rounds, unless participants withdraw


Combat Style Traits to perhaps reset Initiative, reassess their tactical situation, or
Trait Description simply to grab a momentary rest before re-engaging. Only
Performing a mounted charge with fights between well matched foes or sequences of opponents
Beast-back Lancer this combat style does not incur the tend to last longer.
one step difficulty penalty to hit.

Blind Fighting
Allows user to ignore any penalties
imposed due to poor lighting or Firearms
temporary blinding
If using firearms in a Mythras Imperative game, there are a few
May use the Evade skill to dodge things to consider given the lethality of a firefight. First, it is
Daredevil blows in hand-to-hand combat near impossible to avoid laser beams or bullets which travel
without ending up prone faster than human reflexes. Using the combat rules as
Increases the Size of your weapon presented, this means that unless one tries to dive clear of the
when parrying by one step, provided area using Evade, any hit will immediately expose the victim
Defensive Minded
no offensive action is taken that to one or more Special Effects (see page 41). It also changes
round the Action Point economy. If you can’t use points to
Permits an unflanked group of three reactively defend yourself then most characters will end up
or more warriors to draw into close using all their actions to blast away, gambling on the
formation, placing more open or incompetence of their foes. To handle this paradigm shift
Formation Fighting both Game Masters and Players may need to change the way
disordered opponents at a
disadvantage and reducing each foe’s they view – and approach – gun combat. Some things to note
Action Points by one if they engage are:
When attacking with surprise treat • Gun combat is dangerous!
Knockout Blow any Stun Location as lasting minutes • On the whole people prioritise not being shot over
instead of turns shooting others
Allows character to ignore the skill • The most common method of protection is to take cover
Mounted Combat cap placed upon combat rolls by the • Suppressing fire is the best way of preventing foes
Ride skill shooting back
When using a ranged weapon, shift a • Firearms are surprisingly inaccurate unless time is taken
Ranged Marksman random Hit Location roll to an to brace and/or aim
adjoining body location • When you are shot, bad stuff happens
The style permits launching ranged Defending oneself against gunfire largely becomes a matter
Skirmishing
attacks whilst walking or running of body armour, using cover, and trying to prevent the
Any melee weapon in the style can opponent from being able to fire back. As a consequence,
also be thrown at no penalty to skill, most gun battles tend to become very tactical – lots of
Throw Weapons
but when used in this way a weapon’s suppressing fire, flanking movement and flushing foes from
damage roll is halved. deep cover – during which characters may pass entire combat
Permits the user to treat his Unarmed rounds being pinned down and unable to respond until the
blocks and parries as 'Medium' sized, opposition stops firing... which some players may find
Unarmed Prowess extremely tedious.
enabling him to better defend himself
from armed opponents. It is perfectly possible that an entire gunfight will result in
no injuries; just one side giving up due to running out of
ammunition or fleeing the battle entirely. After all, few
people want to risk being riddled with a burst from a weapon
Running Combat on full automatic.
Throughout these combat rules, certain action types,
To emphasise its visceral nature, combat is tracked on a Special Effects and situations apply to combat with firearms
blow-by-blow basis. To ease bookkeeping, fights are broken only, and these are marked accordingly.
down into Combat Rounds of five seconds each. During this
period combatants may make hand-to-hand attacks or defend
against them, manoeuvre into and out of combat, fire or
throw a Ranged Weapon, and so on. Similar to real life, most
combat engagements – once joined – are concluded in a
matter of seconds rather than minutes. In game terms this

35
Mythras Imperative

Combat Rounds is permitted for each threat, an example would be trying to


parry an attack.
Unused Action Points do not carry over from one Round to
and Initiative the next.

Combat Rounds use several important terms:


• Initiative: The order of who acts when during a Turn of Combat Actions
a Combat Round. The Games Master counts down
Combat Actions are those acts which can be performed
through Initiative values from the highest to the lowest,
during battle. Drawing a weapon, casting a spell, or diving
so that each participant has a chance to take their Turn
clear from an attack are all examples of Combat Actions.
when their number is reached.
Most are concerned with elements of combat itself, but some
• Turns: During each 5 second Combat Round, each
relate to activities outside the realm of spells and weapons.
participant has an opportunity to take one or more Turns,
As previously mentioned, how often a character can act per
dependent on the number of Action Points they possess,
Round is limited by their available Action Points. These are
and how they use them. Upon their Turn, participants
spent over the course of each Combat Round to perform
perform one Combat Action, which comprises of a
various Combat Actions. Once a combatant’s Action Points
declaration, possible movement, any necessary dice rolls
are expended, they may no longer act for the remainder of
(including Reactions), and the resolution of the Action.
that Round and must wait until their points reset at the
If any participant has Action Points remaining, the
beginning of the next.
players may each take another Turn in Initiative order.
Unless otherwise specified any Combat Action (save for
Once no Action Points remain, or any remaining are
"Free" Actions) costs one Action Point. Thus, combatants
being held back for Reactions, play proceeds to the next
need to carefully consider how and when they use their
Combat Round.
Action Points. They may act as aggressively or defensively
Each term is described in more detail, below. as they wish, dynamically reacting to the evolving
circumstance of the combat.

Initiative
Initiative determines participants’ order of actions in a
Proactive Actions
Combat Round. It is rolled at the start of a fight and The following are activities a character can attempt on his
determines when each character acts. Unless something Turn by spending an Action Point. Note that some Actions
occurs to change the situation, such as certain Combat such as spell casting or reloading may take several Turns to
Actions or Special Effects, Initiative remains in play until it complete; each Turn costing its own Action Point.
is forced to be re-rolled.
Initiative is calculated by each participant rolling 1d10 and Attack
adding their Initiative Modifier. Whoever gained the highest
result acts first, followed by the second highest and so on. The character can attempt to strike with a hand-to-hand
When two or more participants tie scores, the one with the weapon or use a Ranged Weapon.
higher DEX will act first. If this still results in a tie, have each
roll a die with high roll going before the other. Brace
The character braces by taking a firm stance and leaning into
Actions in Combat the direction of a forthcoming attack. For the purposes of
resisting Knockback or Leaping Attacks, the character’s SIZ
Once Initiative has been determined, the participants have the is treated as 50% bigger. Against the Bash Special Effect, SIZ
potential to perform several Combat Actions during each is doubled.
Combat Round. All characters get 2 Action Points per Round,
but when they can act is limited to whether the Action is
Cast Magic/Use Power
proactive or Reactive. Proactive Actions can only be
attempted on the character’s own Turn; that is to say, during The character can attempt to cast a spell, invoke certain
his Initiative. Proactive Actions are those in which the powers, and so on. Complex magics may require several
character is the instigator, such as making an attack with a Actions to complete the casting. Once concluded, the magic
weapon. can be released at any moment up until the caster’s next Turn
Reactive Actions are those taken by a character to counter – at which point it can be held for later effect, but this
or resist an act made against them. Only one reaction attempt requires the Hold Magic/Power Action (see below) to
maintain it in preparation for later release.

36
Combat

Change Range Hold Magic/Power


The character can attempt to close in on or retreat from an Once casting is complete, the character may hold a spell or
opponent, as long as they are not engaged in hand to hand Power in temporary check, awaiting the best moment to
combat with the opponent, or being pinned-down by enemy release it. The magic may be held back for as long as the
fire in ranged combat situation. character continues to take this Action on subsequent Turns,
but this allows free use of the Counter Spell reaction by an
Charge enemy if pertinent to the spell. The actual skill roll to cast the
held spell is not made until it is cast.
The Charge Action allows a character to move into
engagement range at running or sprinting speed, using the Mount
momentum of the charge to make a more forceful melee
attack. Charging is covered on page 46. The character can mount or dismount a riding beast or
vehicle. Particularly large mounts may require several Turns
Delay to complete.

The character conserves one or more Actions in order to Move


perform Reactive Actions later, such as Interrupt or Parry.
The Action Point costs of delaying is covered by whatever Move: Provided one is not engaged with an opponent, the
acts are finally performed. If the delayed Actions are not character can move any distance the Games Master deems
taken before the character’s Turn in the next Round, then the suitable for the situation.
character is considered to have Dithered (see below) and the
Action Points are lost. Outmanoeuvre
The character can engage multiple opponents in a group
Dither Opposed Roll of Evade skills. Those who Fail to beat his roll
cannot attack him in that Combat Round. See the section on
The default option unless another Action is chosen, the
Outmanoeuvring on page 47.
character simply wastes his turn doing nothing useful.

37
Mythras Imperative

Ready Weapon types of ammunition, or a supplementary system such as an


integral grenade launcher brought on line. Whilst modern
The character may retrieve, draw, sheath, withdraw, or reload weapons require an Action Point on the character’s Turn to
a weapon or other object. Retrieving a nearby dropped object switch modes, sufficiently advanced high-tech firearms may
requires 2 Actions: one to move and reach down for the permit it as a Free Action, triggered by electronic implants or
object and a second to return to a readied stance. Some psychically reading the user’s mind.
missile weapons require several Actions to reload.
Take Cover
Reload (Firearms)
Take Cover is a proactive action which allows a shooter to
As per Ready Weapon. Reloading times can vary wildly duck behind whatever cover is available in their immediate
according to the type of weapon. Single shot black powder vicinity, thereby gaining some degree of protection against
muskets will be far slower to reload than changing an incoming fire. Unlike Evade it does not leave the user prone
ammunition magazine or power source. but does rely on some form of cover being available, for
example ducking back around a corner in a corridor or
Regain Footing crouching down behind a table in a bar. Depending on
circumstances, the available cover may or may not be
If unengaged with an opponent, the character can sufficient to completely protect the character. The type of
automatically regain his footing from being tripped or cover will also determine its protective qualities; a thick steel
knocked down. If Engaged, the character must win an door for instance may prove impenetrable to bullets, whereas
Opposed Roll of Brawn or Athletics with the opponent before a thin wooden wall might only provide 4 Armour Points. For
standing. This contest does not cost any Action Points to general guidelines concerning the protective qualities of
resolve. certain materials, see the ‘Inanimate Objects Armour and Hit
Points’ table on page 32.
Sneak Peek (Firearms)
Sneak Peek allows somebody currently sheltering behind
cover to take a quick look-see to judge what the tactical
Reactive Actions
situation is. The action is ostensibly safe, permitting the This list specifies Reactions that can be used at any time
observer a single Perception roll before ducking back into during the Combat Round as a response to an imminent
cover. If the Perception test is a fumble however, they threat. As in the previous list, a reaction costs an Action Point
foolishly overextend their head or remain in sight long to perform.
enough for an enemy to take a pot shot.
Counter Spell
Steady Weapon (Firearms)
The character can attempt to dismiss or counter an incoming
Allows the character to establish a firm firing posture and spell. This assumes the countering magic has a Casting Time
support an automatic weapon so that it remains stable. It of one Turn, otherwise it must be prepared in advance and
requires that the character be at least partially exposed and temporarily withheld using the Hold Magic Action.
not completely protected by cover. The primary benefit is that Successfully intercepting magic in this manner is assumed to
it reduces the recoil penalty of Burst or Full-Automatic fire negate the entire spell, even those with multiple targets or
by one step. This effect is similar to Brace in that its benefits areas of effect.
continue until the character moves.
Evade
Struggle
The character can use their Evade skill in an attempt to dive
If the character is the victim of certain types of attack or clear of threats such as incoming missiles or a charging
Special Effects, they may attempt to extract themself from attack. This leaves the character prone unless mitigated by an
the situation. For example, breaking free from an enemy’s Ability or special circumstance. Thus, the character’s next
grip. turn is usually spent taking the Regain Footing Action to
stand again.
Switch Fire Mode (Firearms)
Interrupt
Switch Fire allows the user of an automatic or dual-purpose
firearm to change the selector on their weapon to take Delaying characters only. This Reactive Action halts an
advantage of other fire modes. Thus, an assault rifle could be opponent’s Turn at any point to take a delayed Turn Action.
switched from semi-automatic to burst, choose different Assuming no change in the tactical situation, the opponent

38
Combat

continues the Turn after the character’s is completed. If to an opponent rolling to attack the character. Due to their
unable to still achieve the original declaration, the opponent’s design, shields can cover multiple areas.
Action Point is wasted. An interrupt can also be used to For further explanation see Passive Blocking, page 47.
perform an attack-of-opportunity against anyone passing
close by the delaying character and within weapon’s reach.

Parry
Movement
The following rules govern engagement in combat:
The character can attempt to defend against an incoming
• Movement is performed by either the Move or Charge
attack using a combination of parrying, leaning, ducking, and
Action.
sidestepping footwork to minimise the blow.
• The Move Action allows the character to move a
distance equal to their Base Movement Rate.
Free Actions • Movement can only be performed by unengaged
characters (save for special cases such as
Free Actions (listed below) can be performed at any time Outmanoeuvring).
during the Combat Round and cost no Action Points to • Except in certain cases (such as charging), all significant
perform. movement ceases once a character enters the
engagement range of the intended opponent.
Assess Situation • Unless charging through contact (see page 46), moving
into the opponent's engagement zone places each in
If unengaged, a character can make a Perception roll at no engagement with the other.
Action Point cost. A Success reveals any relevant changes in • Once Engaged, characters cannot move away from an
the tactical situation (such as spotting a foe beginning a opponent unless first Withdrawing from close combat.
charge). Assessing while Running results in a Hard • Attempting to move past an unengaged foe who is using
Perception roll, Sprinting is Formidable. the Delay Combat Action, permits (as a specific
exception) that opponent to strike at moving characters
Drop Item as they pass by or block a character’s progress,
prompting close combat on the following Turn or
Dropping an item is a Free Action. Round.

Signal
If unengaged, gesturing or signalling to one or more
Situational Movement
participants (if they can perceive the sign) is a Free Action. Rates
These movement rates are situational and are not always an
Speak
option. Many are detailed elsewhere but are included here for
A character can speak at any time during combat, but what is convenience. Most of these situational rates may be used in
said should be limited to short phrases which can be uttered addition to a normal Movement Rate under set restrictions.
in five seconds or less; for example, ‘Look out behind you!’ Such information is detailed in the specific descriptions
or ‘Damn you to hell!’ below.

Use Luck Point Climb


Using a Luck Point – to re-roll a particular result for example A character that moves adjacent to or starts the Turn next to
– is a Free Action. a climbable surface or object may climb at a rate equal to the
Base Movement Rate. The character cannot have moved
Ward Location faster than a Walk and must have movement remaining, with
the distance climbed being reduced by any movement
The character guards a particular Hit Location from being hit already used. Worn armour hinders climbers by an amount
by dedicating one of his weapons to passively block the area. equal to the Armour Points of the heaviest item worn.
Any blow which lands on that location has its damage
automatically downgraded as per normal for a parrying Crawl
weapon of its Size. The cover continues until the dedicated
weapon is used to attack or actively Parry. Establishing or A character that begins the Turn prone may crawl at a
changing the Hit Location covered must be performed prior maximum rate of two metres per Turn in place of a normal
Move. Creatures that naturally crawl as their normal mode of

39
Mythras Imperative

movement instead use the rules for Walk, Run, and Sprint set 7. Reduce any remaining damage by the Armour Points of
forth above. natural or worn protection.
Note that any Special Effects generated by the exchange are
Jump independent of whether damage is inflicted. It is quite
A character that moves adjacent to or starts the Turn next to possible for a defender to gain the higher success level, yet
a jumpable obstacle may attempt to leap over it. The still suffer injury.
character may be moving at any rate up to the point of the
leap. A successful Athletics roll allows one to jump up to
twice one’s own height horizontally or up to half one’s own
Weapon Size
height vertically (if the character has at least a five metre run- Every weapon in Mythras Imperative possesses several different
up available). If jumping from a standing position, then these attributes from the damage it deals to how many hands are
distances are halved. required to wield it. Size is a combination of a weapon’s
mass, leverage, and stability, and is used to determine the
Swim
weapon’s ability to impose and parry damage. Size categories
A character that moves adjacent to or starts the Turn next to are Small, Medium, Large, Huge, and Enormous. The
a body of water may swim at a rate equal to the Base unarmed attacks of creatures are assigned similar categories
Movement Rate, minus any movement already used. See the according to their physical characteristics.
Swim skill description on page 20 for more information.
Damage Reduction
How Combat If a defender succeeds in parrying, then they can reduce an
attacker’s damage, if any, according to the comparative Size
Works of the weapons used.
• Parrying an attack with a weapon or shield of equal or
Fighting in Mythras Imperative is resolved with each attack or
greater Size deflects all damage
parry representing a single stab, swing, spell cast, or shot of
• Parrying with a weapon or shield of one Size less only
a weapon. Any offensive Action permits the chance to be
deflects half damage
resisted by a reaction. Thus, even if a character manages to
• Parrying with a weapon or shield two or more Sizes less
strike an opponent, the foe is permitted their own roll to see
fails to deflect any damage
if they can parry the blow before it lands. The same
philosophy is used whether the attacks are missile weapons For example, parrying a great axe (Huge) with a kite shield (also
against targets diving for cover or trying to break free from Huge) would block all damage; parrying it with a Longsword (Large)
the iron grasp of a giant octopus. would halve the damage, and parrying it with a shortsword (Medium)
would stop no damage at all.

Attacks and Parries


Close combat is handled in the following step-by-step
armour
manner: Any damage which penetrates the defender’s Parry is further
reduced by the Armour Points of any natural protection (such
1. On his turn the attacker spends an Action Point, rolls
as scales or a shell) or worn armour they possess. If the
against his Combat Skill, and notes the result.
defender has both, then the two stack together to reduce
2. If desired, the defender spends an Action Point to Parry,
damage.
rolls against his Combat Skill, and notes the result.
Due to its mass and restriction to movement, the highest
3. The success level of the results are compared as per a
Armour Point value of armour worn by a character acts as a
Differential Roll (page 24).
penalty to their Initiative roll.
4. Any difference grants the successful combatant with the
superior roll one or more Special Effects.
5. If the attacker achieved a Success or Critical, they may
roll weapon damage and apply their Damage Modifier (if
Parrying a Missed
any). If applicable, a Hit Location is determined for the Attack
blow.
6. If the defender achieved a Success or Critical, reduce If the attacker misses his initial attack roll, the defender has
any damage inflicted according to the comparative sizes the option to spend an Action Point to Parry. Although it may
of the weapons involved. seem disingenuous to parry an attack which will miss
anyway, a skilled defender can use this to his advantage to

40
Combat

gain one or more Special Effects, potentially weakening or needing to cause them harm. Special Effects represent these
incapacitating a foe and preserving their next turn for some techniques and control how they occur in play.
other Action. Whenever opponents engage in a Differential Roll of their
respective fighting skills, any resulting difference in success
Unable or Unwilling to Parry levels indicates an opportunity for Special Effects to occur.
This reflects one combatant manoeuvring his opponent into a
In a situation where a defender is unable to Parry due to disadvantageous situation which can be exploited using a
having no Action Points remaining, or, confident in his ability cunning trick or tactic.
to weather the blow, elects not to Parry, they are treated as The number of Special Effects received depends on the
having automatically rolled a Failure. This has the difference between the Levels of Success, as illustrated on
consequence of granting a successful attacker one or more the Differential Levels of Success table (see page 25).
Special Effects. If any Special Effects are won during an exchange, they
must be selected before Damage and Hit Location, if any, are
rolled. In cases where the recipient is badly wounded in
Unsuccessful Rolls and addition to receiving a Special Effect, Endurance rolls are
Fumbles resolved after the application of the effect.
Special Effects cover a diverse range of situations and
If both combatants Fail their rolls, or the defender decides not techniques. Some are designed specifically for attacks, while
to take advantage of a missed attack, then the attack – Parry others are intended for defence and a few are adaptable for
sequence ends, and combat continues on to the participant either circumstance. Certain Special Effects can also be
with the next highest Initiative. limited to specific weapon types or specific dice rolls,
requiring a Critical or Fumble result on their skill check for
instance.
Special Effects When two or more Special Effects are gained, the
combatant may freely mix and match which ones are
Fighting is far more than simply injuring or killing an selected, providing the prerequisite conditions for each one
opponent. Combative arts teach many methods of defeating a are met. Some effects can be stacked. For example, an
foe, perhaps rendering them helpless or forcing them into attacker who rolls a Critical Success and wins two Special
situations where they must capitulate, without necessarily

41
Mythras Imperative

Effects could choose Maximise Damage twice rather than a situational modifier of Hard or Formidable for the next 1d3
choosing two separate offensive manoeuvres. Turns, depending on the method of blinding.

Bypass armour: On a Critical the attacker finds a gap in


Special Effect the defender’s natural or worn armour. If the defender is
wearing armour above natural protection, then the attacker
Descriptions must decide which of the two is bypassed. This effect can be
stacked to bypass both. For the purposes of this effect,
Accidental Injury: The defender deflects or twists an physical protection gained from magic is considered as being
opponent’s attack in such a way that the attacker fumbles, worn armour. Although Bypass Armour can ostensibly be
injuring themself. The attacker must roll damage against used with any sort of attack, some types of ammunition might
himself in a random Hit Location using the weapon used to either be prevented from accessing this effect (shot gun
strike. If unarmed, the attacker tears or breaks something pellets due to their spread) or built into their base
internal, the damage roll ignoring any armour. performance, granting it as a bonus special effect in addition
Arise: Allows the defender to use a momentary opening to to any others won (Teleportation rounds). Much depends on
roll back up to their feet. how the Game Master wishes to model the weapon.

Bash: The attacker deliberately bashes the opponent off Choose Location: When using hand-to-hand melee
balance. How far the defender totters back or sideward weapons the attacker may freely select the location where the
depends on the weapon being used. Shields knock an blow lands, as long as that location is normally within reach.
opponent back one metre for every 2 points of damage rolled If using Ranged Weapons Choose Location is a Critical
(prior to any subtractions due to armour, parries, and so Success only, unless the target is within Close Range and is
forth), whereas bludgeoning weapons knock back one metre either stationary or unaware of the attacker. For firearms, as
for every three points. Bashing works only on creatures up to per the default rules, Choose Location should be restricted to
twice the attacker’s SIZ. If the recipient is forced backward being a Critical Success only, unless the target is within close
into an obstacle, then they must make a Hard Athletics or range and is either stationary or unaware of the impending
Acrobatics skill roll to avoid falling or tripping over. For attack. Telescopic scopes may extend this range.
firearms, since Bash relies more on catching an opponent off Circumvent Parry: On a Critical the attacker may
balance, rather than throwing them backwards by pure force, completely bypass an otherwise successful Parry.
it is perfectly reasonable for projectile ammunition to cause a
target to stagger if it strikes an extremity. Energy weapons are Damage Weapon: Permits the character to damage his
less likely to inflict such an effect unless the physics of the opponent’s weapon as part of an Attack or Parry. If attacking,
beam result in some sort of surface explosion. the character aims specifically at the defender’s Parrying
weapon and applies his damage roll to it, rather than the
Bleed: The attack cuts open a major blood vessel. If the wielder. The targeted weapon uses its own Armour Points for
blow overcomes Armour Points and injures the target, the resisting the damage. If reduced to zero Hit Points the
defender must make an Opposed Roll of Endurance against weapon breaks. For firearms, since striking a handheld
the original attack roll. If the defender Fails, then they begin weapon at range is even more difficult than targeting a
to bleed profusely. At the start of each Combat Round, the specific body location, this should generally be reserved for
recipient loses one level of Fatigue, until they collapse and Critical Successes only. There are several exceptions
possibly die. Bleeding wounds can be staunched by passing however, the first being that a shield should, by its very
a First Aid skill roll, but the recipient can no longer perform nature, be much easier to hit. The second concerns exotic
any strenuous or violent action without re-opening the weapons which fire a cone shaped beam able to target
wound. See Blood Loss, page 31. For firearms, since most handheld objects within its area of affect; for instance, an
firearms produce very narrow wound paths, it is actually induction gun that heats metal objects.
more difficult to nick or sever a major blood vessel than it is
with a slicing or stabbing weapon. Due to this Bleed should Disarm Opponent: The character knocks, yanks, or
be a Critical Success only – unless the gun is some sort of twists the opponent’s weapon out of his hand. The opponent
weird weaponry which fires shuriken, razor fléchettes, must make an Opposed Roll of his Combat Style against the
flattened force fields or some such exotic ammunition. character’s original roll. If the recipient of the disarm loses,
his weapon is flung a distance equal to the roll of the
Blind Opponent: On a Critical the defender briefly disarmer’s Damage Modifier in metres. If there is no Damage
blinds his opponent by throwing sand, reflecting sunlight off Modifier, then the weapon drops at the disarmed person’s
his shield, or some other tactic that briefly interferes with the feet. The comparative size of the weapons affects the roll.
attacker’s vision. The attacker must make an Opposed Roll of Each step that the disarming character’s weapon is larger
his Evade skill (or Weapon skill if using a shield) against the increases the difficulty of the opponent’s roll by one grade.
defender’s original Parry roll. If the attacker Fails, they suffer Conversely, each step the disarming character’s weapon is

42
Combat

Special Effects Table


Special Effect Offensive Defensive Special Weapon Type Specific Roll Stackable

Accidental Injury X Attacker Fumbles

Arise X

Bash X Shields or Bludgeoning

Firearms: Attacker
Bleed X Cutting Weapons
Criticals

Blind Opponent X Defender Criticals

Bypass Armour X Attacker Criticals X

Choose Location X See Description

High Tech Firearms


Circumvent Cover X
Only

Circumvent Parry X Attacker Criticals

Damage Weapon X X

Disarm Opponent X X

Drop Foe X Firearms Only

Duck Back X Firearms Only

Enhance Parry X Defender Criticals

Entangle X X Entangling Weapons

Force Failure X X Opponent Fumbles

Grip X Unarmed

Impale X Impaling Weapons

Marksman X Ranged Weapons

Maximise Damage X Attacker Criticals X

Over-penetration X Firearms Only Attacker Criticals

Pin Down X Firearms Only X

Prepare Counter X X

Rapid Reload X X

Scar Foe X X

Select Target X Attacker Fumbles

Slip Free X Defender Criticals

Stun Location X Bludgeoning Weapons

Sunder X Two Handed Weapons

Trip Opponent X X

Weapon Malfunction X Firearms Only Attacker Fumbles

Withdraw X

43
Mythras Imperative

smaller makes the difficulty one grade easier. Disarming Difficulty Grade on the victim’s future skill attempts. The
works only on creatures of up to twice the attacker’s STR. severity of the penalty depends on the size of both the
creature and the weapon impaling it, as listed on the Impale
Drop Foe: Offensive, Firearms Only. Assuming the target Effects Table below. For simplicity’s sake, further
suffers at least a minor wound from the shot, they are forced impalements with the same sized weapon inflict no additional
to make an Opposed Test of their Endurance against the penalties. To withdraw an impaled weapon during melee
attacker’s hit roll. Failure indicates that the target succumbs requires use of the Ready Weapon Combat Action. The
to shock and pain, becoming incapacitated and unable to wielder must pass an unopposed Brawn roll (or win an
continue fighting. Recovery from incapacitation can be Opposed Brawn roll if the opponent resists). Success pulls
performed with a successful First Aid check or using some the weapon free, causing further injury to the same location
form of technological or narcotic booster if such exists in the equal to half the normal damage roll for that weapon, but
campaign. Otherwise the temporary incapacitation lasts for a without any Damage Modifier. Failure implies that the
period equal to one hour divided by the Healing Rate of the weapon remains stuck in the wound with no further effect,
target. although the wielder may try again on their next turn.
Duck Back: Offensive, Firearms Only. This special effect Specifically barbed weapons (such as harpoons) inflict
allows the shooter to immediately duck back into cover, normal damage. armour does not reduce withdrawal damage.
without needing to wait for their next Turn to use the Take While it remains impaled, the attacker cannot use his
Cover action. The character must be already standing or impaling weapon for Parrying.
crouching adjacent to some form of cover to use Duck Back. For firearms, the ammunition of most projectile-based
firearms will be able to impale. Game Masters may wish to
Enhance Parry: On a Critical the defender manages to restrict or ban this effect for plasma or laser based energy
deflect the entire force of an attack, no matter the Size of his weapons. Bullets, fléchettes and similar projectiles are
weapon. clearly too small to impose any secondary impaling effects.

Entangle: Allows a character wielding an entangling Marksman: Permits the shooter to move the Hit Location
weapon, such as a whip or net, to immobilise the location struck by his shot by one step, to an immediately adjoining
struck. An entangled arm cannot use whatever it is holding; a body area. Physiology has an effect on what can be re-
snared leg prevents the target from moving; while an
enmeshed head, chest, or abdomen makes all skill rolls one
grade harder. On his following turn, the wielder may spend
an Action Point to make an automatic Trip Opponent attempt.
An entangled victim can attempt to free himself on his turn
by either attempting an Opposed Roll using Brawn to yank
free, or win a Special Effect and select Damage Weapon,
Disarm Opponent, or Slip Free.

Force Failure: Used when an opponent Fumbles, the


character can combine Force Failure with any other Special
Effect which requires an Opposed Roll to work. Force
Failure causes the opponent to Fail his resistance roll by
default – thereby automatically be disarmed, tripped, and so
forth.

Grip: Provided the opponent is within the attacker’s


Unarmed Combat reach, they may use an empty hand (or
similar limb capable of gripping) to hold onto the opponent,
preventing them from being able to disengage from combat.
The opponent may attempt to break free on his turn, requiring
an Opposed Roll of either Brawn or Unarmed against
whichever of the two skills the gripper prefers.

Impale: Roll weapon damage twice, with the attacker


choosing which of the two results to use for the attack.
Assuming the weapon is a melee weapon, if armour is
penetrated and causes a wound, the attacker has the option of
leaving the weapon in the wound or yanking it free on their
next turn. Leaving the weapon in the wound inflicts a

44
Combat

Impale Effects Table


Creature SIZ Small Weapons Medium Weapons Large Weapons Huge Weapons Enormous Weapons

1-10 Formidable Herculean Incapacitated Incapacitated Incapacitated

11-20 Hard Formidable Herculean Incapacitated Incapacitated

21-30 No Effect Hard Formidable Herculean Incapacitated

31-40 No Effect No Effect Hard Formidable Herculean

41-50 No Effect No Effect No Effect Hard Formidable

Each +10 Follow table progression

targeted and common sense should be applied. Thus, using Prepare Counter: The defender reads the patterns of his
this Special Effect on a humanoid would permit an attacker foe and prepares a counter against a specific Special Effect
who rolled a leg shot, to move it up to the abdomen instead. (which should be noted down in secret). If his opponent
Conversely shooting a griffin in the chest would permit attempts to inflict the chosen Special Effect upon him during
selection of the forelegs, wings, or head. the fight, the defender instantly substitutes the attacker’s
effect with one of his own, which succeeds automatically.
Maximise Damage: On a Critical the character may
substitute one of his weapon’s damage dice for its full value. Rapid Reload: When using a Ranged Weapon, the
For example, a Hand Axe which normally does 1d6 damage attacker reduces the reload time for the next shot by one. This
would instead be treated as a 6, whereas a great club with 2d6 effect can be stacked. For firearms, whilst useful for black
damage would instead inflict 1d6+6 damage. This Special powder or single round firearms, this effect has less of an
Effect may be stacked. Although it can also be used for obvious application when applied to automatic weapons,
natural weapons, Maximise Damage does not affect the where the next shot is chambered (or charged) instantly.
Damage Modifier of the attacker, which must be rolled However, Rapid Reload could be used instead to quickly
normally. change weapon magazines. It might also be applicable for
energy weapons that possess lengthy cycle times to recharge
Over-penetration: Critical, Firearms Only. If shooting capacitors or allow the barrel to cool.
at lineally positioned opponents or into a densely packed
group, this special effect allows the shot to travel completely Scar Foe: The combatant inflicts his opponent with a scar
through the first victim to strike a second behind them, that will be the talk of all for the rest of his or her life – such
assuming that it overcomes the first target’s body armour. The as an almost-severed-throat, or the letter ‘Z’ artfully inscribed
second victim however, only suffers half damage due to across the chest.
attenuation or slowing down of the shot. Over-penetration is
generally of more use with high powered weapons that inflict Select Target: When an attacker Fumbles, the defender
large amounts of damage or those which have some sort of may manoeuvre or deflect the blow in such a way that it hits
armour piercing ability. Any special effects inflicted on the an adjacent bystander instead. This requires that the new
first target are not applied to the second. target is within reach of the attacker’s close combat weapon,
or in the case of a ranged attack, is standing along the line of
Pin Down: Firearms Only. Similar to Press Advantage, fire. The new victim is taken completely by surprise by the
this special effect forces the target to make an Opposed Test unexpected accident and has no chance to avoid the attack
of their Willpower against the attacker’s hit roll. Failure which automatically hits. In compensation, however, they
means that the target hunkers down behind whatever cover is suffer no Special Effect.
available and cannot return fire on their next Turn. Note that
Pin Down works even if no actual damage is inflicted on the Slip Free: On a Critical the defender can automatically
target (perhaps due to a successful evasion or shots striking escape being Entangled, Gripped, or Pinned.
their cover instead), as it relies on the intimidation effect of Stun Location: The attacker can use a bludgeoning
gunfire passing very close by. weapon to temporarily stun the body part struck. If the blow
Although a pinned victim is unable to fire back for the overcomes Armour Points and injures the target, the defender
requisite time, they can perform other actions provided they must make an Opposed Roll of Endurance vs. the original
don’t expose themselves to fire in the process, such as attack roll. If the defender Fails, then the Hit Location is
crawling away to new cover, communicating with others, Incapacitated for a number of Turns equal to the damage
reloading a weapon and so on. inflicted. A blow to the torso causes the defender to stagger

45
Mythras Imperative

winded, only able to defend. A head shot renders the foe horse would cap the combatant’s Combat Skill by their Ride
briefly insensible and unable to act. skill, while fighting in water might cap it to the value of the
character’s Swim.
Sunder: The attacker may use a suitable weapon, such as
an axe, to damage the armour or natural protection of an
opponent. Any weapon damage, after reductions for parrying
Close Combat Situational Modifiers
or magic, is applied against the armour Point value of the
protection. Surplus damage over its Armour Points is then Situation Difficulty Grade
used to reduce the Armour Point value of that armour(ed) Attacking a helpless target Automatic
location – ripping straps, bursting rings, creasing plates, or
tearing away the hide, scales, or chitin of monsters. If any Attacking in a confined situation Hard
damage remains after the protection has been reduced to zero Defending while on lower ground or against
AP, it carries over onto the Hit Points of the location struck. Hard
mounted foe
For firearms, Sunder would be suitable for energy-based Fighting while on unstable ground Hard
firearms designed to destroy ablative armours or more exotic
concepts like gravity wave guns. Fighting while crouching or from one knee Hard

Trip Opponent: The character attempts to overbalance Fighting in poor visibility (thick fog, snowstorm) Hard
or throw his opponent to the ground. The opponent must
Defending against an attack from behind Formidable
make an Opposed Roll of his Brawn, Evade, or Acrobatics
against the character’s original roll. If the target Fails, they Fighting while prone Formidable
fall prone. Quadruped opponents (or creatures with even
more legs) may substitute their Athletics skill for Evade and Fighting in partial darkness (dim illumination) Formidable
treat the roll as one Difficulty Grade easier. For firearms, Fighting in pitch black conditions
Herculean
assuming the firearm actually shoots ammunition with mass, (no illumination at all)
there is no reason that this effect couldn’t be used when Blinded or loss of primary perceptive sense Herculean
shooting at the legs of an opponent, even if no damage
penetrates any worn protection.

Weapon Malfunction: Attacker Fumbles, Firearms Engagement


Only. The attacker’s firearm malfunctions in such a way that
it is rendered useless until time can be spent field stripping A character is considered Engaged if within melee weapon
and cleaning it. range of an opponent. This does not necessarily require that
both combatants can reach each other; only that one of them
Withdraw: The defender may automatically withdraw can be potentially struck by the other. Once a character has
out of reach, breaking off engagement with that particular Engaged with an opponent, they can no longer freely depart
opponent. that fight (charging past is a special exception). It requires
some form of deliberate act to break contact with the foe,

Close Combat
normally performed via a Combat Action such as
Outmanoeuvre, or use of the Withdraw Special Effect.

Close combat is hand-to-hand fighting in its classic sense


when combatants strike each other with wielded or natural Charging
weapons. The following guidelines offer ways to make close
combat more interesting and help to further explain some The Charge Action is the act of moving quickly to increase
concepts hinted at earlier in this chapter. the force and impact of an attack. A charge requires the
attacker to choose a Charge Action, moving at either a
Running or Sprint gait. If this brings them into contact with
Situational Modifiers their opponent, they must stop there and conduct the Attack
Action, as modified for the charge. There is no minimum
Situational modifiers may be applied when fighting in distance that must be covered before a charge can take place,
particular conditions, or as the result of a Special Effect. For as the distance moved is less a factor than the momentum
example, fighting in the dark might incur a Difficulty Grade achieved. Hence running or sprinting.
of Herculean. Unless stated otherwise, modifiers are decided While charging, the attack roll suffers a Difficulty Grade of
by the Games Master. Where two or more situations are Hard. In return the charge increases the Size of the attacking
pertinent to the character, use the most severe. weapon by one step and a bipedal attacker’s Damage
Some modifiers are circumstance dependent, but rather Modifier by one step; or two steps if a quadruped (or more
than applying a Difficulty Grade the Combat Skill is limited legs). Riding characters may substitute their Damage
by a relevant skill. For example, fighting from the back of a

46
Combat

Modifier for that of their mount instead. The final position of metre for every five points of damage (or fraction thereof)
the charging character depends on the result of the exchange over their SIZ. Proactively using the Brace Combat Action
and whether the attacker wishes to stop or continue sweeping can reduce or even negate the effects of knockback.
past, immediately breaking engagement.
Rather than Parrying or Evading, the recipient of a charge
can simultaneously counterattack the charging attacker Leaping Attacks
instead. In this case the wielder of the longer weapon strikes
Leaping attacks can be launched from a variety of situations,
first. If the weapon can be set to receive a charge (such as a
most are triggered as part of an ambush or at the conclusion
spear), the recipient may use the Damage Modifier of the
of a charge, but some creatures can leap atop an opponent
charger instead of his own.
without the need for a run-up or superior height.
A leaping attack is resolved with an Opposed Roll of the
Cover leaper’s Athletics skill versus the defender’s Brawn or Evade
skill. Quadruped targets make the attack roll one Difficulty
Opponents use cover to obstruct attacks against them, by Grade harder. If the leaper wins then the defender is
either physically blocking a blow due to the toughness of the automatically knocked prone, with the attacker astride them.
interposing material, or by obscuring where precisely the foe Failure means the defender has weathered or sidestepped the
is. The precise value of cover depends on the thickness of its impact. If the winner of the Opposed Roll achieves one or
protection and the extent of its coverage. more Levels of Success over his opponent, they may select
An attack against a target that lands on an obscured Hit suitable Special Effects as per normal combat.
Location will be blocked to the extent of the cover’s inherent No damage is inflicted as part of the leap; however, a
protection. Cover can be partially negated either by use of the subsequently prone victim cannot recover his footing until
Choose Location Special Effect to aim at visible parts of the either his attacker leaves, or they eventually win a Special
target, or striking through the cover if the weapon is capable Effect permitting them to Arise. In addition, leaping attacks
of penetrating it. only work against opponents of up to twice the attacker’s
In situations where cover is total, but the attacker believes SIZ. A target can make themselves more difficult to knock
his attack will penetrate, they may strike blindly at the hidden down by proactive use of the Brace Combat Action, provided
target. In such cases, the attack roll is one grade harder, and they are aware of the impending leap attack.
Choose Location may not be taken if a Special Effect is won.
This assumes the attacker knows fairly accurately the target’s
position behind the cover. Outmanoeuvring
A character facing multiple opponents can use movement to
Evading limit the number which can attack him at any time, constantly
shifting position, forcing foes to interfere with one another.
Evading in combat is to throw oneself clear of an Outmanoeuvring requires that the character has room to
overwhelming attack. This requires an Opposed Roll of the move about and is not pinned in a confining area.
Evade skill of the defender versus the attacker’s pertinent Outmanoeuvring requires that the character engages his
roll. This could be anything from the Drive skill of a opponents in a group Opposed Roll of Evade skills. Every
ramming battle tank to the spell casting skill of a magician. If participant, both the manoeuvring character and those foes
the attacker wins then they inflict damage as per normal. If who wish to corner him, must spend an Action Point. Then
the defender wins, damage is completely avoided. they each roll once and those who fail to beat the
If the winner of the Opposed Roll achieves one or more manoeuvring character’s roll cannot attack him for the
Levels of Success over his opponent, they may select suitable remainder of that Combat Round, being blocked by their
Special Effects as per normal combat. Whatever the result, allies or terrain features.
the evasive gambit leaves the defender prone – usually If the manoeuvring character beats all of his opponents, one
requiring the character to regain his footing on his following has the choice of safely engaging a single foe for the rest of
turn – unless they can use the Arise Special Effect. the Round or Withdrawing from the fight completely.

Knockback Passive Blocking


An attack which imparts more damage than the SIZ of the Passive Blocking allows a character armed with a weapon to
recipient will, by default, result in the character being hold it in such a way that it covers a chosen location (or
knocked back. The damage in this circumstance is before any locations when using a shield), but at the cost of being unable
reduction due to parrying or armour. On receiving such a to actively Parry with it (see Ward Location page 39). Any
blow, the recipient must pass an Easy Acrobatics or Standard attack which hits the locations automatically receives the
Athletics roll to avoid falling prone. They are also thrust one benefit of the weapon or shield, reducing damage as normal.

47
Mythras Imperative

The technique is commonly used when a warrior wishes to


guard a weak spot or wounded location. Nothing prevents a
dual weapon, or weapon and shield combatant from using his
Sweep Attacks
other weapon to actively parry. Sweep attacks occur at the Games Master’s decision, when
Since Passive Blocking works in the same way as cover, the weapons or creatures of unusual size attack a closely
Choose Location Special Effect cannot be used to bypass the clumped group of opponents – the scything tail of a huge
block in close combat, though opponents can still use the dragon or the unstoppable charge of a giant triceratops for
effect to strike other unblocked areas. Crouching down example – striking several foes simultaneously.
behind a shield allows a character to double the number of A sweep attack is made by applying a single attack roll of
locations covered while Passive Blocking. the weapon or creature to all targets in its path. Each defender
must resolve the effects of the attack separately and any
Special Effects imposed on the attacker are treated as having
Surprise occurred concurrently.
Surprise occurs when an unexpected attack is launched
against opponents unaware of the attacker’s presence or
intention. An ambush would be an example of the former, Ranged Combat
while treacherously turning on an unsuspecting ally during Ranged combat incorporates all forms of weaponry which
amiable conversation illustrates the latter. require to be shot, thrown, or slung to strike their target.
The effects of surprise on a target are potent: Ranged attacks are resolved in an identical way to close
• The target suffers a – 10 penalty to Initiative combat. However, Ranged Weapons can normally only be
• Until their Initiative arrives, they are considered flat- parried with shields; those without must rely on natural cover
footed and cannot defend themselves or use Evade to dive out of the line of fire. Thus, against
• The first attack on the target, if successful, gains a bonus lightly armoured foes, Ranged Weapons can be formidable
Special Effect deterrents.
• For the remainder of the Round, they may not perform Each Ranged Weapon has several specific attributes which
any offensive Action determine its effectiveness. The ones which have a key
bearing on combat are as follows:

48
Combat

Force
Ranged Combat Situational Modifiers
The Ranged Weapon equivalent of Size. It is an abstract Situation Difficulty Grade
measure of the penetrative power of a weapon or its
Light Wind* Hard
ammunition to determine whether the blow overcomes a
(shield) parry. Moderate Wind* Formidable

Strong Wind* Herculean


Damage Modifier
Gale, Storm, or Worse* Hopeless
This Attribute shows whether or not the Damage Modifier of
the attacker can be used to boost the Ranged Weapon’s Target is Running Hard
damage roll. In general, only self-drawn bows and thrown
Target is Sprinting Formidable
weapons allow the user to apply their Damage Modifier.
Target obscured by mist or is in partial darkness Hard
Range Target obscured by thick smoke or is in darkness Formidable

Three numbers separated by slashes, representing the Target completely obscured Herculean
maximum Close, Effective, and Long ranges of the weapon
or its ammunition. Close Range is the distance over which Target completely invisible Impossible**
the Choose Location Special Effect may be used, provided Target prone Formidable
the target is stationary or unaware of the impending attack.
Effective Range has no significant modifiers. At Long Range, Attacker prone*** Herculean
the weapon can still inflict harm, but the amount of damage Attacker is on unstable ground Hard
is halved, and Force is reduced by one step.
* Assumes the thrown weapon or ammunition is vulnerable to crosswinds, and
supersedes the normal penalty imposed by the winds on normal skills.
load ** Unless targets’ general location is revealed or known, then treat as Herculean
The time in Turns taken to load or reload a weapon that fires *** Penalty can be negated if using a crossbow or firearm from a prepared position.
ammunition. A character can reduce the time spent loading or
readying by use of the Rapid Reload Special Effect.
Situational Modifier by one grade. Additional Rounds spend
Impale Size aiming grant no further advantage.
The Size of an impaled weapon is different from the Force it
strikes with. Ranged impaling weapons have a special
column denoting their actual size when considering the
Automatic Fire
hindrances caused by the Impale Special Effect. Some firearms automatically chamber the next shot, by using
the waste gases, recoil or energy from the previous shot. With
Situational Modifiers no need to re-cock, this grants the weapon a range of different
firing rates, all dependent on how much ammo the user
As with close combat, situational modifiers may be applied wishes to release.
when using Ranged Weapons in particular conditions. A These firing modes are known as Semi-Automatic, Burst
character’s Combat Skill may be capped when using the and Full-Automatic. Whilst this ability can make some guns
weapon in difficult circumstances, such as throwing a spear capable of dealing out fearsome damage, trying to maintain
while riding a horse. accuracy with recoiling weapons is problematic. Assume that
the following rules primarily apply to projectile firing
automatic weapons.
Aiming
Semi-Automatic
By spending additional time aiming a Ranged Weapon, a
character can potentially increase his chance of hitting. This is actually the default rate of fire for most guns, where
Aiming requires an entire Combat Round steadying the each pull of the trigger fires a single shot and loads the next
weapon and waiting for the best opportunity to release, for round.
example withholding a bowshot for a momentary lull in the
wind or until a target moves between two obstructions. By
aiming, the character may reduce the difficulty of a Range or

49
Mythras Imperative

Burst Dual Firearms


For burst fire each pull on the trigger releases a short number Characters may use dual firearms, shooting both weapons
of rounds, usually no more than three to five depending on simultaneously during their Turn to gain a more rapid rate of
the weapon. Its original purpose was to permit limited fire. However, this comes at a penalty to accuracy. Firing a
suppression fire, but restrict excessive ammunition use. It is pistol in each hand suffers a penalty of Hard to hit the target.
not intended to improve the shooter’s chance to hit since Those trying to concurrently shoot with a carbine or SMG in
rapid, sequential recoil continually jerks the weapon off-line. each hand suffer a penalty of Formidable.
Firing in burst mode imposes a penalty grade of Hard to the
attack roll. If the attack succeeds however, the shooter rolls a
dice to see how many of the rounds in that burst struck home Firing into a Crowd
on the target. So a three round burst would use 1d3. Roll
separate location and damage for each round which hits. Firing into the swirling ebb and flow of a melee can be a risky
business, thus there is always a risk of accidentally striking
Full-Automatic someone other than the original target being aimed at. When
firing at a specific target at the edge of a crowd or melee, the
Normally used for full blown suppressing fire to pin down attack suffers a Difficulty Grade of Hard. If trying to fire
multiple targets, full-automatic can be devastating if fired through it should be raised to Formidable. Aiming is still
into a closely grouped body of enemies. The shooter decides permitted to help mitigate the danger.
how many rounds of ammo to fire (up to the limit of the A marksman who passes his attack roll despite the difficulty
cyclic rate of the weapon) which are then evenly distributed penalty has aimed true and will hit his intended target. If
across all the targets included in the arc of fire. Any spare however, the marksman Fails the roll, but would have
rounds are considered lost whilst traversing aim (thus firing succeeded if not for the ‘firing into a crowd’ penalty, then an
15 rounds at 6 targets would be two bullets each). A separate adjacent victim is struck instead (who is free to Evade or
attack roll is made for each target, but at a difficulty grade of Parry as normal).
Formidable due to the increased recoil effects of sustained If more than one target is in the line of fire, the Games
fire. Those targets who are hit suffer a random number of Master should determine the victim randomly. Any Special
rounds as per Burst Fire. Effects won as part of the attack only apply to the original
Note that only the first shot which strikes during a burst or target, not any accidentally struck bystander.
full automatic spray can benefit from special effects. Thus
rolling a critical attack whilst firing in automatic mode would
permit the selection of Maximise Damage, but only with the Fumbling with Firearms
first shot, even if all the remaining rounds hit home. Since gunfire is not normally resisted by an opposing skill, a
special provision should be made when a shooter fumbles
Why is Automatic Fire So Heavily their attack roll. In this case, whomever was the intended
Penalised? target is allowed to select a fumble specific special effect,
which the shooter then suffers. See also the fumble only
It might appear that the rules for automatic fire are unduly
Special Effect Weapon Malfunction on page 46.
harsh compared with the apparent accuracy of modern
firearms. There are several reasons for this, the primary ones
being streamlining and game balance. Players who criticise
their character’s inaccuracy should be reminded that any
Parrying Weapon Fire
tweaks to the rules will be applied against them too; which with Shields
given the lethality of rapid fire should be a sobering thought.
Of course, some of these recoil penalties can be mitigated, As expressed earlier, it is almost impossible to deliberately
for example by using Steady Weapon to brace automatic parry a supersonic projectile or energy beam. Shields
firearms. The truth of the matter is though, that firefights are however still provide a degree of protection since in effect
very different to target shooting on a gun range. The instinct they are portable ‘cover’. To utilise a shield in a fire-fight,
to take cover when bullets are flying, the need to keep mobile just use the Passive Blocking rules on page 47.
and every shot taken pinpointing the shooter by its muzzle With regard to more modern firearms or those of a science
flash or sound, often prevents any chance of aiming or fiction nature, a Game Master may wish to grant the shield an
bracing. The phrase ‘Spray and Pray’ was coined for very Armour Point value rather than assigning it a Size, based
good reason! upon the inherent material it is made from. For example a
wooden shield might be treated as 4 Armour Points, a Kevlar
tactical shield 8 AP, and a Ulysses 31 bracelet force field
shield 15 AP.

50
Combat

Telescopic Sights
A telescopic sight improves the accuracy of a firearm over
greater distances when the user takes the time to aim properly
(see Aiming on page 49). The most basic telescopic sights are
merely optical magnifiers, but as technology advances they
begin to incorporate integral rangefinders, projectile
trajectory calculators, air movement sensors, atmospheric
lensing compensators, IR or low light amplifiers and a host of
other gadgets which improve its effective ‘hit’ distance.
Telescopic Sights make skill rolls easier by one or more
Grades (see page 18), depending on the sophistication of the
sight. No sight can make a skill roll an Automatic success, so
the best Grade that can be attained is Very Easy.

Arms and Armour


Presented here is a selection of armour and weapons from a
variety of settings and milieus.

Sample Armour Table


Ancient/Medieval Modern Futuristic Armour Points

Furs/Hides Bike Leathers 1


Aketon, Gambeson Sports Gear 2
Linothorax Ballistic Cloth 3
Brigandine Flak Jacket Liquid Body Armour 4
Hoplite Plate Riot Gear 5
Mail Type I Bulletproof Vest Adaptive Mesh 6
Plated Mail Type II Bulletproof Vest 7
Type III Bulletproof Vest Light Assault Armour 8
Type IV Bulletproof Vest 10
Full Assault Armour 12

Sample Shield Table


Number of Locations
Shield Type Damage Size AP/HP for Passive Blocking

Buckler 1d3 M 6/9 2


Heater 1d4 L 6/12 3
Kite 1d4 H 4/15 4
Scutum 1d4 H 4/18 5
Viking/Riot Shield 1d4 L 4/12 4

51
Mythras Imperative

Sample Melee Weapons


Weapon Damage Size AP/HP Notes

Axe 1d6+1 M 4/8 Can Sunder Armour


Broadsword 1d8 M 6/10 —
Chain 1d4 M 8/6 Can entangle
Club 1d6 M 4/4 —
Dagger 1d4+1 S 6/8 Can be thrown
Human Unarmed Combat
Fist/Kick 1d3 S —
Damage
Longsword 1d8 M 6/12 Two handed
Mace 1d8 M 6/6 —
Net 1d4 S 2/20 Entrapping, Thrown
Shortsword 1d6 M 6/8 —
1H Spear 1d8+1 M 4/5
2H Spear 1d10+1 L 4/10 Can be set to receive a charge
War hammer 1d8+1 M 3/8 Two handed
Whip 1d3 M 2/8 Entangling

Sample Ranged Weapons Table


Damage
Weapon Damage Force Range (Metres) Load Impale Size AP/HP
Modifier

Bolas 1d4 N — 10/25/50 — — 2/2


Bow 1d8 Y L 15/100/200 1 S 4/4
Dagger 1d4 Y S 5/10/20 — S 4/8
Javelin 1d8+1 Y H 10/20/50 — M 3/8
Sling 1d8 N L 10/150/300 2 — 1/2
Stone/Rock 1d3 Y S 5/10/20 — — —
Pistol 1d6 N L 50/100/200 2 — —
Rifle 2d6 N H 100/300/2000 2 — —
Shotgun 3d6 N M 20/50/200 3 — —
Laser Rifle 1d10+2 N — 40/120/480 3 — —
Plasma Rifle 2d6+4 N E 30/100/300 3 — —
Gauss Rifle 2d8+2 N E 150/500/5000 3 — —

52
Vehicles

Vehicles
V
ehicles in Mythras Imperative are treated in a semi- Shields: In settings with advanced energy manipulation
abstract fashion. Essentially they are background technology, shields may be present that protect the vehicle
tools, used to get characters from A to B, with little but which may ablate under sustained fire.
need for detailed description or statistics. On occasion
though, Games Masters will require details for vehicles when
it is necessary to represent them in chases or combat
situations.
Hull and
The rules in this section allow for the representation of
most kinds of vehicles but in an abstracted way that is Structure
intended to permit flexibility and enhance storytelling. The size and purpose of a vehicle affects the thickness of its
Starships and space craft are a little different, although they hull and resilience of its internal structure. A motorcycle, for
are based on similar principles. example, has a minimal hull, built as it is for speed and
agility. A Land Ironclad (a massive, tracked or wheeled

Statistics armoured behemoth, powered by steam or diesel engines),


being a much larger vehicle designed for the battlefield, has
a much larger hull. The comparative sizes of hulls (and how
All vehicles are described in terms of their Structure, Hull, many hits from weapons they can typically withstand), is
Speed, Systems, Traits, and Shields (if present in the setting). summarised on the Vehicle Size table below.
Size: All vehicles have one of six Size ratings which
determines the value or range of the rest of the Vehicle Size Table
characteristics. Due to their larger intrinsic size and the Size System Hits
hostile environments of space, starships have their own range
Small 1
of values.
Medium 2
Hull: Represents Armour Points
Large 3
Structure: Represents a vehicle’s Hit Points
Huge 4
Speed: Every vehicle has a basic Speed rating
Enormous 5
Systems: Representing vital components of the vehicle,
including the power plant, crew section, and so on. Colossal 6

Traits: A vehicle may also have 1 or more Traits. Traits, Whenever a vehicle suffers harm, the incoming damage is
like the Abilities assigned to Creatures in the Mythras reduced by its Hull value. Any remaining damage is
Imperative rules, or Combat Style Traits, offer an additional subtracted from the vehicle’s Structure points and has a
game description and advantage, reflecting the vehicle’s percentage chance (equal to the penetrating damage) of
nature. affecting a System. If the vehicle is ever reduced to zero
Structure it is either utterly destroyed, or so badly wrecked it
must be scrapped.

53
Mythras Imperative

Terrestrial Hulls
Size Structure Civilian Hull Value Military Hull Value Example
Motorcycle, motorcycle with sidecar,
Small 1-20 1-3 4-6 compact or subcompact car, canoe, kayak,
rowboat
Sedan, panel van, pickup, luxury car, luxury
Medium 21-40 1-6 7-9 sports car, muscle car, limousine, lifeboat,
speedboat, hang glider, autogyro
Lorry/truck, stretch limo, SUV, bus, people
Large 41-60 4-9 10-12 carrier, personal aircraft, glider, pleasure
cruiser, tank, helicopter, submarine

Huge 61-80 7-12 13-15 Semi, airliner, jet, coastguard vessel, yacht

Enormous 81-100 10-15 16-18 Train, cruise liner, naval vessel

Starship Hulls
Size Structure Civilian Hull Value Military Hull Value Example

Small 10-50 4-9 10-12 Single seat fighter

Medium 51-150 7-12 13-15 Light Freighter, Shuttle craft

Large 151-450 10-15 16-18 Heavy Freighter, Cruiser

Huge 451-1350 13-18 19-21 Escort Frigate, Light Battle Cruiser

Enormous 1351-4050 16-21 21-24 Generation Ship, Heavy Battle Cruiser

Orbital Habitat, Planet-Busting Battle


Colossal 4050-12,110 19-24 24-30
Station

Increasing a vehicle’s Speed beyond its standard value is


possible on a successful Drive roll. Usually this extra speed
Speed is only sustainable for a short period – no more than 1d6
minutes before the vehicle must drop to its standard speed or
Since the physics of velocity, acceleration, drag and inertia risk damage to its powerplant. A critical Drive roll allows the
(to name but a few) are complex issues, some simplification period of higher speed to be increased to 1d12 minutes.
is needed and so vehicles are given an abstract speed rating. A driver can attempt to push a vehicle’s speed by 2 steps,
The Speed characteristic should only be used to roughly but this requires a Herculean Drive roll and the maximum the
judge if one vehicle can overtake or catch up with another. vehicle can sustain this speed is 1d3 minutes: a Critical
The speed rating represents a vehicle’s nominal operational Success will not extend the increased speed’s duration.
rate. In emergency situations this performance can be
increased by one step, at risk of wear or damage to the
engines. Although the same table is used for all vehicle types, Systems
common sense should be applied so that only vehicles of the
same class are compared. For example if a Starship and a Every time a vehicle suffers damage that penetrates its hull,
sports car both have the same acceleration rate of Rapid, then there is a chance that a vital System has been affected.
it should be obvious the spaceship is comparatively faster.

54
Vehicles

Vehicle Speed Table Vehicle Trait Allocation Table


Speed Rating Max Speed For Size Max Traits
Ponderous Enormous Small 1

Sluggish Medium 2

Slow Huge Large 3

Mediocre Huge 4

Gentle Large Enormous 5

Moderate Colossal 6

Rapid Medium
Airborne
Fast
The vehicle is capable of atmospheric flight.
Fleet Small
All Terrain
Depending on which system has been hit, the effects of
This Trait must be used with Ground vehicles. The vehicle is
System damage can be catastrophic.
capable of traversing inhospitable, difficult and steep terrain,
The damage a System can sustain is based purely on the
using either tracks, advanced suspension and drive systems,
vehicle’s size. This is modelled by the number of times it is
or powerful drive differentials.
hit, rather than the actual amount of damage. A single hit on
a Small vehicle will instantly destroy that system. It takes
two hits to demolish a Medium sized vehicle’s subsystem, Burrowing
three for a Large vehicle, and so on. See the table on page 53. The vehicle is designed to burrow and tunnel through the
Systems that are damaged, but not yet destroyed, suffer a ground. It can achieve a maximum depth equal to its Hull
loss in functionality. This is equal to the proportion of current Rating x5 metres.
hits to its total capability. Thus an Enormous vehicle hit twice
in the Drive would lose 40% of its power (2 hits out of a
maximum of 5) and would reduce its Speed rating
Camouflaged
accordingly. For instance, a Land Ironclad with a Speed of The vehicle possesses either camouflage paint or mimetic
Slow would be reduced to Ponderous. The specific effect sensors that allow it to blend with its environment. Attempts
depends on what the subsystem controls. See the tables on to spot the vehicle visually are one grade more difficult.
page 59.
Cargo
Traits The vehicle is designed specifically to haul cargo rather than
passengers. Passenger compartments are kept to a minimum
The maximum number of traits a vehicle can have depends with the rest of the vehicle’s usable space being devoted to
on hull size and type. cargo containment with appropriate sections, tools, and even
Every vehicle has an inherent trait: the travel mode for environmental conditioning (such as freezer sections for
which it was primarily designed. Therefore aircraft transporting perishables). When laden with cargo the
inherently hold the Airborne trait, boats the Seaborne trait, vehicle’s speed is two steps lower than its hull size would
and so on, This inherent trait does not count towards the ordinarily allow.
available number of traits. However, if a vehicle wishes to
include a second travel mode — a flying submarine for Carrier
instance, then the Airborne trait would need to taken as part
of its available traits. The vehicle is designed specifically to carry smaller, lightly
Some traits may not be available, depending on the crewed or possibly remotely controlled vehicles of either a
technology level of the setting; Games Masters must make civilian or military nature. Any vehicle possessing this trait
their own judgement calls as to what traits can be applied. must be at least Enormous. The number of small craft carried

55
Mythras Imperative

may vary by mission type and purpose, but can be as few as


10 to as many as the vehicle’s Structure rating. FTL Speed Rating
Speed Rating Factor to Traverse 1 Parsec
Construction
Ponderous 10
The vehicle is equipped for heavy construction work. All
vehicles with this trait are have the All Terrain Trait too, but Sluggish 8
speed is two steps lower than their hull size would ordinarily
allow. The vehicle is fitted with task-appropriate tools such as Slow 7
crane jibs, digger shovels, dump carts and so on.
Mediocre 6
EMP Resistant
Gentle 5
The vehicle is shielded against electromagnetic pulse attacks.
Moderate 4
Enhanced Performance
Rapid 3
Vehicle’s Speed rating is one step higher than the maximum
for its size. Fast 2

Ejector Seat Fleet 1

In case of an emergency, an ejector seat propels occupants


The factor time is for the Games Master to decide,
several hundred metres in the air, then deploys a parachute to
depending on how advanced is the setting’s FTL
allow a safe landing. Parachute is optional. Not
development. For example, the base factor might be 1 Day,
recommended for helicopters (the Kamov Ka-52 Alligator
meaning that a ship with a Ponderous FTL drive takes 10
being a notable exception).
days to complete the journey, whereas a vessel with a Fleet
FTL drive completes the trip in 1 day. Elsewhere, where FTL
FTL technology is significantly less efficient, then the factor time
Spacecraft Only. The craft is fitted with a faster than light might be measured in months, rather than days.
engine (be this a hyperdrive, warp drive, wormhole generator It is assumed that the ship has fuel reserves to either make
or similar). The FTL drive has a separate Speed rating which a return journey, or a means to refuel at the destination point.
essentially measures the rate at which a starship can cross a Assume that any size of starship can be fitted with an FTL
single parsec (3.26 light-years, or 31 trillion kilometres or 19 drive, although, again, this depends on the setting.
trillion miles), as follows: FTL drives cannot be activated within 1.5 Astronomical
Units of a star (around 225 million kilometres, or 270 million
miles). This means ships must use a sublight drive to move to
about the distance of Mars before activating the FTL system.

Ground Vehicle
The vehicle is capable of ground travel.

56
Vehicles

Hover Surveillance Suite


The vehicle hovers above the ground either using an air The vehicle has an onboard computer, comms base station,
cushion or an anti-gravity repulsor. receiver for listening device signals, and apparatus to
intercept nearby smartphone signals within 100 metres.
Luxurious
Tough
The vehicle is designed specifically to carry passengers at a
certain level of luxury. Excess cargo space is given over to A civilian vehicle with this trait draws its Hull from the
luxurious passenger accommodations, swimming pools, hot Military column and automatically has the maximum
tubs, extra crew to cater to the whims of the passengers, and Structure. A Military vehicle with this Trait draws its Hull
so forth. and Structure from the next row down.

Rails Tractor Beam


The vehicle relies on a rail system. Vehicles with this trait can Spacecraft Only. The ship is fitted with a tractor beam that
naturally achieve a Speed rating three steps higher than their can ensnare and draw to it vehicles with a hull-rating of up to
hull size would ordinarily allow, but are obviously restricted two steps less than its own. Thus a Huge starship could attract
to movement on the rail system only. and hold a hull of up to Medium size.

Resilient VTOL
All systems can withstand one additional hit more than Vertical takeoff/landing. This trait is inherent for helicopters
normally determined by Size. This Trait can be stacked — so and similar vehicles that use a combination of rotors to
Resilient 2 indicates that systems can withstand 2 hits more produce lift. When applied to fixed-wing aircraft it indicates
than usual at a cost of two Trait points. the use of fixed or align-able thrusters to control airborne
attitude, ascent and descent.
Seaborne
Walker
The vehicle is buoyant on water.
The vehicle propels itself using articulated legs. Walker
Spacecraft vehicles are capped at the Speed of Gentle, whatever their
Size. However, Walkers can be built to heights that would
The vehicle is sealed against vacuum and shielded against simply be unstable for vehicles equipped with other means of
cosmic radiation and may, depending on design, be capable locomotion.
of leaving and re-entering atmosphere, and sustaining flight
within an atmosphere. Weaponised
Stealth The vehicle has been adapted to accommodate weaponry.
Weapon systems are discussed on page 59.
Aircraft Only. The vehicle is designed to avoid detection by
radar and other long-range sensor systems. Attempts to spot
the vehicle using electronic sensors are one grade more
difficult.
Handling and
Submersible Manoeuvres
Evasive or sudden manoeuvres require a successful Drive/
The vehicle is capable of submersing beneath the surface of
Pilot roll to ensure that the driver or pilot retains control of
an ocean to an operating depth of its Hull Rating x10 metres.
the vehicle. Most vehicles are designed and built to withstand
The collapse depth — the absolute maximum the
occasional stresses and strains but the Games Master may
submersible can reach without being crushed — is 1.5 times
rule that a particular manoeuvre requires a roll at a higher
its operating depth.
grade of difficulty, depending on how ambitious it is. Failure
means that control over the vehicle is lost: roll on the Loss of
Superior Handling Control chart.
The vehicle’s handling is rated as Easy. Note that the Loss of Control Table only applies to
terrestrial vehicles. Similar effects can be applied to airborne
and space vehicles, but Games Masters will need to adjust the

57
Mythras Imperative

reasoning for the specific effect. For example, an aircraft,


rather than skidding, might go into a spin. Loss of Control Table
Also, a vehicle’s inherent handling may have an additional 1d100 Result
impact on the Drive roll. Handling is either Easy, Standard, Swerve. The loss of control is temporary. Vehicle
Hard, Formidable or Herculean and determines the starting 01-25
drops its speed by 1 step for 5 seconds.
point for the Drive roll when executing a manoeuvre. The
Skid. Driver must fight to keep the vehicle under
difficulty grade for the manoeuvre is then applied to the
26-40 control. Vehicle drops its speed by 2 steps for 10
handling to determine the final difficulty.
seconds.
For example, a high performance motorcycle has in-built
gyro-stabilisers giving it a Handling of Easy. The driver Severe Skid. Vehicle ends-up facing in the wrong
41-50
wants to perform a 180 degree skid-turn to evade a pursuer, a direction and at a standstill for 15 seconds.
manoeuvre the Games Master rates as being one additional Roll. Vehicle skids and rolls, sustaining 3d10
grade of difficulty. The rider must therefore make his Drive damage to its Structure. Occupants must make
51-60
roll at Standard rather than Easy. If he had been attempting successful Endurance rolls or sustain 1d10
the same manoeuvre on a non-stabilised motorcycle, the damage to 1d3 Hit Locations.
Drive roll would be at Hard. Severe Roll. As above, but vehicle sustains
Superior Handling is a Trait. If a vehicle does not have the 3d10+10 damage and Occupants receive 1d10
trait as part of its description, then the default is Standard 61-70
damage even if the Endurance roll succeeds, and
handling for any vehicle of size Large and below. Huge and 2d10 if it fails.
Enormous vehicles inherently have the Handling trait of Write-Off. As above but the vehicle is reduced to
Formidable and Herculean, respectively, and the Games 71-80 0 Structure. Occupants sustain same damage as
Master is at liberty to rule that certain manoeuvres are simply for Severe Roll.
impossible to achieve due to the vehicle’s size.
Explosion. As above but vehicle’s fuel system
ignites and explodes within 1d20+10 seconds. If
81-90
Shields unable to get clear, occupants suffer a further 1d6
burn damage to 1d6 locations
Deflector shields provide an additional layer of protection for Immediate Explosion. As above but the
91-98
those vehicles which can mount them. Shields work slightly explosion is immediate.
differently than the Hull, due to their ablative nature. If Catastrophic Crash. Occupants must successfully
incoming damage is equal to or less than the value of the 99-00 roll Endurance or be killed instantly. Damage as
shields, then it is all blocked. If damage exceeds the shield for Write-Off is sustained regardless.

58
Vehicles

value, then any excess reduces the shield strength by that


amount. System Component Damage Table
For example, a troop carrier has an energy shield strength Destroyed
of 12 points. If the carrier was hit by a laser for 11 damage, it 1d10 System Damaged Result Result
simply does not penetrate and has no additional effect. On the An amount of possessions
other hand, if the carrier was hit by a blast inflicting 15 or equipment stored in the All cargo is
damage, the excess three points would drop the shield 1 Cargo
hold, proportional to the destroyed.
strength to 9. damage, are destroyed.
Once the strength of a deflector shield has dropped to zero, Vehicle can no
it collapses. Any remaining damage carries onto the hull. Comms rolls suffer one longer
additional Difficulty Grade communicate
2 Comms
Weapons of difficulty each time they
are damaged.
or spoof
enemy
sensors.
Usually, only military hulls are designed to accommodate
Boating, Drive, or Pilot
weaponry (hard points, ammunition storage, control
rolls suffer one additional Vehicle can no
systems). The ‘Weaponised’ Trait can be taken for civilian
Difficulty Grade each time longer be
vehicles that may have weapon requirements. 3 Controls
they are damaged; steered or
The maximum number of weapon systems a vehicle can
immediate Control roll change course.
support is equal to 1/10th of its Structure Points (so a vehicle
required.
with 40 Structure could support 4 weapon systems, if a
Speed reduced by an Vehicle
military vehicle, or a weaponised civilian vehicle).
4 Drive amount proportional to stopped dead;
Weapon systems depend on the Size of the vehicle. The
damage. aircraft crash.
maximum type of weapon system for different Sizes are
shown in the tables on page 60. A number of passengers
proportional to the damage
are rendered casualties.
Damage 5 Crew Those affected suffer a
Vehicle
occupants die.
Major Wound and must
Damage that exceeds the Hull penetrates the vehicle, succeed in an Endurance
damaging the Structure and possibly impacting on one or roll or be killed instantly.
more systems. Depending on the size of the vehicle, damage Maximum Speed is halved; Vehicle is
can be minor or catastrophic. Engine / electronic systems one destroyed in a
For example, a Large vehicle may take up to three hits on a 6
Fuel Difficulty Grade more disastrous
system such as its Drive. The fourth hit functionally destroys difficult to use. explosion.
the Drive. Each time the system takes a hit, it either loses a
Sensor, Navigation and
percentage of its function as described in the Loss per Hit
Weapon attack rolls suffer Vehicle is
column of the System Damage Table below or a core function
7 Sensors one additional Difficulty rendered
(such as Drive, Pilot, Comms, and so on) becomes one
Grade each time they are blind.
Difficulty Grade harder per hit sustained.
damaged.
The systems at risk are listed in the Component Damage
table opposite. A number of weapon
Vehicle can no
systems proportional to the
8 Weapons longer fire
damage become
System Damage Table weapons.
inoperative.
Size System Hits Loss per Hit No systems struck; just
9-0 None N/A
Structure damage.
Small 1 1 Grade or 100%

Medium 2 1 Grade or 50%

Large 3 1 Grade or 33%

Huge 4 1 Grade or 25%

Enormous 5 1 Grade or 20%

Colossal 6 1 Grade or 10%

59
Mythras Imperative

Weapons by Size Table


Vehicle Size Terrestrial Spacecraft
Medium Weapon (e.g. Machine Gun, Rocket
Small Light Weapon (e.g. Assault Rifle)
Launcher)
Medium Weapon (e.g. Machine Gun, Rocket Turreted/Heavy Weapon (e.g. Heavy Linked
Medium
Launcher) Machine Guns, Mini-Guns)
Turreted/Heavy Weapon (e.g. Heavy Linked
Large Weapon Battery (e.g. Battlefield Artillery)
Machine Guns, Mini-Guns)
Huge Weapon Battery (e.g. Battlefield Artillery) Advanced Weapons (e.g. Missile Systems)

Enormous Advanced Weapons (e.g. Missile Systems) Spinal Mounted Weapons (one only)

Colossal NA Spinal Mounted Weapons (up to 3)

Sample Weapons Table


Weapon Damage Range Firing Rate Ammo/Load
.50 Cannon 3d6+3 1000/2000/6500 1/10/50 1/5

Mini Gun/Gatling Gun 3d6 300/1000/2000 -/20/100 200/4

Rocket 5d6 5000/20km/60km 1 1/5

Medium Missile/Torpedo 6d10 Max range of 200km 1 1/5

Large/Cruise Missile 6d10+10 Max range of 1000km 1 1/10

Laser/Plasma Cannon 4d6 300/1000/2000 -/5/25 500/5

Heavy Laser/Plasma Cannon 5d6 1000/3000/6000 -/5/25 300/5

Artillery Battery 5d6+6 Max range of 50km 1 1/5

Spinal Mount Battery 10d6+6 Max range of 20,000km 1 1/10


Ranges are given in metres and kilometres
Firing rates are for single shot, semi-auto and full auto

Ammo is firing capability before needing to be reloaded. Load is the reload time in Combat Rounds, assuming a full crew is available.

60
Vehicles

Sample Vehicles Weapons: None


Description: A plain, unmarked van housing a team of
agents and a suite of audio-visual recording equipment.
Ground Vehicles Tactical Support Vehicle
Interceptor Hull: 6 (Medium Civilian), 30 Structure
Speed: Rapid
Hull: 6 (Medium Military), 40 Structure Systems: 3
Speed: Fast Traits: All Terrain, Weaponised
Systems: 3 Weapons: Mounted Medium Machine Gun
Traits: Ejector Seat, Enhanced Performance, Superior Description: A pickup or jeep with room for a two-person
Handling, Surveillance Suite, Tough, Weaponised crew in the cabin and a gunner standing in the flatbed section
Weapons: Oil slick dispenser, smoke dispenser, twin linked operating a swivel-mounted Medium Machine Gun.
medium machine guns
Description: A souped-up luxury car, sports car or similar,
this car is built to go fast and give as good as it takes in a Watercraft
battle. This is the sort of vehicle people think of when
someone says “spy car.” Speedboat
Hull: 3 (Medium Civilian), 24 Structure
Pursuit Motorcycle Speed: Fast
Hull: 2 (Small Civilian), 12 Structure Systems: 3
Speed: Fast Traits: Enhanced Performance, Waterborne, Weaponised
Systems: 3 Weapons: Mine Dispenser
Traits: Superior Handling, Weaponised Description: A typical speedboat, armed with a rear-
Weapons: Two Rockets or twin linked Light Machine Guns mounted mine dispenser.
Description: A lightweight, fast motorcycle for fast
pursuits, the Pursuit Motorcycle carries a surprise – either a Yacht
pair of linked machine guns or two rockets.
Hull: 10 (Huge Civilian), 75 Structure
Speed: Slow
Sedan Car Systems: 4
Hull: 4 (Medium Civilian), 25 Structure Traits: Luxurious, (Surveillance Suite),Waterborne
Speed: Rapid Weapons: None
Systems: 3 Description: The kind of luxury yacht an oligarch might
Traits: Unobtrusive, Surveillance Suite own. Likely kitted out with a surveillance suite to protect
Weapons: None against enemies attempting to get up to no good.
Description: A standard 4-door sedan featuring enough
space to comfortably seat a driver and three passengers.
Sacrifices cargo space to incorporate a surveillance suite. Aircraft/Spacecraft
Submersible Car Dirigible (Civilian Airship Liner)
Hull: 6 (Medium Civilian), 25 Structure Hull: 10 (Enormous Civilian), 85 Structure
Speed: Fast Speed: Ponderous
Systems: 3 Systems: 5
Traits: Enhanced Performance, Submersible, Watercraft, Traits: Airborne, Luxurious, VTOL
Weaponised Shields: None
Weapons: Rocket, Torpedo Weapons: None
Description: A two-person car that can switch to Description: Similar to the Hindenburg, this class of
waterborne or submersible mode to travel on or underwater. transcontinental dirigible (and others of its class) is 245
Comes with a front-mounted torpedo and top-mounted meters in length and requires a crew of 40 to 61. It can
surface-to-air missile. typically carry a complement of 50 to 72 passengers in luxury
accommodations.
Surveillance Van
Hull: 9 (Large Civilian), 60 Structure Assault Helicopter
Speed: Gentle Hull: 11 (Large Military), 50 Structure
Systems: 4 Speed: Mediocre
Traits: Surveillance Suite, Tough Systems: 3

61
Mythras Imperative

Traits: Airborne, Enhanced Performance, Stealth, Superior General Contact Unit


Handling, Surveillance Suite, VTOL (Ultra High Tech Spacecraft)
Shields: None
Hull: 20 (Colossal, Civilian Spaceship), 10,000 Structure
Weapons: 1 Gatling gun, 4 rockets
Speed: Moderate (Parsec Factor of 4. At this tech level, a
Description: The traditional Assault Helicopter uses their
Factor equals 1 hour)
advanced surveillance technology to intercept phone and
Systems: 30
wireless internet signals, and track individuals and vehicles
Traits: Airborne, Cargo, Carrier, Construction, FTL, Space
even in the dark, through FLIR. Attempts to evade the tracker
Craft, Luxurious, Superior Handling, Tractor Beam
through Stealth are Formidable.
Shields: 30
Weapons: None that it cares to discuss
Multi-Role Fighter Description: This extremely high-tech starship is the
Hull: 10 (Large Military), 45 Structure physical representation of a highly advanced artificial mind,
Speed: Mediocre that takes the form of a two kilometre long series of field-
Systems: 3 connected modules. The modules are individually purposed
Traits: Airborne, Enhanced Performance and include habitats, construction facilities, cargo areas, food
Shields: None processing, leisure complexes, hangar bays, and even some
Weapons: 4 nose-mounted Gatling guns (fore), 1 bomb bay secretive units the ship’s intelligence rarely, if ever,
(see description) discusses. It needs no human crew, but can support a
Description: This twin-seat land-based fighter (similar in passenger population of up to 100,000 with ease. Many
type to the De Havilland Mosquito) is well known for its passengers are born and die aboard the Contact Unit: many
performance and versatility. Its bomb bay is able to carry are transitory, coming and going as they wish.
either two 250 lb. bombs (treat as medium missiles with
range 0) or a single torpedo.

Interstellar Freighter
(Light High Tech Transport)
Hull: 10 (Medium, Civilian Spaceship), 80 Structure
Speed: Rapid (Parsec Factor of 3)
Systems: 2
Traits: Airborne, Cargo, FTL, Space Craft, VTOL
Shields: 8
Weapons: x2 quad-mounted laser cannon turrets
Description: This light transport requires a minimum crew
of only two, with room for up to four additional passengers.
The standard stock version is noted here, however many
owners will apply their own “special modifications” such as
concealed cargo space, Enhanced Performance, Superior
Handling, EMP Resistance, Stealth, and so on.

62
Magic & Powers

Magic &
Powers
G
ames Masters who want to include magic and/or attempted again later. If the roll succeeds, the spell works and
superpowers in their games will find some basic Magic Points are deducted from the Magic Point pool.
rules for doing so in this section. It is always best to
ensure that everyone involved in the game is happy for magic
or superpowers to be included, and always give some thought Using Superpowers
to the kind of game it may produce.
Superhero characters find that their superpower is always
working, and so needs no roll to use or Power Point

How Powers expenditure; however, if trying to Boost a power (see page


68), then there is a Power Point cost.

Work
Casting a spell or using a superpower usually requires the
Beginning Powers
expenditure of some form of energy drawn from a pool of
points. The size of this pool is equal to the character’s POW and Learning New
characteristic, and in the case of magicians the pool is known
as Magic Points; and for superheroes, Power Points. Using
magic or powers costs a certain number of points that is
Ones
deducted from this pool, and when the pool is empty, no more
magic can be cast, or powers used, until it recovers. Magicians
Magic recovers at a number of points equal to the
character’s Healing Rate (see page 7) per hour until they Magicians begin with 1d4+1 spells, all of which are cast
reach a level equal to the character’s POW. This assumes that using the Magic skill. The player and Games Master should
the character is able to rest fully, participating in no other consult on which spells are available and how the character
activities, , and is not recovering from fatigue or injury. If so, came by them. For example, the character may have been an
the Games Master can increase the time taken to recover apprentice to a local magician, or may have learned magic at
Magic/Power Points, or reduce the Healing Rate. their mother’s knee.
For superpowers, Power Points recover at a rate of one per More spells can be learned, but it costs 3 Experience Rolls
full minute of rest, but characters can also spend a Luck Point to learn a new spell, and takes a week of dedicated study and
to immediately regain 1d4+1 lost Power Points up to their practice. New spells must be learned from a teacher or a
maximum. reliable source (such as a scroll or grimoire designed to teach
a new spell).

Casting Spells Superheroes


Spells are cast using the Magic skill (see page 22); without it,
magic is simply not possible. Preparing and casting a spell For superheroes, the Games Master and player should decide
requires one Action Point and a successful Magic roll. If the how the character came by his or her powers, and what the
roll fails, the spell does not work and must be readied and source of the power is (for example, it may be a suit of special

63
Mythras Imperative

armour, abilities gained through exposure to cosmic rays, or


a genetic mutation). Spells
Superheroes start with a number of core powers determined
Spells are defined by various traits defining the effects of the
by POW plus another Characteristic based on the source of
spell and any particular limitations. Every spell is different
the powers: CON for altered physiology (mutation, alien
with some having fewer traits than others.
species, experimentation) or INT for technology or skill
based powers (cybernetics, battle suits, intense training, and
so on). See the table, below.
A core power can be exchanged for two Boosts (see page
Duration of Spells
68) that can be applied to any core power. A character may Unless a spell has either the Concentration or Instant traits it
also take up to two Limits from the list starting on page 68, has a natural duration which lasts the entire scene or action
with one providing a bonus Boost, or two granting a bonus for which the spell was used. A few spells have custom
core power. A selection of powers and example Boosts are durations noted in the spell’s definition.
listed on page 68 to 70.

Super Powers Table


Magic Traits
Magic Traits are as follows:
POW+ Characteristic Core Powers
• Concentration: The spell’s effects remain in place as
12 or less 1
long as the caster continues to concentrate on
maintaining it. Concentration requires the caster to be
13-20 2 free of all physical and mental distractions: any such
disturbance interrupts the concentration, resulting in the
21-30 3 spell’s immediate dismissal.
• Instant: The spell’s effects happen immediately. It has
31-40 4 no duration.
• Ranged: Spells with the Ranged trait can be cast at a
40+ 5 distance of up to the character’s Magic score in metres.
The caster must know the location of the target, such as
‘hiding behind the door’: if they are unable to directly
Magic see or sense the target of the spell, then the Magic roll
becomes one grade harder.
Whenever a character wishes to use a spell they make a roll • Resist (Endurance, Evade, Willpower): Any spell
against their Magic skill. Casting takes a single turn, but the that is not readily accepted by a target can be actively
amount of Magic Points used and whether the spell is resisted using either Endurance, Evade or Willpower, as
successful depends on the result of the roll.. determined by this trait. To successfully resist a spell, the
If the Magic roll is a... target must win an Opposed Roll of the relevant skill
against the caster’s Magic casting result. If the target
• Critical Success: the spell’s Magic Point cost is zero. fails in the roll then the spell takes effect as normal. Note
• Success: the caster loses 1 Magic Point, and the spell that resisting is usually a passive action if Endurance or
works Willpower are the being used. If a spell requires the
• Failure: the caster loses 1 Magic Point, but the spell does target to Evade then it costs an Action Point to make the
not work. Evade attempt. Targets without Action Points to spend in
• Fumble: the caster loses 1d3 Magic Points for the spell evading will therefore be powerless against the spell’s
and the spell fails. effect.
Due to their minor or petty nature, all Magic spells have a • Touch: The caster must be in physical contact with the
default Intensity and Magnitude of 1. target whilst the spell is cast. If a target is intent on
resisting physical contact then the caster will most likely
fail to complete his spell unless some specific
Limits to Magic Capacity
circumstance prevents the target’s withdrawal, such as
Characters have no actual limit to the number of Magic spells surprise or the Grip special effect. A touch spell merely
they can learn, provided that the Games Master permits them needs to contact the target or its carried accoutrements in
to have access to new ones. order to work.

64
Magic & Powers

Spell Descriptions piercing damage. It is normally used to aid with threshing


grain, fulling wool, or similar heavy duty work.

Alarm Breath
Special Duration Touch
Casting Alarm on a location such as a room or small clearing Breath permits the recipient to hold their breath for an
creates a temporary psychic bond between the area and the extended period, so that they can temporarily venture into
caster. If the area is accessed by a living creature with a SIZ harmful environments, such as underwater; or atmospheres
greater than 1, the caster is automatically made aware that tainted by rock dust, gases, smoke or poisons. The spell lasts
something has transgressed no matter how great the distance. for a maximum of half the caster’s POW in minutes, during
The Alarm is usually a distinct tingling sensation or mental which time the recipient cannot speak or the breath is lost and
twinge which will awaken the caster. Alarm can also be used they immediately begin to asphyxiate (or become poisoned).
on an individual object, triggering when touched or moved.

Calm
Avert
Ranged, Resist (Willpower)
Instant, Ranged
Calm attempts to dampen down the passions or the target,
Avert is used to dismiss another spell within range. Avert can perhaps ensuring that a lovesick paramour doesn’t press his
be cast reactively to neutralise offensive spells, by using the suit, a frightened rival doesn’t scream for help or that
Counter Magic Reactive Action. weapons are not drawn in anger. A calmed person is not
otherwise mentally affected, thus any sort of assault or
Befuddle threatening action still permits the target to defend
themselves and even attack, albeit they will do so in a calm
Ranged, Resist (Willpower) and level headed manner.

Befuddle causes confusion within the mind of a corporeal


target. The subject of the spell has difficulty thinking straight, Chill
forgetting where it is, what it is doing and why – often lapsing
Instant, Touch
into disassociated lines of thought. Befuddled targets can still
act in self defence, but cannot initiate any constructive Chill dramatically reduces the temperature of small objects
activity until the spell ends. Any sort of attack or threatening (no larger than the caster’s hand) down to the temperature of
action instantly breaks the spell, whether or not it was ice water. Useful for rapidly cooling hot items, chilling
directed specifically at the befuddled target. drinks, and so forth. The spell does not freeze an object and
neither does it cause any damage to its structure: it merely
Bladesharp renders it very cold.

Touch
Darkness
Bladesharp is cast on edged and piercing melee weapons. It
Concentration, Ranged
increases the damage of a weapon by one dice step and
incidentally leaves the edge honed after the spell concludes. Darkness creates an area of shadow, equal to POW in square
This spell is often used on tools such as logging axes, ploughs metres, which suppresses all light within it. This is enough
and razors. Thus casting this spell on a dagger increases it to volume to fill a modest room, a length of corridor or form a
1d6+1 damage, whereas the same spell on a great axe would small cloud if cast outside. All non-magical light, including
increase it to 2d8+2 damage. (1d4/1d6/1d8/1d10/2d6/2d8/2d10). sunlight, passing into or present within the boundary is
reduced to the equivalent of a dim glow.
Bludgeon
Touch

Bludgeon is similar to Bladesharp but used on weapons and


tools that deal blunt-force trauma rather than cutting or

65
Mythras Imperative

Disruption are extinguished if they impale flesh. Those that strike


flammable material have a chance equal to the caster’s Folk
Instant, Ranged, Resist (Endurance) Magic skill of setting alight whatever they lodge in, such as
wooden shields, thatched roofs and so on. Wooden
Disruption is used for damaging or dissembling physical ammunition is consumed as part of the spell.
objects without the need for tools. It is commonly employed
to drive off or kill living creatures, such as birds or vermin.
When successfully cast, Disruption inflicts 1d3 damage to a Fireblade
single random Hit Location or the overall Hit Points of an
object. In both cases the damage ignores any armour or Touch
natural protection. Fireblade is similar to Firearrow but is instead cast on hand
tools and melee weapons. The original purpose of the spell is
Extinguish to sterilise surgical equipment, aid in slash and burn
agriculture or provide illumination during darkness without
Instant, Ranged the need to carry an additional light source. If cast on a
weapon it inflicts an additional 1d3 damage, and has the
Extinguish immediately quenches flames and small fires of chance of setting flammable materials alight if held to them
modest size and heat. It is useful for dousing candles, for several rounds (see Fire on page 29). Wooden hafted
lanterns, torches or small cook fires, but it will not work on weapons under the effects of Fireblade will be consumed as
magical or larger, more ferocious conflagrations such as part of the spell.
pyres, burning houses or dragon flames.

Glue
Find (X)
Touch
Concentration, Ranged, Resist (Special)
Glue cements together two solid, inanimate objects for the
Find has many variations; always specific and learned as duration of the spell, for example a cart wheel to its axle or a
separate spells. Some common examples are given below. It door to its frame. Whilst under the effects of the spell the
works by attuning to the natural emanations of a creature or items, no matter how disparate, cannot be parted unless
thing, alerting the caster to its presence within the spell’s something actively tries to wrench them apart. In this
range. Find can be blocked by dense or thick materials such circumstance the spell has a Brawn skill equal to five times
as metal, or earth and stone at least one metre thick. The spell the caster’s POW and fails when a superior Brawn is set
cannot discern emotions or thoughts. against it, defeating it in an Opposed Roll. Once the spell
concludes or fails the items part completely unharmed.
• Find Arrows: Locates ammunition shot by hunters,
which miss their target.

• Find Flaw: Identifies any flaws in an object, such as Heal


hidden imperfections or physical damage. Instant, Touch
• Find Livestock: Locates a particular type of animal. Can Heal has several different effects depending on the nature of
be resisted with Willpower. the ailment it is being used on. If the subject is suffering from
• Find Loot: Locates precious metals and gems. a minor complaint such as a headache, back pain, hangover,
cold, warts and so on, then the symptoms are immediately
• Find Object: Locates a lost personal possession. lifted. Cast on a location suffering a Minor Wound it restores
all lost Hit Points instantly. Against Serious or Major Wounds
• Find Sickness: Identifies the existence of disease and no Hit Points are recovered. However the spell will stabilise
illness, whether magical or mundane. locations, stop all bleeding and prevent imminent death from
inattention.
Firearrow
Touch Ignite
Firearrow causes all missiles thrown or fired by the recipient Instant, Ranged
to burst into flame when released. Ostensibly created to act as Ignite only works on flammable inorganic matter, causing a
a signal flare, it has since evolved into a combat magic. small object or hand-sized area to burst into flame.
Missiles under its effect add an additional 1d3 damage, but Depending on what was set alight, once burning, the flames

66
Magic & Powers

may then spread unless quenched or countered in some way. opened only by the caster and cannot be picked by mundane
This spell is normally used to light candles, torches or means (such as by a thief using lock-picks) since the magic
lanterns from afar. It can also be used to start a camp or renders the mechanism immobile; however it could still be
cooking fire in adverse conditions, such as using damp forced open by breaking the object the lock is set into. The
kindling or in strong winds. magic remains in place until opened by the caster, after which
the device must be subject to a further casting of Lock to
restore the enchantment. The Magic Point used to cast Lock
does not recover until the spell is dismissed or concludes
naturally.

Phantasm
Concentration, Ranged

Phantasm allows the caster to weave together insubstantial or


near weightless objects so that they take a shape or ghostly
form. Thus a spectral figure could be woven from a naturally
occurring mist, or a face formed in a pile of dead leaves.
Beyond this the spell has little effect, save to frighten,
intrigue or disconcert those that view it.

Sleep
Resist (Endurance), Touch

Sleep sends its recipient into a deep, peaceful sleep. It has no


effect on creatures with a SIZ greater than the caster’s POW.
Unless the target resists, it slumbers for a number of hours
Knock equal to the half the caster’s POW. However the spell takes
1d3 Rounds to take effect before the target falls unconscious.
Instant, Touch Any attempt to cast this spell in a combat situation
automatically fails.
Knock magically unfastens any device that is currently
secured with a mechanical bar or lock. It does not work on
magically locked objects, only mundane ones. The spell only
affects a single fastening, so if there are several locks and
Vigour
bars securing the object, the spell will need to be recast for Touch
each one.
Vigour makes the recipient feel alive and energetic, being
used to offset the effects of strenuous physical labour. For the
Light spell’s duration, all Fatigue effects gained from laborious
activity are ignored (but return on the spell’s dismissal).
Concentration, Ranged

Light must be cast on an inanimate object (this could be a


branch, sword blade, spear point, torch and so on). It
Witchsight
produces enough light to illuminate an area as though with a Ranged, Resist (Willpower)
lantern. It can also be cast directly against a Darkness spell to
counter it. In this case both spells are consumed, leaving the Witchsight allows the caster to see active magic, enchanted
ambient light to illuminate the area. items and invisible entities (although such things are simply
shadowy representations) that lie within range and line of
sight. It can also penetrate illusions or discern the true guise
Lock of shapeshifted creatures. Beings which wish to remain
hidden or disguised must win an Opposed Roll of their
Special Duration, Touch Willpower versus the casting roll.
Lock magically secures any device that already has a
mechanical bar or lock present. A Locked device can be

67
Mythras Imperative

Superpowers Durability
The superpowers included here provide a core power that is Hit points are calculated using CON+SIZ+POW and Healing
either always active, or can be activated at will. Core powers Rate is calculated using CON+ half POW, rounded up.
can also have special stunts called Boosts that require the Boost: Spend 2 Power Points as a free action to regain
expenditure of Power Points to activate. A character that Healing Rate in lost Hit Points or a lost level of Fatigue.
reaches 0 Power Points cannot use Boosts or any core powers
with a cost until Power Points are regained.
Limits are optional disadvantages that can be placed on a Elemental Control
character, core powers, or Boosts. Each Limit details the
circumstances in which it applies and the Games Master must Choose a specific material or type of energy. Spend an action
approve any Limit chosen. to control up to half POW in cubic metres of the element
A character may also take up to two Limits from the list anywhere within POW metres. May alter the basic form, or
starting on page 70, with one providing a bonus Boost, or two create complex shapes with a successful Craft (specific
granting a bonus core power. element) check. Upon creation choose either a close combat
attack or a ranged attack. The close combat attack has a reach
of Very Long and the ranged attack has a range of 8/24/100,
Powers then choose any two Combat Effects. Damage and force/size
is determined by POW: 8 or less: 1d4/T, 9-12: 1d6/S, 13-15:
1d8/M, 16-18: 1d10/M, 19+: 1d12/L.
Animation Boost: Spend 3 Power Points to sheathe the character in the
Animate 2 cubic metres of non-living materials within POW element for the scene. Solid materials gain an armour value
in metres to create a construct, usually in a humanoid form. equal to one fifth POW, rounded up. If it is energy, unarmed
The cost in Power Points is equal to the armour value of the attacks inflict extra damage equal to the base damage of the
highest value material used, which is also the base armour power and unarmed attacks against the character suffer the
value of the construct. Constructs have a base STR of 2d6+16 same damage to the limb used.
(23), SIZ of 1d6+12 (15), and a DEX of 1d6+8 (11), with Hit
Points determined as normal. The character must use actions
to direct the construct and it uses the character’s skills for any
Energy Blast
rolls. If the construct takes a Serious Wound to the chest or Fire blasts of a specific type of energy out to a range of
abdomen, make an opposed Endurance check against the 10/30/120 and choose two Combat Effects to apply at time of
attack roll. If unsuccessful the construct immediately creation. Damage and force is determined by the character’s
collapses. Example Armour Values/ Power Point Cost: POW: 8 or less: 1d6/S, 9-12: 1d8/M, 13-15: 1d10/M, 16-18:
Plastic or Soft Wood: 2, Concrete or Hard Wood: 4, Soft 1d12/L, 19+: 2d6/L. To hit, the character rolls against either
Metal or Stone: 6, Hard Metal: 8 an applicable Combat Style for the power, or uses Unarmed.
Boost: Spend 2 Power Points to instantly move the construct Boost: Spend 2 Power Points and an action to inflict +1d6
to another source of the same material within POW in metres. damage on the next energy blast attack.

Combat Expert Enhanced Reactions


Choose one type of combat expertise from the list below, plus Gain a bonus to initiative rolls equal to the critical range of
one for every boost spent. Athletics skill and never end up prone after using Evade.
Melee expertise grants one bonus Action Point that can only Boost: Spend 1 Power Point to make the next Athletics or
be used defensively, and effective weapon size is increased Acrobatics check one difficulty grade easier.
by one step for attacks and parries. Ranged expertise reduces
the situational modifiers by two grades instead of one when
aiming and reload time of ranged weapons is reduced by one. Enhanced Speed
Boost: Spend 2 Power Points to gain an extra Action Point Increase base movement by a multiplier based on
that can only be used to Attack or Ready Weapon. DEX+POW. Maximum speed outside of combat is equal to
ten times the modified movement in kilometres per hour.

DEX+POW: 12 or less: x2, 13-24: x3, 25-36: x4, 37+: x5.

68
Magic & Powers

Boost: Spend 2 Power Points to gain an extra Action Point


that can only be used to Change Range, Move, or
Outmanoeuvre.

Enhanced Strength
Damage bonus is calculated using STR+SIZ+POW and
maximum lift is determine by the character’s STR+POW: 12
or less: 1 tonne, 13-24: 2 tonnes, 25-36: 3 tonnes, 37+: 5
tonnes. Unarmed attacks count as large size and melee and
thrown objects have their size or force increased by one.

Boost: Spend 3 Power Points to double maximum lift for one


action or task.

Flight
Gain a flight speed equal to POW in metres, with a maximum
speed outside of combat equal to ten times movement in
kilometres per hour.

Boost: Spend 3 Power Points during an aerial Move action to


initiate a charge attack during the movement.

Heightened Sense
Choose one sense. Perception checks with that sense are one Boost: When doubles are rolled spend 3 Power Points to gain
skill grade easier. a temporary Luck Point which must be used by the end of the
Boost: Spend 2 Power Points to use the core power for a scene.
different sense.
Regeneration
Inherent armour Regain one Hit Point to all wounded locations at the start of
Provides an armour value to all locations equal to one third each round as long as the location has not sustained a Major
of CON, rounded up. Characters may choose to reduce the Wound.
value of a location by up to two points to add it to another Boost: Enter a healing trance and spend 1 Power Point per
location; for example lowering the value of their right arm to hour to regain one Hit Point to a location with a Major
add to their head. Wound.
Boost: When struck by an attack, gain an extra armour point
against it for each 1 Power Point spent. Savant
Choose three skills with one characteristic in common and
Life Support checks with them are one grade easier.
Gain immunity to two environmental conditions or biological Boost: When using a specialised skill such as Craft or
requirements. Science that is also a Savant skill, spend 3 Power Points to
Boost: Gain immunity to two additional environments or gain a speciality the character doesn’t have for one task at the
requirements. same level as the Savant skill.

Lucky Teleport
Calculate base Luck Points with CHA and half of POW, Teleport to any visible point within POW in metres as a move
rounded up. action.

69
Mythras Imperative

Boost: Spend 2 Power Points to teleport up to half of POW Limited Power


in metres, rounded up, as a free action.
The power or boost only works under specific conditions or
has some reduced effect determined by the Games Master.
Vaporous Form
As an action turn into a cloud of vapour or fine particles that
Physical Limitation
is incapable of interacting with the physical world but is The character has a persistent limiting condition, such as
immune to physical attacks. Gain a flying speed equal to one- blindness, permanent Hit Point loss to a location, or reduced
third POW in metres and pass through openings of any size. mobility.
Energy based attacks inflict half damage to the character’s
Power Points. If reduced to 0 Power Points the character Vulnerability
returns to a solid state and must make a Hard Endurance
check of fall unconscious for 1d6+1 minutes. The character takes double damage from a specific form of
attack. Alternately the character must make Hard Endurance
Boost: Spend 3 Power Point to solidify one hit location for checks each turn when 5 metres of a specific substance or
one action. suffers a level of Fatigue.

Limits
Activation Cost
The character spends 2 Power Points
to activate a core power, or increases an boost’s cost by 2
Power Points. Alternately a continuous power costs 1 Power
Point at the start of each turn to maintain.

External Power Source


The source of the character’s powers is
an artefact or device. If small or
handheld, the source is vulnerable to
Special Effects such as Disarm Weapon or
Take Weapon. If it’s large, it requires at
least one minute to don or activate before
the powers can be used.

Fatal Flaw
The character must consume or make
contact with a substance every four hours or
suffer a level of Fatigue. A successful
Endurance check can stave this off, but
the difficulty of this check increases by
one grade for each additional four hours the
requirement isn’t met.

Limited Control
With actions involving the power or
boost, the character’s range of critical
failure increases to 90-00.

70
Creatures
T Giant Ant
his section contains a small sample of creatures and
various Creature Abilities. The list of sample
creatures is not exhaustive, but provides a good SIZ: 14, Action Points: 2, Damage Modifier: +1d2,
template for developing one’s own creatures, or adapting Magic Points: 4, Initiative Bonus: +11, Move: 12m
them from other sources. All the creatures follow the Mythras
Imperative rules outlined and explored in this document; Abilities: Formidable Natural Weapons
however, in order to reflect the challenge some creatures (the
Skills: Athletics 67%, Brawn 68%, Endurance 74%, Evade
dragon being a prime example) should pose, the rules have
56%, Perception 53%, Track 66%, Willpower 48%
been slightly adjusted to allow for the creature’s relative
power level. Combat Style: Ant Attack (Mandibles and Sting) 67%

Bite (Size: M, Damage 1d6+1d2)


Sample Creatures Sting (Size: M, Damage 1d4+1d2)
Use these Sample Creatures as the inspiration for your own Hit Locations, Armour Points/Hit Points
creations, adapting the templates as needed for the scenario,
level of challenge desired, and so on. The creatures represent
1d20 Location AP/HP
typical examples of their species: greater and lesser forms
will exist, with higher and lower skills, Combat capabilities, 1 Right Rear Leg 4/6
and Hit Points. Note that most of these creatures have certain
Abilities. These are fully described on pages 76 to 79. 2 Left Rear Leg 4/6

3 Right Middle Leg 4/6

4 Left Middle Leg 4/6

5-9 Abdomen 4/9

10-13 Thorax 4/6

14 Right Front Leg 4/6

15 Left Front Leg 4/6

16-20 Head 4/7

71
Mythras Imperative

Bear Crocodile/Alligator
SIZ: 34, Action Points: 3, Damage Modifier: +1d12, SIZ: 37, Action Points: 2, Damage Modifier: +2d6,
Magic Points: 7, Initiative Bonus: +13, Move: 8m Magic Points: 7, Initiative Bonus: +13, Move: 6m

Abilities: Intimidate, Night Sight Abilities: Camouflaged, Cold Blooded, Swimmer

Skills: Athletics 68%, Brawn 79%, Endurance 66%, Evade Skills: Athletics 47%, Brawn 99%, Endurance 78%, Evade
46%, Perception 60%, Stealth 66%, Survival 60%, Swim 32%, Perception 49%, Swim 80% Willpower 44%
68%, Track 66%, Willpower 44%
Combat Style: Lurking Death (Bite and Tail) 67%
Combat Style: Ursine Fury (Bite and Claws) 78%
Bite (Size: H, Damage 1d10+2d6)
Bite (Size: L, Damage 1d8+1d12,)
Tail (Size: H, Damage 1d8+2d6 – can make Sweep attack)
Claw (Size: H, Damage 1d8+1d12)
Hit Locations, Armour Points/Hit Points
Hit Locations, Armour Points/Hit Points
1d20 Location AP/HP
1d20 Location AP/HP
1-3 Tail 5/12
1-3 Right Rear Leg 3/10
4-5 Right Rear Leg 5/12
4-6 Left Rear Leg 3/10
6-7 Left Rear Leg 5/12
7-9 Hindquarters 3/11
8-10 Hindquarters 5/13
10-12 Forequarters 3/12
11-14 Forequarters 5/14
13-15 Right Front Leg 3/10
15-16 Right Front Leg 5/12
16-18 Left Front Leg 3/10
17-18 Left Front Leg 5/12
19-20 Head 3/10
19-20 Head 5/13

72
Creatures

Dragon Goblin/Orc
SIZ: 50, Action Points: 4, Damage Modifier: +2d8, SIZ: 11, Action Points: 2, Damage Modifier: 0, Magic
Magic Points: 19, Initiative Bonus: +19, Move: 12m/ Points: 11, Initiative Bonus: +11, Move: 6m
18m Flying
Abilities: Night Sight
Abilities: Breathe Flame, Cold Blooded, Dark Sight, Diving
Strike, Engulfing, Flying, Formidable Natural Weapons, Skills: Athletics 52%, Brawn 42%, Deceit 57%, Endurance
Immunity (Fire), Terrifying, Trample 48%, Evade 62%, Perception 61%, Unarmed 52%,
Willpower 42%
Magic: 78% (Befuddle, Cleanse, Coordination, Find
Treasure, Mindspeech, Spiritshield, Vigour, Witchsight) Combat Style: Warrior (Shortsword, Shield, Spear, Sling)
62%
Skills: Athletics 80%, Brawn 120%, Deceit 78%, Endurance
92%, Evade 68%, Fly 90%, Insight 78%, Locale 68%, Lore Shortsword (Size: M, Damage 1d6)
(Dragon) 68%, Perception 78%, Teach 58%, Willpower 78% Spear (Size: M, Damage 1d8+1)
Combat Style: Death and Destruction (Bite, Claws, Tail Shield (Size: L, Damage 1d4, Protects 3 locations for Passive
Sweep) 90%; Flame Breath 80% Blocking/Warding)
Bite (Size: E, Damage 1d12+2d8) Hit Locations, Armour Points/Hit Points
Tail (Size: E, Damage 1d10+2d8 – can make Sweep attack)
1d20 Location AP/HP
Claw (Size: E, Damage 1d10+2d8)
1-3 Right Leg 1/5
Flame Breath: 4d6. The fire breathed by a dragon stretches in
a cone for a number of metres in length equal to the dragon’s 4-6 Left Leg 1/5
CON, and a number of metres wide equal to a quarter of
CON. Anything caught in the blast ignites if flammable, and 7-9 Abdomen 1/6
the heat is powerful enough to melt un-enchanted metals.
10-12 Chest 1/7
Trample (Size: C, Damage 4d8)

Hit Locations, Armour Points/Hit Points 13-15 Right Arm 1/4

16-18 Left Arm 1/4


1d20 Location AP/HP
19-20 Head 1/5
1-2 Tail 8/17

3-4 Right Rear Leg 8/17

5-6 Left Rear Leg 8/17

7-8 Hindquarters 8/18

9-10 Right Wing 8/16

11-12 Left Wing 8/16

13-14 Forequarters 8/19

15-16 Right Front Leg 8/17

17-18 Left Front Leg 8/17

19-20 Head 8/17

73
Mythras Imperative

Horse Minotaur
SIZ: 31, Action Points: 2, Damage Modifier: +1d12, SIZ: 22, Action Points: 2, Damage Modifier: +1d6,
Magic Points: 7, Initiative Bonus: +11, Move: 12m Magic Points: 11, Initiative Bonus: +12, Move: 8m

Abilities: Trample Abilities: Intimidate

Skills: Athletics 52%, Brawn 83%, Endurance 66%, Evade Skills: Athletics 57%, Brawn 79%, Customs 66%,
40%, Perception 48%, Willpower 34% Endurance 66%, Evade 40%, Insight 44%, Locale 56%, Lore
(Herding) 66%, Perception 54%, Unarmed 57%, Willpower
Combat Style: Rear and Plunge (Hoofs) 62% 42%
Hoof (Size: H, Damage 1d6+1d12) Combat Style: Minotaur Warrior (Two Handed Axe, 2H
Hit Locations, Armour Points/Hit Points spear used one handed, Hoplite Shield, Gore) 67%

Axe (Size: E, Damage 2d8+2+1d6)


1d20 Location AP/HP
Spear (Size: H, Damage 1d8+1+1d6)
1-3 Right Hind Leg 1/9
Shield (Size: E, Damage 1d8+1d6)
4-6 Left Hind Leg 1/9
Gore (Size L, Damage 1d8+1d6)
7-9 Hindquarters 1/10
Hit Locations, Armour Points/Hit Points
10-12 Forequarters 1/11 1d20 Location AP/HP

13-14 Right Front Leg 1/8 1-3 Right Leg 0/7

15-16 Left Front Leg 1/8 4-6 Left Leg 0/7

17-20 Head 1/9 7-9 Abdomen 0/8

10-12 Chest 0/9

13-15 Right Arm 0/6

16-18 Left Arm 0/6

19-20 Head 3/7

74
Creatures

Shark Skeleton
SIZ: 42, Action Points: 3, Damage Modifier: +2d6, Animated skeletons are susceptible to weapons delivering
Magic Points: 7, Initiative Bonus: +13, Move: 12m blunt-force trauma, which smashes the bone (or chitin), and
(swim) disrupts the joints. Such weapons increase their damage dice
by one step when used against skeletons (for example a club
Abilities: Blood Sense, Frenzy, Swimmer with 1d6 damage would become 1d8). On the other hand
Skills: Athletics 87%, Brawn 87%, Endurance 66%, Evade skeletons are resistant to slashing and thrusting weapons.
55%, Perception 57%, Swim 91%, Willpower 34% Reduce the damage dice of slashing weapons by one step,
and thrusting weapons by two steps.
Combat Style: Jaws (Bite), 81%
SIZ: 13, Action Points: 2, Damage Modifier: +0,
Bite (Size: E, Damage 1d10+2d6 Magic Points: 16, Initiative Bonus: +14, Move: 6m

Hit Locations, Armour Points/Hit Points Abilities: Undead

1d20 Location AP/HP Skills: Athletics 68%, Brawn 45%, Endurance 44%, Evade
72%, Perception 57%, Unarmed 68%, Willpower 72%
1-3 Tail 2/12
Combat Style: Skeletal Warrior (Sword, Spear, Peltast
4-6 Dorsal Fin 2/11 Shield) 68%, Formation Fighting

7-10 Hindquarters 2/13 Sword (Size: M, Damage 1d6)

Spear (Size: H, Damage 1d8+1)


11-14 Forequarters 2/14
Shield (Size: L, Damage 1d4)
15-16 Right Fin 2/11
Hit Locations, Armour Points/Hit Points
17-18 Left Fin 2/11
1d20 Location AP/HP
19-20 Head 2/12 1-3 Right Leg 1/5

4-6 Left Leg 1/5

7-9 Abdomen 1/6

10-12 Chest 1/7

13-15 Right Arm 1/4

16-18 Left Arm 1/4

19-20 Head 1/5

75
Mythras Imperative

Xenomorphic Alien should have up to three Abilities that are applicable to their
nature and environment. A demonic spider, for example,
SIZ: 16, Action Points: 3, Damage Modifier: +1d6, might have Adhering, Grappler and Vampiric. However, in
Magic Points: 11, Initiative Bonus: +18, Move: 8m exceptional cases, more Abilities are allowed to reflect the
awesome nature of the creature being described.
Abilities: Camouflaged, Frenzy

Skills: Athletics 77%, Brawn 68%, Endurance 56%, Evade Adhering


80%, Perception 62%, Stealth 76%, Track 64, Willpower The creature can move freely on vertical surfaces, and even
52% move upside down on a ceiling with no special equipment.
Such Movement is always at half the creature’s normal
Combat Style: Parasitic Alien Horror (Bite, Claw and Tail) Movement rate.
77%

Bite (Size: M, Damage 1d4+1d6) Aquatic


The creature breathes water rather than air, generally
Claw (Size: M, Damage 1d4+1+1d6)
possessing gills or a skin capable of absorbing dissolved air
Tail (Size: L, Damage 1d6+1d6 – can make Sweep attack) directly. If taken out of water and their breathing organs
allowed to dry out, they begin to suffocate after their CON in
Hit Locations, Armour Points/Hit Points minutes if remaining passive or half that time if moving or
fighting.
1d20 Location AP/HP
1-3 Tail 6/5 Blood Sense
Allows the creature to detect blood over great distances,
4-5 Right Rear Leg 6/6 either carried by wind or water. Traces of blood can be sensed
at a distance of up to 1d6+6 kilometres.
6-7 Left Rear Leg 6/6
Breathe Flame
8-10 Abdomen 6/7 The creature breathes flame over an area as a Combat Action.
The flame covers a cone in front of the creature, which
11-14 Chest 6/8 stretches for its CON in metres. At the furthest extent, the
width of the cone is one quarter of the creature’s CON. Any
15-16 Right Arm 6/5 creature caught in the flame suffers fire-based damage to all
hit locations, though a character can attempt to Evade to
17-18 Left Arm 6/5 halve this damage. Armour Points count as normal unless
otherwise noted.
19-20 Head 6/7 A creature can only breathe flame once in a specified time
period (usually once per hour or once per day). Further
attempts to breathe flame within this time require the creature
Whenever the xenomorph is injured, its acidic blood sprays to pass Endurance rolls with each roll becoming one grade
out over an attacker within hand-to-hand range. It inflicts 1d3 harder, or suffer a level of Fatigue.
damage for 1d3 rounds to a random Hit Location. The acid
will eat through armour first before affecting the flesh below.
Burrower
The creature is adept at tunnelling through the ground at its
Creature Abilities normal Movement rate. Some creatures are limited in the
kind of ground they can move through, which is noted in the
A Creature Ability is something it can do naturally as a result creature’s description.
of its physiology, biology, innate magic, and so forth. Birds,
for example, can flap through the air, and so Flying is an Camouflaged
ability. The creature is adept at hiding due to its colouration or
Each of the following Abilities is described in terms of its unusual surface texture. Those attempting to spot the creature
game effects, and how it may affect interactions with others. suffer a penalty to Perception of two difficulty grades.
Not all these Abilities are on display in the Sample Creatures
provided earlier, but they show how seemingly mundane
creatures can be turned into something unique, challenging,
or downright terrifying. As a general rule of thumb, creatures

76
Creatures

Characteristic Drain Echolocation


The creature has the innate ability to drain temporary The creature senses its environment through reflections of
Characteristic points from the target of their attacks. The type sonic waves. This means that it can perceive others that may
of attack, the Characteristic affected, and how to resist the be either motionless or hidden. In such circumstances, using
draining effect is detailed in the creature’s description. a Stealth roll to attempt to remain unperceived by the creature
is two grades more difficult.
Cold-Blooded
The creature does not need to eat frequently. One meal a Engulfing
week is sufficient to keep it healthy and well fed, and gorging The creature has an orifice which can swallow targets whole.
itself on a large amount of meat will remove the need to eat The maximum size of an engulfed victim is figured as half
for a month. Conversely, when exposed to temperatures the creature’s own SIZ but may be less than this depending
below 15 degrees Celsius, its reflexes become muted, on the creature’s physiology. When engulfed the victim
suffering a penalty of –6 to Initiative, and the loss of one suffers at least one damage roll based on the creature’s bite
Combat Action per round. Below 5 degrees Celsius cold- attack before being swallowed – the time spent chewing
blooded creatures become completely torpid, entering a depends on the creature, and how sensitive its innards are. If
helpless catatonic state. still alive a swallowed victim will begin to suffocate, likely
dying by asphyxiation before suffering any noticeable
Dark Sight damage from stomach acid. Realistically, an engulfed victim
lacks the mobility to move inside the digestive tract or the
Allows the creature to see normally in the complete absence
creature is so large that he will die long before he can cut its
of light.
way out.
Death Sense
Flying
In tune with the powers of death, the creature can sense the
The creature automatically succeeds in everyday moving and
death of living things, and dead flesh at a range of up to half
manoeuvring whilst flying, and need not roll their Fly skill
its INT in kilometres.
unless attempting an unusually difficult task, such as flying
against a powerful wind, evading a ranged attack in the air, or
Disease Immunity out-manoeuvring an aerial foe. A flyer may substitute the Fly
The creature is immune to all diseases. All creatures without skill (base STR+DEX) for Evade whilst fighting whilst aloft.
SIZ automatically have this ability, although it is not
specifically listed in their descriptions. Formidable Natural Weapons
This creature is able to actively parry or deflect attacks using
Diving Strike its natural weapons. This is due to a combination of fighting
Some creatures can plummet from the sky or surge through style and possessing natural armament being formed from
the waters to attack their prey, striking with incredible force. resilient substances such as horn, chitin or bone which are
This is effectively charging for creatures which are not land able to shrug off damage from manufactured weapons. Note
based. Diving Strike increases both the Size of the attack, and that creatures lacking this trait either rely on their natural
the creature’s Damage Modifier by one step, for this attack armour to turn blows or use Evade.
only. A diving strike may only be used once per round. The
creature must be at least one full round of Movement above Frenzy
its target (or possibly below if submerged) in order to use the
When wounded or exposed to a particular substance – blood
diving strike.
for instance – the creature must succeed in a Willpower roll
or enter a frenzy. The frenzy lasts a number of rounds equal
Earth Sense to the creature’s CON. During the frenzy they must only
Some creatures are so in tune with the underground world spend Combat Actions on attacking or moving towards
that they can work perfectly well in the total darkness of the combat. Spellcasting, parrying, evading, and anything else is
deep. By sensing vibration and air pressure, a creature with forbidden; all thoughts of self-preservation washed away in a
Earth Sense can fight, and make Perception rolls with no red haze. In return, the creature no longer suffers pain or
penalty as long as their target is no more than their INS in fatigue, and is impervious to mental control. During this time
metres away. If using Earth Sense above ground the range is it is immune to all the detrimental effects of Serious Wounds,
halved. although a Major Wound will still incapacitate. If still alive,
once the frenzy finishes the creature automatically gains a
fatigue level of Exhausted.

77
Mythras Imperative

Gaze Attack Life Sense


The creature has a gaze attack. This attack may be active (the In tune with the rhythms of nature, this creature can
creature must consciously spend an Action Point on its turn determine the vitality of any living creature by touch alone.
to use it on a foe) or passive (anyone looking at the creature If the creature makes a successful Perception roll, it learns of
is affected), as listed in the creature’s description. the target’s current injuries, Fatigue level, and whether it is
currently afflicted by any poison or disease. The creature is
Grappler also aware of any form of life within a number of metres
equal to its Willpower skill, which may make Stealth difficult
If the creature successfully strikes in combat, it can
to accomplish.
immediately seize hold of the opponent in addition to
inflicting damage. If the creature’s attack was parried (or the
creature itself is parrying), then the creature is granted the Magic Sense
Grip effect against the opponent’s limb or the Pin Weapon Similar to Life Sense but permits the creature to detect
effect against his weapon instead. The creature always uses magical emanations over the same distances. If the creature
its Brawn skill to resist a victim from breaking free. touches another and makes a successful Perception roll, it
learns of the target’s current magic points, carried
Hold Breath enchantments, and active spells.
The creature can hold its breath for extended periods of time.
If prepared and remaining fairly static, the creature can hold Multi-Headed
its breath for a number of minutes equal to its CON. This The creature gains an additional Combat Action per extra
period is halved if the creature is active, such as when head possessed beyond the first. These are lost as each
swimming or fighting. individual head is incapacitated or severed. Provided one
head remains active, the creature can still control its shared
Immunity body. When a multi-headed creature resists spells which
affect emotions or intellect, it rolls individual saves for each
The creature is completely immune to damage caused by one
still intact head.
type of source. This source (cold, fire, iron, etc.) will be noted
in the creature’s listing, but a narrative description may be
necessary for some of the more specific immunities. Multi-Limbed
Similar to Multi-headed, the creature gains an additional
Intimidate Combat Action per extra pair of limbs (beyond the first) it can
bring to bear during combat – those normally used to hold up
The creature may intimidate opponents as a prelude to
or move the creature do not count. These extra Combat
combat or to avoid it altogether: growls, snarls, lowering of
Actions can only be used to perform actions with those
horns, and so forth. Opponents must make an unopposed
specific limbs, and are lost as each pair are immobilised or
Willpower roll to hold their ground; a success allows a
incapacitated.
character to stand his ground, whereas a failure indicates that
they must spend the next round instinctively placing distance
between themselves and the creature. If he fumbles the Night Sight
Willpower roll, then the character flees at maximum speed. A Allows the creature to treat partial darkness as illuminated
critical success allows the character to ignore any further and darkness as partial darkness.
intimidation attempts by the creature or its brethren during
that encounter. The effect continues for as long as the Poison Immunity
creature continues to act in a threatening manner, which
The creature is immune to all poisons. All creatures without
includes it making an attack.
SIZ automatically have this Trait, although it is not
specifically listed in their descriptions.
Leaper
The creature uses Leaping attacks as described on page 47 Regeneration
but can combine the leap with a physical attack such as a
The creature is able to regenerate Hit Points lost to damage.
claw or bite. If the leaping creature wins the opposed leap
The speed of regeneration varies depending upon the
attack roll, it automatically inflicts damage for one of its
creature. Unless specifically noted, regeneration does not
natural weapons on the target. This damage cannot be parried
replace lost limbs, and the severing of a vital location (head,
except by Passive Blocking.
chest or abdomen) will still result in death

78
Creatures

Swimmer
The creature automatically succeeds in everyday moving and
manoeuvring whilst swimming and need not roll their Swim
skill unless attempting an unusually difficult task, such as
swimming against a powerful tide or leaping up a waterfall.
A swimmer may substitute the Swim skill for Athletics and
Evade rolls whilst in water.

Terrifying
The creature’s appearance, form or aura is so terrifying it
forces viewers to make an unopposed Willpower roll.
Success indicates the viewer is shaken for one round and
cannot act offensively. Failure causes them to flee in terror. A
fumble causes the viewer to collapse unconscious from the
shock. Only a critical success allows the viewer to act
unhindered. The viewer need not make any further checks for
the remainder of the combat, even if more of the same
creatures are present. Repeated exposure to a specific type of
Terrifying monster may eventually permit the skill check to
become one or more grades easier.

Trample
The creature is able to trample beings with a SIZ of half or
less than its own, using its Athletics skill to attack. This
inflicts damage equal to twice the creature’s base Damage
Modifier and increases the Size of the attack by one step.
How, and when trample is used depends on the
circumstances. If engaged in combat the creature may
trample a prone opponent on its turn, but this costs an Action Venomous
Point. If the trample is performed whilst the creature is The creature has a venomous bite, sting or other means of
moving or charging over an opponent, then the trample is a attack.
Free Action.
Wing Buffet
Undead The creature is so large it can damage opponents by beating
Being already dead, the creature is immune to the its wings. This requires an Attack Action and does damage
consequences of both fatigue and severe injuries. Undead are equal to its damage bonus to those within 3 metres of the
thus immune to all the detrimental effects of Serious Wounds. front or side of the creature.
Even Major Wounds do not incapacitate them, although they
can still have locations severed or shattered as per normal.
Treat the head or chest location of the undead creature as the
area where the spirit or magic has been bound. Any location
(and those contiguous to it) which is smashed or severed
from the bound area ceases to function, but the remainder of
the body can continue if it still has limbs with which to act. A
Major Wound to the magic-infused location destroys the
undead outright. Only fully corporeal dead creatures may
possess the Undead trait.

Vampiric
The creature drains its victim’s blood, causing an increase in
Fatigue levels. The creature must use a bite attack, and cause
damage with the bite to be able to drain blood at the rate
described in the creature’s description.

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TDMORC002

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