GURPS Myth

Document Sample
GURPS Myth Powered By Docstoc
					                                                               GURPS Myth
                                                                             C         O N T E N T S
                                                       The Age of Light . . . . . . . . . 20                     Ghast Adventure Seeds . . . . . . 44
                                                         Balor Plots . . . . . . . . . . . . . . . . . 20        Creating Ghasts . . . . . . . . . . . 45
                                                                                                               Ghôls . . . . . . . . . . . . . . . . . . . . . 46
                                                       The New Age . . . . . . . . . . . . . 21                  Ghôl Names . . . . . . . . . . . . . . 46
                                                         Early Conquests . . . . . . . . . . . . . 21            Ghôl PCs . . . . . . . . . . . . . . . . 46
                                                         The Great War . . . . . . . . . . . . . . 21            Ghôl Adventure Seeds . . . . . . . 47
                                                         Interlude . . . . . . . . . . . . . . . . . . 23      Maul . . . . . . . . . . . . . . . . . . . . . 48
                                                         Soulblighter’s Return . . . . . . . . . 23              Maul Names . . . . . . . . . . . . . . 48
                                                         Aftermath . . . . . . . . . . . . . . . . . 24          Maul PCs . . . . . . . . . . . . . . . . 48
Introduction            ..........4                    2. Taking on Mythical                                     Born Bad? . . . . . . . . . . . . . . . 49
      About GURPS . . . . . . . . . . . . . 4                                                                    Maul Adventure Seeds . . . . . . . 49
                                                        Proportions . . . . . . . . . . 25                     Myrkridia . . . . . . . . . . . . . . . . . 50
1. The World                                           Creating a Character . . . . . 26                         Myrkridian Names . . . . . . . . . 50
                                                           Setting Basics . . . . . . . . . . . . . . 26         Myrkridian PCs . . . . . . . . . . . 50
  of Myth . . . . . . . . . . . . . . . . 5                Starting Points . . . . . . . . . . . . . . 26        Myrkridian Adventure Seeds . . 50
Setting the Tone . . . . . . . . . . 6                     Female Characters . . . . . . . . . . . 26            Terror in Myth . . . . . . . . . . . . . 51
     Style Note . . . . . . . . . . . . . . . . . 6          Mixing It Up . . . . . . . . . . . . . . 26       Myrmidon . . . . . . . . . . . . . . . . . 52
     Elvens Have Left the Building . . 6                                                                         Myrmidon Names . . . . . . . . . . 53
                                                       Advantages, Disadvantages,                                Myrmidon PCs . . . . . . . . . . . . 53
As the Smoke Clears . . . . . . 7                       and Skills . . . . . . . . . . . . . . . 27
   The Light . . . . . . . . . . . . . . . . . . . 7                                                             Myrmidon Adventure Seeds . . . 53
                                                         Existing Advantages . . . . . . . . . 27                Creating Myrmidons . . . . . . . 53
     Good vs. Evil . . . . . . . . . . . . . . 7
                                                         Existing Disadvantages . . . . . . . 28               Shades . . . . . . . . . . . . . . . . . . . . 54
   The Dark . . . . . . . . . . . . . . . . . . . 8
                                                         New Advantages . . . . . . . . . . . . 28               Shade Names . . . . . . . . . . . . . 54
     Religion . . . . . . . . . . . . . . . . . . 8
                                                         New Spells . . . . . . . . . . . . . . . . 29           Shade PCs . . . . . . . . . . . . . . . 54
Map of Myth . . . . . . . . . . . . . 10                 Creating New Spells . . . . . . . . . 31                Shade Adventure Seeds . . . . . . 54
Sites to See and Sack . . . . 11                       Status . . . . . . . . . . . . . . . . . . . . . 32     Shadow (Mahir) . . . . . . . . . . . . . 56
   Cloudspine . . . . . . . . . . . . . . . . . 11       Status Table . . . . . . . . . . . . . . . . 32         Shadow Names . . . . . . . . . . . . 56
     The Three Passes . . . . . . . . . . . 11                                                                   Shadow PCs . . . . . . . . . . . . . . 56
     Tharsis . . . . . . . . . . . . . . . . . . 11
                                                       Jobs and Wealth . . . . . . . . . 32                      Shadow Adventure Seeds . . . . . 57
                                                         Starting Cash . . . . . . . . . . . . . . . 32        Soulless . . . . . . . . . . . . . . . . . . . 58
   The Province . . . . . . . . . . . . . . . 12
                                                         Job Table . . . . . . . . . . . . . . . . . . 33        Soulless Names . . . . . . . . . . . . 58
     New Center of Civilization . . . . 12
   The Rekindled Empire . . . . . . . . 13                                                                       Soulless PCs . . . . . . . . . . . . . . 58
     Ancient Glories . . . . . . . . . . . . 13
                                                       3. Denizens of Myth . . 34                                Soulless Adventure Seeds . . . . 58
   The Great Devoid . . . . . . . . . . . 14           Racial Templates . . . . . . . . . 35                     The Soulless Nature . . . . . . . . 59
     The Dwarven Strongholds . . . . 14                     Raising the Undead . . . . . . . . . 35              Creating Soulless . . . . . . . . . . 59
   The Ermine . . . . . . . . . . . . . . . . 15           The bre’Unor . . . . . . . . . . . . . . . 36       Stygian Knights . . . . . . . . . . . . . 60
   Forest Heart . . . . . . . . . . . . . . . . 15          bre’Unor Names . . . . . . . . . . . 36              Stygian Knight Names . . . . . . . 60
     The Mysteries of the Arbors . . 15                     bre’Unor Adventure Seeds . . . . 37                  Stygian Knight PCs . . . . . . . . . 60
   Gower . . . . . . . . . . . . . . . . . . . . 16         bre’Unor PCs . . . . . . . . . . . . 37              Stygian Knight
   Avernus . . . . . . . . . . . . . . . . . . . 16        Dwarf . . . . . . . . . . . . . . . . . . . . 38        Adventure Seeds . . . . . . . . . . 61
     Rhi’anon . . . . . . . . . . . . . . . . . 16          Dwarven Technology . . . . . . . . 38                Creating Stygian Knights . . . . 61
   The Drowned Kingdom . . . . . . . 17                     Dwarven Names . . . . . . . . . . . 38             Thrall . . . . . . . . . . . . . . . . . . . . . 62
     Terra Incognita . . . . . . . . . . . . 17             Dwarven Adventure Seeds . . . . 39                   Thrall Adventure Seeds . . . . . . 62
                                                            Dwarven PCs . . . . . . . . . . . . . 39             Thrall Names . . . . . . . . . . . . . 63
Times of Old . . . . . . . . . . . . . . 18                The Fetch . . . . . . . . . . . . . . . . . 40        Thrall PCs . . . . . . . . . . . . . . . 63
   The 1,000-Year Cycle . . . . . . . . 18                  Fetch Names . . . . . . . . . . . . . . 40           Creating Thralls . . . . . . . . . . . 63
   Inexact Science . . . . . . . . . . . . . 18             Fetch PCs . . . . . . . . . . . . . . . . 40       Trow . . . . . . . . . . . . . . . . . . . . . 64
     The Acit El Calendar . . . . . . . 18                  Summoning Fetch . . . . . . . . . . 40               Trow Names . . . . . . . . . . . . . . 64
     Campaigning in Other Ages . . 18                       Fetch Adventure Seeds . . . . . . . 41               Trow PCs . . . . . . . . . . . . . . . . 65
The Golden/Axe Age . . . . . 19                            Forest Giant (Ent) . . . . . . . . . . . 42           Trow Adventure Seeds . . . . . . . 65
  Rise of the Trow . . . . . . . . . . . . 19               Forest Giant Names . . . . . . . . . 42            Wight . . . . . . . . . . . . . . . . . . . . . 66
The Age of Reason . . . . . . . 19                          Forest Giant PCs . . . . . . . . . . . 42            Wight Names . . . . . . . . . . . . . . 66
  Decline of the Trow . . . . . . . . . . 19                Forest Giant Adventure Seeds . . 43                  Wight PCs . . . . . . . . . . . . . . . . 66
                                                           Ghasts . . . . . . . . . . . . . . . . . . . . 44     Wight Adventure Seeds . . . . . . 66
The Wind Age . . . . . . . . . . . . 19                     Ghast Names . . . . . . . . . . . . . . 44           Creating Wights . . . . . . . . . . . 67
  The Oghre Rebellion . . . . . . . . . 20                  Ghast PCs . . . . . . . . . . . . . . . . 44
2                                                           Table of Contents
Character Templates . . . . . 68                                                                                   Trade Campaigns . . . . . . . . . . . 107
      Evening the Playing Field . . . . 68                                                                      The Ways of the World . . 107
    Archmages . . . . . . . . . . . . . . . . . 69                                                                 The Basics of Life . . . . . . . . . . 107
      Archmage Names . . . . . . . . . . 69                                                                          Mixing Genres With Myth . . . 108
      Magus Oblige . . . . . . . . . . . . 69                                                                      Travel . . . . . . . . . . . . . . . . . . . 109
    Berserk . . . . . . . . . . . . . . . . . . . 70
      Shirtless Success Stories . . . . . . 70
                                                                                                                Mass Combat . . . . . . . . . . . . 110
                                                                                                                   Myth Units . . . . . . . . . . . . . . . 110
      Berserk Names . . . . . . . . . . . . 70
                                                                                                                     Weather and Terrain . . . . . . . 110
    Bowman . . . . . . . . . . . . . . . . . . 71
                                                                                                                     Rainy Days Always
      Bowman Names . . . . . . . . . . . 71
                                                                                                                Bring Dwarves Down . . . . . . . . . . 111
      The fir’Bolg . . . . . . . . . . . . . . 71
    Brigand . . . . . . . . . . . . . . . . . . . 72                                                            7. E-Roleplaying                      . . . . . 112
      Crime and Punishment . . . . . . 72
      Brigand Names . . . . . . . . . . . . 72                                                                  Roleplaying’s
    Heron Guard . . . . . . . . . . . . . . . 73           The Warlocks                                          Changing Face . . . . . . . . . 113
      Joining the Guard . . . . . . . . . . 73               of the Scholomance . . . . . . . . 93                  Types of E-Campaigns . . . . . . . 113
    Journeyman . . . . . . . . . . . . . . . . 74        Archmages . . . . . . . . . . . . . . . . 94                 The E-Player . . . . . . . . . . . . . 113
      Heron Guard/                                         The Definition of Archmagery . . 94                        The E-GM . . . . . . . . . . . . . . . 113
        Journeyman Names . . . . . . . 74                   Wizardry and Polite Society . . . 94                    Making the Message . . . . . . . . 114
    Warlock . . . . . . . . . . . . . . . . . . . 75       Taking Up the Calling . . . . . . . . 95                 Fit the Media . . . . . . . . . . . . . . 114
      Warlock Names . . . . . . . . . . . . 75             The Dreams of Wyrd . . . . . . . . . 95                    What’s Added to the Game . . 114
    Warrior . . . . . . . . . . . . . . . . . . . 76        Status and Reputation . . . . . . . 95                  Fudge Factor . . . . . . . . . . . . . . 115
      A Hard Living . . . . . . . . . . . . . 76           The One Dream . . . . . . . . . . . . . 96                 What’s Lost in the Game . . . . 115
      Warrior Names . . . . . . . . . . . . 76
    Supporting Cast . . . . . . . . . . . . . 77
                                                            Politics in the Inner Circle . . . 96               GURPS-Myth
                                                           The Avatara . . . . . . . . . . . . . . . . 97
      Other Standards . . . . . . . . . . . 77              Archmages and Magic Items . . 97
                                                                                                                 Synthesis . . . . . . . . . . . . . 116
                                                                                                                  Best of Both Worlds . . . . . . . . . 116
                                                            Why Archmages Seek Thrones . . 98
4. Handle With Caution:                                    The Fallen Lords . . . . . . . . . . . . 99
                                                                                                                   What’s in It for GURPS . . . . 116
                                                                                                                  Before You Tinker . . . . . . . . . . 117
  the Equipment of Myth . . 78                              Why Archmages Shun Thrones . . 99
The State of Technology . . 79                              Curbing the Appetite                                Fear . . . . . . . . . . . . . . . . . . . . . . 117
                                                               for Destruction . . . . . . . . . . 100            The Conversion . . . . . . . . . . . . 117
Arms . . . . . . . . . . . . . . . . . . . . . . 80         Cutting Loose . . . . . . . . . . . . 101             Monsters . . . . . . . . . . . . . . . . . 117
  Melee Weapons . . . . . . . . . . . . . 80               One Other . . . . . . . . . . . . . . . . 102           What’s in it for Myth . . . . . . . 117
  Explosives and Firearms . . . . . . 80                    Extra Life and the                                     Baseline or New Model . . . . . 118
  Disgusting Innovations . . . . . . . 80                      Prudent Archmage . . . . . . . 102                  Heroes . . . . . . . . . . . . . . . . . 119
  Magic Weapons . . . . . . . . . . . . . 80                                                                       Improving the Odds . . . . . . . . 120
Myth Weapons Tables . . . 81                             6. Campaigning                                            Armor Options . . . . . . . . . . . 121
                                                                                                                   Making it Fit . . . . . . . . . . . . . 122
Armor . . . . . . . . . . . . . . . . . . . . . 82        in Myth . . . . . . . . . . . . . . 103                 Objects . . . . . . . . . . . . . . . . . . 123
Sundry Goods . . . . . . . . . . . . 82                  Campaign Style . . . . . . . . . 104                      The Theory of
                                                             High Fantasy . . . . . . . . . . . . . . 104             Min/Maxing Relativity . . . . 123
Magic Items . . . . . . . . . . . . . . 83                   Horror . . . . . . . . . . . . . . . . . . . 104     Projectiles . . . . . . . . . . . . . . . . 124
5. Magic in Myth . . . . . 86                                 Ambiance of Myth Combat . . 104                      Socializing . . . . . . . . . . . . . . 124
                                                             Humor . . . . . . . . . . . . . . . . . . . 105      Collections . . . . . . . . . . . . . . . . 125
Myth Magic Elements . . . 87                                 Other Styles . . . . . . . . . . . . . . . 105        The Next Gen . . . . . . . . . . . . 125
    Fatigue . . . . . . . . . . . . . . . . . . . . 87        Delicate Touch . . . . . . . . . . . 105            Units . . . . . . . . . . . . . . . . . . . . 126
    Magery and Power Investiture . . 87
     Can I Use This in                                   Campaign Topics . . . . . . . . 106                    Loathing . . . . . . . . . . . . . . . . . 126
        Our Other Campaign? . . . . . 87                     Military Campaigns . . . . . . . . . 106
                                                             Wizardly Campaigns . . . . . . . . 106
                                                                                                                Troubleshooting . . . . . . . . . 126
    Spells of Myth . . . . . . . . . . . . . . 88                                                                  GURPS Myth Resources . . . . 126
    The Eldritch Path . . . . . . . . . . . . 90             Gadgeteer Campaigns . . . . . . . 106
    Creating Custom Schools . . . . . . 91                    Campaign Seeds . . . . . . . . . . 106            Index . . . . . . . . . . . . . . . . . . . . 127
    The Heron Guards . . . . . . . . . . . 92                Scholarly Campaigns . . . . . . . . 107




                                                              Table of Contents                                                                                  3
About GURPS
    Steve Jackson Games is committed
to full support of the GURPS system.
Our address is SJ Games, Box 18957,
Austin, TX 78760. Please include a
                                               Introduction
                                                    Let’s be honest. At its core, roleplaying’s about indiscriminately whacking things.
self-addressed, stamped envelope                    We can layer all the verisimilitude that we like onto our core rules; we can tear
(SASE) any time you write us!
Resources now available include:
                                               apart the motives and ethics of dungeon-crawling; we can draw lines between “real”
    Pyramid         (www.sjgames.com/          roleplaying and “munchkins.” It doesn’t matter; people don’t enter imaginary worlds
pyramid). Our online magazine                  to accept the same social bonds with which real life enwraps us. They do so to explore
includes new rules and articles for            shattering those bonds without risking jail in the process.
GURPS. It also covers the hobby’s top               Designers of computer roleplaying games understand this. Even as their products
games – Advanced Dungeons &                    lead more and more players into more and more fantasies, behind all the accelerated
Dragons, Traveller, World of Darkness,
Call of Cthulhu, Shadowrun, and many           graphics and elaborate polygon models the majority still possess a simple core con-
more – and other Steve Jackson Games           cept: Here’s the target. It’s shooting back.
releases like In Nomine, INWO, Car                  GURPS grew out of a set of arena-combat rules (here’s the target), but has spent
Wars, Toon, Ogre Miniatures, and               the rest of its life not looking back. For the most part GURPS embraces verisimilitude,
more. Pyramid subscribers also have                                                                            sophistication . . . restraint.
access to playtest files online, to see (and
comment on) new books before release.
                                                                                                               There’s nothing wrong
    New supplements and adventures.                                                                            with this, but it’s good to
GURPS continues to grow, and we’ll be                                                                          revisit the roots, to remem-
happy to let you know what’s new. A                                                                            ber what it is that brought
current catalog is available for an SASE.                                                                      most of us into this pastime
Or check out our Web site (below).                                                                             in the first place.
    Errata. Everyone makes mistakes,
including us – but we do our best to fix                                                                             We can’t think of a
our errors. Up-to-date errata sheets for                                                                       better setting to do that in
all GURPS releases, including this                                                                             than the no-holds-barred
book, are available from SJ Games; be                                                                          world of Myth: The Fallen
sure to include an SASE. Or download                                                                           Lords and Myth II: Soul-
them from the Web – see below.
    Q&A. We strive to answer any game
                                                                                                               blighter. It embraces what
question accompanied by an SASE.                                                                               it is – a fantasy free-for-all
    Gamer input. We value your com-                                                                            – with charm and a wink.
ments, for new products as well as             It’s dark and epic, but grimly comic at times. The ghouls are cool, the hardware hard-
updated printings of existing titles!          core, and the setting unsettling. It’s hack and slash at its finest and funnest.
    Internet. Visit us on the World Wide            Then there’s Fear and Loathing, the character and map editors for Myth II. These
Web at www.sjgames.com for an online
catalog, errata, updates, and much more.       are simply the sexiest and most exciting tools to hit roleplaying in a long time. We
We also have Compuserve and AOL                think tools like these will define 21st-century roleplaying, that the literate end of the
conferences. GURPS has its own                 hobby represented by GURPS will synthesize with the computer end represented by
Usenet group, too: rec.games.frp.gurps.        Myth through GM-level controls such as these. We know GURPS players are sophis-
    GURPSnet. This e-mail list hosts           ticated enough to use them. We just had to introduce you.
much of the online discussion of
GURPS. To join, mail majordomo@
                                                    There’s two good reasons for this book. Here’s one more: If you’re a Myth fan new
io.com with “subscribe GURPSnet-L” in          to GURPS upon opening this book, let me be the first to welcome you. We have an excit-
the message body, or point your browser        ing game system that allows you to tweak your character to your heart’s content, then
to http://gurpsnet.sjgames.com/.               ’port him to a starship, the Battle of Hastings, or Victorian London with nary a blink. This
    The GURPS Myth web page is at              book and the free rules at www.sjgames.com/gurps/lite/ should get you started.
www.sjgames.com/gurps/books/myth.

Page References
                                               About Bungie
    Any page reference that begins with           Based in Chicago, Bungie Software is a leading developer and publisher of
a B refers to GURPS Basic Set, Third           games for Windows, Macintosh, and other computer platforms. Learn more about
Edition Revised; e.g., p. B144 refers to       Myth and Bungie’s latest offerings at www.bungie.com.
page 144 of Basic Set. CI refers to
Compendium I, CII to Compendium II,            About the Author
G to Grimoire, M to Magic, P to
Psionics, and UN to Undead. For a full
                                                   Gene Seabolt has filled many production and administrative roles as a Steve
list of abbreviations, see p. CI181 or         Jackson Games employee. He lives in Austin, TX, with his wife, Lee, and son, Shane.
www.sjgames.com/gurps/abbrevs.html.            He rarely makes public appearances without an extensive entourage.

4                                                                                Introduction
   Fetch Names                                The Fetch
    The annals of the Great War and                Summoning the Fetch from another dimension ranked as the most unprecedent-
Soulblighter’s return record no person-       ed move by Balor in his millennial bid for dominion over Myth. War historians dif-
al names for these beings. Some claim         fer on whether Balor himself wielded the magics that made
the Fetch keep these secret so as to          this possible, or whether Dark mages in his service did the
avoid giving Human sorcerers great
                                              work at his bidding, but the spell has been lost since the
power over them. Others observe this
makes little sense in light of all the evi-   Dark lord’s death.
dence that suggests the Fetch want to              For the last few decades the Fetch have been
go home.                                      doomed to roam the lands of Myth, hostile strangers in
                                              an equally hostile strange land. They took up Soul-
                                              blighter’s cause in the forlorn hope that he would honor
      Fetch PCs                               Balor’s pledge to forge their path home, but since
    The Fetch wield great power, and          his death, they have returned to an exile status.
are far more easily handled as NPCs
than PCs. Still, in a high-powered cam-       Society
paign with less-than-noble teammates,
a Fetch might be made to fit in. Her
                                                   Little is known of Fetch culture in
utterly corrupt reputation would make         their home dimension, and since they
her the enemy of just about every sen-        don’t tend to congregate, little Fetch cul-
tient she encountered, but if that’s the      ture exists in Myth. All the summoned
player’s preference, so be it.                Fetch were priestesses, but likely other
    Theoretically, the PC Fetch could
                                              castes of these creatures also exist.
be reformed, or at least on that path,
seeking to work peacefully with forces             The Fetch universally react to all
of Light to find a way home. This             native life with hostility, simmering with
should be roleplayed as an immense            anger over being stranded in this world they find so
internal conflict for the Fetch – their       distasteful. If not under the command of a great
baseline behavior isn’t anywhere close        lord, they’ve been known to attack Dark forces as
to socially acceptable. The GM would
be justified in taking away some or all
                                              willingly as Light.
of her powers to work magic. This is,              Flaunting their power, the Fetch wear the
after all, clerical magic, and if the         skins of their (usually Human) victims as a
Fetch can still draw upon their superi-       sort of grisly bodystocking. Recent legend
or being’s or beings’ power in a new          has it that they have a practical reason for
dimension, then logically said crea-
                                              this. The chronicles of the Journeyman
ture(s) can observe their servants’
actions in the same dimension.                Thirteen Bloody Crocodile record,
                                              “The Fetch wear the skins of men
                                              out of necessity, for if the eye
    Summoning                                 of Wyrd were to fall on them
                                              not so adorned He would
      Fetch                                   recognize their alienness
   Presumably a relatively straightfor-       and smite them.” Most
ward version of Planar Summons (see           scholars believe the
p. M74) will fetch a Fetch. This should
cost far more than the standard 20
                                              Fetch could procure
energy, in light of their intense magical     less objectionable
nature and powers. The spell is not           materials if they
commonly known, and may well have             did not intend to
died with Balor.                              display these
   For whatever reason, Fetch are not
                                              horrid skins
so simply banished back to their home
dimension. The GM should rule                 as malicious
whether Banish (p. M75) does not              trophies.
affect them at all or can work if cast at          More details on
incredible skill levels. The convention-      the Fetch background
al wisdom among Myth scholars sug-            would greatly inter-
gests that unearthing the original
Planar Summons spell would give vital
                                              est many archmages
clues toward reversing its work.              and the empire.

40                                                                 Denizens of Myth: Fetch

				
DOCUMENT INFO
Categories:
Tags:
Stats:
views:86
posted:9/30/2011
language:English
pages:4