This part, in a series of at least two, lists all of the Vocations that Tom has 'fixed' for use in his Mythus Prime campaign. It includes a listing, with Primary TRAIT and Minimum SEC, a revised K/S listing for use therein, TRAIT limitations to Heka-Generating K/S Areas,
=====> Available Vocations Vocation Primary TRAIT Minimum SEC Alchemist Mental 5 Assassin Physical 1 Astrologer Spiritual 4 Bandit Physical 1 Burglar Physical 2 Cavalier Physical 6 Demonurgist Mental 5 Doctor/Surgeon Mental 4 Engineer Physical 4 Dweomercraefter Mental Black 1 Elemental 4 Green 1 Gray 4 White 5 Mercenary/Soilder Physical 1 Merchant Mental 4 Mountebank Mental 1 Mystic/Seer Spiritual 2 Pirate Physical 1 Poet/Musician Mental 3 Priest Spiritual Varies by Mythos Riverfolk Physical 1 Scholar Mental 5 Seafarer/Mariner Physical 2 Street Youth Player's Choice 1 Thaumaturge Spiritual 3 Theurgist Spiritual 5 Thief Mental or Physical 1 Wisewoman/ Wiseman Spiritual 1 =====> Revised Available K/S Area Lists by TRAIT **Mental K/S Areas** Agriculture Apotropaism* Appraisal Astronomy Biography/Genealogy Botany Business Administration Chemistry Criminal Activities, Mental Deception Demonology* Dweomercraeft* Engineering Foreign Language x Gambling Games, Mental Gemology Geology/Mineralogy History Influence Law Magick* Mathematics Military Science Navigation Perception (Mental) Political Science Public Administration Rarities Subterranean Aerth Toxicology **Physical K/S Areas** Acrobatics/Gymnastics Arms & Armor Boating Combat, Hand Weapons Combat, HWs, Missile Combat, HTH, Lethal Combat, HTH, Non-Lethal Criminal Activities, Physical Disguise Drawing Escape First Aid Handicrafts/Handiwork Hunting/Tracking Mountaineering Perception (Physical) Police Work Riding Seamanship Smithing/Welding Survival Swimming/Diving Tolerance **Spiritual K/S Areas** Alchemy* Animal Handling Astrology* Charismaticism Conjuration* Herbalism* Impersonation Jury-Rigging Leadership Metaphysics* Multiversal Planes & Spheres Music Composition Mysticism* Nature Attunement Necromancy* Occultism Painting (Artistic) Phaeree Folk & Culture Priestcraeft* Religion* Sorcery* Street-Wise Thespianism * Heka-generating K/S x Handled specially, see Mythus Prime Rules Description K/S Areas indented are described in full in the Advanced Dangerous Journeys rules. =====> TRAIT Limitations to Heka-Generating K/S Areas Trait Total Heka-Generating K/S Area Limit* Note: This can be an important variable to a Persona's Vocation bundle. If TRAIT limitations require the removal of excess Heka-Generating Areas, simply increase Under 30 : 1 one other Heka-Generating K/S Area by one level (i.e. 20- 31-40 : 2 25, 25-30, etc.) and allow the persona bonus K/S Area 41-50 : 4 choices to fill in empty slots in the Vocation bundle. 51-60 : 7 61-70 : 9 *With respect to Spiritual K/S's, the Priestcraeft and 71-80 : 11 Religion K/S Areas are treated as one for the persona. 81 and above : 15 This is the only exception to the limit given. =====> Heroic Persona Vocations Alchemist (Mental TRAIT) Alchemy* 30 S Botany 25 M Chemistry 25 M Geology/Mineralogy 20 M Dweomercraeft* 20 M Magick* 20 M Mathematics 20 M Drawing 15 P Foreign Language: Anndarik 15 M Handicrafts/Handiwork 10 P Assassin (Physical TRAIT) Toxicology 30 M Combat, HTH, Lethal 25 P Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P Street-Wise 20 S Criminal Act., Mental 20 M Criminal Activities, Physical 20 P Deception 15 M Disguise 15 P Escape 10 P Astrologer (Spiritual TRAIT) Astrology* 30 S Mysticism* 25 S Astronomy 25 M Biography/Genealogy 20 M Foreign Language (choice) 20 M Mathematics 20 M Multiversal Planes & Spheres 20 S Metaphysics* 15 S History 15 M Combat, Hand Weapons 10 P Bandit (Physical TRAIT) Combat, HTH, Lethal 30 P Combat, HTH, Non-Lethal 25 P Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P Criminal Activities, Physical 20 P Deception 20 M Gambling 20 M Handicrafts/Handiworks 15 P Jury-Rigging 15 S Criminal Act., Mental 10 P Burglar (Physical TRAIT) Acrobatics/Gymnastics 30 P Escape 25 P Combat, Hand Weapons 25 P Combat, HTH, Lethal 20 P Appraisal 20 M Deception 20 M Criminal Activities, Physical 20 P Street-Wise 15 S Jury-Rigging 15 S Combat, Hand, Missile 10 P Cavalier (Physical TRAIT) Combat, Hand Weapons 30 P Arms & Armor 25 P Biography/Genealogy 25 M Combat, HTH, Lethal 20 P Combat, Hand Weapons, Missile 20 P Gambling 20 M Leadership 20 S Military Science 15 M Political Science 15 M Survival 10 P Demonurgist (Mental TRAIT) Sorcery* 30 S Dweomercraeft* 25 M Occultism 25 S Demonology* 20 M Metaphysics* 20 S Foreign Language (choice) 20 M Handicrafts/Handiwork 20 P Apotropaism* 15 M Influence 15 M Magick* 10 M Doctor/Surgeon/Physician (Mental TRAIT) First Aid 30 P Botany 25 M Drawing 25 P Chemistry 20 M Mathematics 20 M Herbalism* 20 S Foreign Language (choice) 20 M Influence 15 M Handicrafts/Handiwork 15 P Games, Mental 10 M Dweomercraefter (Mental TRAIT) Dweomercraeft* 30 M Alchemy* 25 S Magick* 25 M Herbalism* 20 S Foreign Language (choice) 20 M Handicrafts/Handiwork 20 P Games, Mental 20 M Jury-Rigging 15 S Chemistry 15 M Botany 10 M Engineer (Physical TRAIT) Engineering 30 M Handicrafts/Handiworks 25 P Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P Combat, HTH, Non-Lethal 20 P Jury-Rigging 20 S Mathematics 20 M Military Science 15 M Foreign Language (choice) 15 M Leadership 10 S Mercenary/Soilder (Physical TRAIT) Combat, Hand Weapons 30 P Criminal Act., Physical 25 P Escape 25 P Gambling 20 M Street-Wise 20 S Survival 20 P Combat, HTH, Lethal 20 P Combat, HTH, Non-Lethal 15 P Combat, Hand Weapons, Missile 15 P Criminal Act., Mental 10 M Merchant (Mental TRAIT) Appraisal 30 M Deception 25 M Business Administration 25 M Charismaticism 20 S Influence 20 M Rarities 20 M Combat, Hand Weapons 20 P Combat, HTH, Non-Lethal 15 P Foreign Language (choice) 15 M Games, Mental 10 M Mountebank (Mental TRAIT) Criminal Activities, Mental 30 M Combat, Hand Weapons 25 P Gambling 25 M Appraisal 20 M Criminal Activities, Physical 20 P Impersonation 20 S Street-Wise 20 S Survival 15 P Deception 15 M Alchemy* 10 S Mystic/Seer (Spiritual TRAIT) Mysticism* 30 S Astrology* 25 S Occultism 25 S Conjuration* 20 S Deception 20 M Foreign Language (choice) 20 M Metaphysics* 20 S Handicrafts/Handiworks 15 P Astronomy 15 M Combat, Hand Weapons 10 P Pirate (Physical TRAIT) Combat, HTH, Lethal 30 P Combat, HTH, Non-Lethal 25 P Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P Criminal Activities, Physical 20 P Navigation 20 M Seamanship 20 P Jury-Rigging 15 S Foreign Language (choice) 15 M Deception 10 M Poet/Musician (Mental TRAIT) Music Composition 30 S Biography/Genealogy 25 M History 25 M Influence 20 M Mysticism* 20 S Thespianism 20 S Games, Mental 20 M Rarities 15 M Combat, Hand Weapons 15 P Handicrafts/Handiwork 10 P Priest* (Spiritual TRAIT) Priestcraeft* 30 S Religion* 25 S Metaphysics* 20 S Influence 15 M Riverfolk (Physical TRAIT) Boating 30 P Nature Attunement 25 S Combat, Hand Weapons 25 P Combat, Hand, Missle 20 P Animal Handling 20 S Survival 20 P Swimming/Diving 20 P Botany 15 M Herbalism 15 S Tolerance 10 P Scholar (Mental TRAIT) History 30 M Biography/Genealogy 25 M Alchemy* 25 S Foreign Language (choice) 20 M Foreign Language (choice) 20 M Magick* 20 M Metaphysics* 20 S Influence 15 M Religion* 15 S Leadership 10 S Seafarer/Mariner (Physical TRAIT) Navigation 30 M Seamanship 25 P Boating 25 P Combat, HTH, Non-Lethal 20 P Combat, Hand Weapons 20 P Combat, Hand, Missile 20 P First Aid 20 P Foreign Language (choice) 15 M Jury-Rigging 15 S Survival 10 P Street Youth ** (Player's Choice of TRAIT) Street-Wise 30 S Escape 25 P Criminal Activities, Mental 25 M Appraisal 20 M Charismaticism 20 S Combat, HTH, Non-Lethal 20 P Criminal Activities, Physical 20 P Deception 15 M Gambling 15 M Thespianism 10 S Thaumaturgist (Spiritual TRAIT) Conjuration* 30 S Mysticism* 25 M Metaphysics* 25 S Occultism 20 S Demonology* 20 M Foreign Language (choice) 20 M Handicrafts/Handiwork 20 P Apotropaism* 15 M Influence 15 M Magick* 10 M Theurgist (Spiritual TRAIT) Priestcraeft* 30 S Astrology* 25 S Conjuration* 25 S Dweomercraeft* 20 M Magick* 20 M Occultism 20 S Combat, Hand Weapons 20 P Handicrafts/Handiworks 15 P Foreign Language (choice) 15 M Religion* 10 S Thief (Mental or Physical TRAIT) Criminal Act., Mental 30/20 M Criminal Act., Physical 30/20 P Combat, Hand Weapons 25 P Deception 25/20 M Combat, HTH, Lethal 25/20 P Street-Wise 20 S Acrobatics/Gymnastics 20 P Appraisal 15 M Escape 15 P Disguise 10 P Wisewoman/Wiseman (Spiritual TRAIT) Apotropaism* 30 M Handicrafts/Handiwork 25 P Herbalism* 25 S Priestcraeft* 20 S Religion* 20 S Agriculture 20 M Nature Attunment 20 S Conjuration* 15 S Occultism 15 S Animal Handling 10 S * Priests receive a customized bundle based on their Patron deity. These are covered in the Mythos section. ** Street Youth HPs have the following restrictions: a) the age of the HP must be 16 years b) TRAIT pool is reduced to 80 c) persona is illiterate d) no riding K/S may be possessed e) HP gains double the standard contacts
That's it (finally) for this article. More will be coming in future issues, so be warned!! :)
Since we know that HPs start off with some STEEP levels in the 40+ range,
(unless they play in Hawkeye's campaign :) I have come up with a very simple
way to limit HPs advancement without giving them extra-meager AP/G portions.
I feel that HPs should be encouraged to improve more than just one K/S, so
aftger 9 sessions I don't have some Hack who's got a 100 STEEP in Combat,
Hand Weapons but hasn't taken any advance in any other K/S.
With this rules modification, I still stick to the 5 AP/session limit on each K/S. As you can see from the table below, this makes the HP consider advancing lower-STEEP K/S Areas much more because it is so costly to advance his higher STEEP K/S.
STEEP AP Cost Multiplier 01-50 1 51-60 2 Multiply your normal cost of STEEP by the multiplier on 61-70 3 the table to determine how much it will actually cost 71-90 4 you to move up 1 STEEP point. 91+ 5
Multiplier: This ornate, jewelled dagger has a surprising effect when thrown. While in the air, travelling at the target, it magickally splits into four separate blades. These either all hit or miss, and when they hit each rolls for Strike Location separately. The dagger also has 5 additional WP.
Backbiter: Somehow, this stiletto knows when it is being used during attacks which utilize surprise and/or ambushing. If either situation occurs, it will vibrate quickly and faintly glow dark red. When used during such an attack, Backbiter subtracts 10 from any Strike Location rolls, and adds one to the multiplier. This effect only works during the CT that the trap or surprise is sprung on its victims.
Frostbite: This thin, intricatly carved dagger is made of pure white iron. It almost looks like a solid white icicle, and when unsheathed, burns with an icy blue flame. Anyone within a foot or so can feel the cold emanating from the blade. The dagger has +5 WP, and will do an additional 1D6 Cold PD when used. The 1D6 is multiplied by a 1D3 Exposure Roll, and is also affected by the Strike Location roll. Add the two multipliers together to get the final one. For example, if you hit and roll Vital (x2) and Frostbite gets a x3 Exposure roll, it'll do 1D6x5 PD.
Name: Haru Invuln. Size: Human Cold, Spiritual Attack Initiative: Human Move: 92yds/BT Susceptible. Joss: 0 Chemical (x2) Dodging Factor: 5% Mental 58 Physical 92 Spiritual 60 MR 26 MM 32 PM 40 PN 52 SP 30 SM 30 MRCap 10 MMCap 12 PMCap 15 PNCap 18 SPCap 10 SMCap 10 MRPow 8 MMPow 10 PMPow 15 PNPow 18 SPPow 10 SMPow 10 MRSpd 8 MMSpd 10 PMSpd 10 PNSpd 16 SPSpd 10 SMSpd 10 Attacks: BAC T Dmg Dagger(x3) 40 P 2D6+3 Crossbow, M 37 P 3D6 Spurs (x2) 40 P 2D3+3 Armor (Average Values): P 10 C 13 B 12 F 6 Chem 0 Stun 9 Elec 1 K/S Areas: Criminal Activities, Physical 40 Combat, Hand Weapons 35 Combat, Missile Weapons 30 Toxicology 70Description: The Haru average about 5'3" in height and appear on this plane as a small humanoid with bright orange eyes, and a light layer of brown fur. When in public, they wear dark cloaks and other such clothing to appear human and hide their appearances. The Haru also have a retractable bone spur in both of their wrists and both feet which they can use in combat as a natural weapon.
The Haru are a race of extra-dimensional assassins, summoned by means of
Black Dweomercraeft to serve. They always operate in groups, the number
determined by the STEEP of the Caster (see below).
Their weaponry consists of glass-bladed daggers and glass-tipped crossbow bolts filled with their trademark poision, the Black Death, a sludge-like substance of the darkest color.
Black Death: STR: 100 ER: 1D10 days Longevity: 10 weeks Purpose: Injury Form: PasteWhen an attack is made with either the dagger or crossbow, the poison will be successfully delivered if:
Summon Haru Ritual
Black Dweomercraeft Casting Grade VIII
Time: 1 month Other Heka Costs: Area: na R&D: None Distance: 100ft Other: 50 Heka per Haru Materia Cost: 1000BUCS/HaruE/F/M: This Casting, for which the materia is a piece of the hardest obsidian in the shape of a sphere, causes a number of Haru equal to 5 + 1/20 STEEP of the Caster to be brought to this plane to do the bidding of the Caster. They will accept any order the Caster gives them except one which will bring harm to themselves.
That's it. Remember, no matter _what_ you send to me, I'll put it in. Don't be shy--that'd be the doom of this periodical. I am loving this idea, and I really want to continue, but I can't do it all alone (am I sounding like a broken record??).
Loving Every Minute of It: Hawkeye