TDMORC002 Mythras Imperative 071223
TDMORC002 Mythras Imperative 071223
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 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.
2
Introduction
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:
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.
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.
6
Characters
Each 6
71–80 +1d8+1d6 points
+1
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.
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
7
Mythras Imperative
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
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
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.
9
Mythras Imperative
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.
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
12
Characters
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
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
15
Mythras Imperative
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.
17
Mythras Imperative
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?
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
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.
21
Mythras Imperative
22
Skills
23
Mythras Imperative
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
24
Skills
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
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
26
Game System
27
Mythras Imperative
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 Levels
Skill Grade Movement Initiative Action Points Recovery Period
Fresh – – No Penalties – –
Comatose No Activities Possible No Activities Possible No Activities Possible No Activities Possible 48 hours
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
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
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.
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
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
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
37
Mythras Imperative
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.
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.
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.
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
Arise X
Firearms: Attacker
Bleed X Cutting Weapons
Criticals
Damage Weapon X X
Disarm Opponent X X
Grip X Unarmed
Prepare Counter X X
Rapid Reload X X
Scar Foe X X
Trip Opponent X X
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.
44
Combat
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.
Close Combat
normally performed via a Combat Action such as
Outmanoeuvre, or use of the Withdraw Special Effect.
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.
47
Mythras Imperative
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
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
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.
51
Mythras Imperative
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
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
Starship Hulls
Size Structure Civilian Hull Value Military Hull Value Example
54
Vehicles
Sluggish Medium 2
Mediocre Huge 4
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
Ground Vehicle
The vehicle is capable of ground travel.
56
Vehicles
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
58
Vehicles
59
Mythras Imperative
Enormous Advanced Weapons (e.g. Missile Systems) Spinal Mounted Weapons (one only)
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
61
Mythras Imperative
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
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).
63
Mythras Imperative
64
Magic & Powers
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.
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
65
Mythras Imperative
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.
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
Sleep
Resist (Endurance), Touch
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.
68
Magic & Powers
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.
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.
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
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.
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%
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
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)
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
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%
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
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
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
76
Creatures
77
Mythras Imperative
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.
79
TDMORC002