100% found this document useful (1 vote)
761 views20 pages

Mythras Classes Incomplete

Mythras Classic Fantasy Fan Created document including options for character classes, rank advancements and other useful information.

Uploaded by

James Rowe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
761 views20 pages

Mythras Classes Incomplete

Mythras Classic Fantasy Fan Created document including options for character classes, rank advancements and other useful information.

Uploaded by

James Rowe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

ADVANCED MYTHRAS CLASSIC FANTASY®

Classic Fantasy Rules Supplement

The Classes Incomplete Handbook


CREDITS
Written by James Rowe (Reddit: @AuthorJamesRowe)

Introduction
More Class Options for Mythras Classic Fantasy. Beta Test Version 1.0.0

* * *
Table of Contents
Cross Abilities Page 3
Kits Page 4
Academician Page 4
Advisor Page 4
Amazon Page 4
Assassin Page 5
Beast-Rider Page 5
Blade Page 6
Charlatan Page 6
Explorer Page 7
Fence Page 7
Gallant Page 7
Giant Killer Page 8
Gladiator Page 8
Myrmidon Page 8
Noble Page 8
Peasant Hero Page 9
Swashbuckler Page 9
Wilderness Expert Page 9
Witch Page 9

Armorer Page 10
The Workshop Page 10
Apprentices and Overseers Page 11
Time to Craft Armor Page 11
Cost to Craft Armor Page 11
Crafting and the Chance… Page 11

1|P age
Added Considerations Page 12
Repairing Armor Page 12
Piecemeal Armor Page 12

Bowyer/Fletcher Page 12
Weapon Smithing Page 13

Jousting Page 13
Initiative Page 13
Multiple Actions Page 13
Lances and Dismounting Page 13
Lance Breakage Page 14
Lance Specialization Page 14
Horseback Archery Page 14

Tournaments Page 14
The Basic Tournament Page 14
The Joust List Page 14
The Jousting Competition Page 15
Blunted Lances Page 15
Prizes Page 15
Other Events Page 15
Archery Competition Page 16
Foot Lists Page 16
Merchants' Stalls Page 16
Dancing, Socializing Page 16

2|P age
Cross Abilities: Increasing in Rank and Substituting
Talents/Abilities (without having to multi-class)
When a class increases in rank they normally get a chance to buy a new Ability/Talent (or are
granted one by their class), they may trade that talent and an Experience Roll or more for a single
LOWER ranked Talent or Ability from a different class. This may only be done once per Rank
increase. It is not possible to pick up any Talents or Abilities from a different class that is Ranked
2 or higher without multi-classing.
If a class does not offer a Talent/Ability purchase option upon obtaining a new rank then the
character may choose to lose one Permanent Luck point instead of trading away a talent
(examples: Bards, Berserkers, Magic Users, and Druids above Rank 3 etc.).
Per Exempli: Rank 2 of Cavalier just starts giving the Cavalier exotic mounts. If this is not
something a player wants to do for his character then he may choose to pick up a Cross Ranked
Talent (INSTEAD) from the following list. At Rank 3 the Cavalier then can either pick up the
Rank 2 Cavalier ability or purchase a different ability from this same list.

Cross Abilities and Talents


Ability/Talent - Cost by the Purchasing Class
Agile Defender (Fighter) - Bard +1Xp, Berserker +1Xp, Cleric +2Xp, Magic User
+2Xp, Monk +1Xp, Ranger +1Xp, Thief (& Acro) +1Xp

Artful Dodger (Bard, Berserker, Thief) - Cavalier +1Xp, Cleric +2Xp, Druid +2Xp, Fighter +1Xp,
Magic User +2Xp, Monk +1Xp, Ranger +1Xp

Bow / L. Crossbow (Ranger) - Cleric +2Xp (if permitted by Worship), Fighter +1Xp,
Thief (& Acro) +1Xp

Cantrips (Arcane) as Magic User - Bard (Druidic) +1Xp

Charm (Bard) - Druid +1Xp, Magic User +2Xp, Monk +2Xp

Detect Magic & Illusions (Berserker) – Cleric +1Xp, Druid +1Xp, Magic User +1Xp,
Monk +1Xp

Determination (Cavalier) - Berserker +0Xp, Fighter +2Xp, Monk +1Xp, Paladin


+1Xp, Ranger +2Xp,

Dual Weapons (Ranger) – Berserker +1Xp, Cavalier +2Xp, Fighter +1Xp,


Paladin +2Xp, Thief (& Acro) +1Xp

Eyes in the Back of Head (Berserker) – Cavalier +2Xp, Fighter +2Xp, Paladin +2Xp, Ranger
+1Xp, Thief (& Acro) +1Xp

Inspiration (Bard) - Cleric +1Xp, Druid +1Xp, Magic User + 2Xp

Unarmed Prowess (Monk) - Berserker +1Xp, Cavalier +1Xp, Cleric +2Xp, Druid
+2Xp, Fighter +1Xp, Paladin +1Xp, Ranger +1Xp,
Thief (& Acro)+1Xp

Vaulting (Thief Acrobat) - Berserker +1Xp, Cavalier +2Xp, Ranger +1Xp,


Thief +0Xp

3|P age
Class Kit Modifiers
Format: Name (Base Class or Classes)
Talent/Ability: Unique Name + Description
Cost: What the base class or classes give up to gain this ability
Restrictions: A character can only take one Class Kit Modifier (Kit) and their Class has to be
listed in parenthesis after the Kit’s name.

Academician (Cleric, Magic-User, Monk)


Scholarly: Academicians receive a +5% bonus to any knowledge based checks they make and
have one free friendly contact per large city, monastery, or large temple in their lands.
Academicians also add their Int again to the base skill of any language they learn.

Cost: Academicians receive a -5% penalty to any attack rolls they make.

Adviser (Cleric, Druid, Monk)


Cultivator of Rumors: Advisers naturally gather twice as many rumors as other Player
Characters in the course of an afternoon (if rumors aren’t normally handed out – then the Adviser
gets 1D3 rumors per character Rank). Also an Adviser can determine the likelihood of a rumor
being true by making an Insight roll. Advisers can also roll their Influence at +1 Grade Difficulty
to start a believable rumor and not have it traced back to them. Rumors can topple Kingdoms. The
more unbelievable the rumor the higher the difficulty.
Acute Insight: Advisers (after observing someone going about their daily for at least half a
day) can attempt an Insight roll against someone to determine their motives and goals. This roll is
penalized by three times the target’s Intelligence Score. If this roll is failed then the Adviser can try
again after a period of at least a week (with another half a day’s observation). The motives always
fit the circumstances of the target, for instance: A prisoner’s motive might be to stay alive and
finish their sentence. A free roaming innkeeper might have a motive to woo or seduce someone.

Cost: Clerics – who become Advisers give up their ability to Turn Undead, Druids’ Rank 2
and Rank 3 abilities cost an Extra Experience roll each, and Monks’ Slow Fall ability is now a
Rank 2 ability which costs the Monk 2 Experience rolls and 1 month of training.

Amazon (Cleric, Fighter, Ranger)


Under-estimated: Males in a civilization where female fighters are rare tend to underestimate
the Amazon. So, in any fight where the Amazon confronts an NPC male who is not familiar with
her personally or female fighters in general, she gets a +15% bonus to her Combat Style and +2
damage on her first combat round against the male(s) in question.
A seasoned veteran (Rank 3 or higher), on a successful Cultures roll will realize that she is
moving like a trained bad ass and keep his guard up, denying her this first round bonus.
If the Amazon fights an NPC with this, he'll never again be prey to it; if an NPC even sees an

4|P age
Amazon fight someone with it, he'll never fall for it himself unless she missed both her attack and
her defensive actions.
Cost: The Amazonian way of fighting excludes heavy armor (so Fighter Amazons don’t gain
any extra armor points for Heavy armor and they lose the ENC benefit of Armour Proficiency for
Heavy Armor as well) and crossbows are normally considered slow and ungraceful (so Clerics,
Fighters and Rangers do not get crossbow proficiencies, AND Rangers’ Bow/Light Crossbow
Specialization ability only applies to Bows). The first Gift granted to a Cleric by their chosen Deity
gets delayed by a Rank.

Assassin (Thief, Thief-Acrobat)


Toxicology: An Assassin gains this as a special trained only skill (see Poisons on Page 74 of
the Mythras main book) which starts off as INTx2. An Assassin can safely make or extract a single
dose of poison from something (like a poisonous plant or safely restrained animal) whose potency
is equal to or less than their Toxicology skill with a simple roll. Extracting this dose uses up the
current poison provider’s supply (animal’s remaining venom for the time, or the plant’s).
Increasing the grade difficulty levels increases the number of doses. Failure means the effort hasn’t
been fruitful and that the source is probably wasted. Botching means the Assassin has poisoned
them self, therefore it is advised to save a luck point or two to extract the poison. Extracting
Poisons which have a potency higher than the Assassin’s skill level requires the attempt to begin at
a greater difficulty Grade (starting with a single dose). An Assassin rolls their appropriate skill to
poison someone (Sleight to slip it into a drink, Combat Style to stab someone with it, etc. etc.)
Cost: Assassins lose the Language Thieves’ Cant ability and they lose their Rank 3 ability of
Reading Scrolls.

Beast-Rider (Berserker, Druid, Fighter, Ranger)


Animal Rapport: The Beast-Rider has an amazing rapport with one type of animal. The
animal must be of a species normally strong enough to carry the Beast-Rider and act as a mount.
With the GM's permission, the Beast-Rider character gets to decide what sort of animal this is; the
GM should disallow any sort of animal that will give the Beast-Rider a superior advantage in the
campaign (for example, a Pegasus, Unicorn or Griffon).
Such creatures will automatically recognize the Beast-Rider’s ability, and assuming they are
approached on good terms, may be befriended and ridden. They will continue to serve the
Beast-Rider as long as they remain treated with respect and kindness.
The Beast-Rider has telepathy with the animal. When in contact or visual line of sight they can
tell what the beast is feeling thinking. When the two are outside of line of sight of each other, they
will know the other's emotional state and whether or not the other is hurt; the direction to travel to
find his friend, and the approximate distance (a hundred yards, an hour's travel, several days'
travel, for instance).
If the animal ever dies, the Beast-Rider can choose another animal of the same type as a
companion. The GM must include this situation as part of the campaign: The character must seek
out another animal of the same type, and may only be satisfied with a great specimen in order to
bond with it; then there must be some sort of bonding ritual (per exempli:, a physical contest where
the human must be able to saddle and ride the animal in spite of its’ spirited attempts to throw
them). Only then can the character have a new animal steed.

5|P age
Following is a list of many appropriate mounts for the Beast-Rider.

Bat - Giant * (Dwarves, Gnomes and Halflings only may ride), Bear, Boar, Dolphin
Elephant, Frog- Giant, Hyena, Lion, Lizard – Giant, Tiger

* Flying animals tend to change the nature of campaigns, especially low-level campaigns, by
making it easy for characters to go long distances quickly, etc. The GM shouldn’t allow this choice
if it will cause problems in his campaign.

Cost: Berserkers’ “Eyes in the Back of Your Head” now moves to a Rank 2 Talent and costs 2
Experience rolls and 1 month of training to learn, Druids lose their luck point bonus from Rank 1,
Fighters’ “Weapon Specialization” now moves to a Rank 2 Talent, and Rangers’ “Species Enemy”
Talent now moves to a Rank 2 Talent (and the first species chosen also costs 2 Experience Rolls
and 1 month of training).

Blade (Bard, Thief, Thief-Acrobat)


Dance of Weapons: With a PROACTIVE action, a Blade can whirl a melee or hurled weapon
or two about their bodies. This can be done for any one of the following two effects (the Blade
chooses which effect they want with that action and may not change it without using another
proactive action or a luck point):
1). Impressive Display – The Blade’s display of skill gives all allies who see it a +2% (per
Blade’s Rank) attack bonus AND enemies who witness it will suffer a -2% (per Blade’s Rank) to
their Willpower rolls to get within 10 feet of the Blade.
2). Defensive Spin – This Parry is literally a flurry of Defensive spinning blades about their
body and it gives a penalty to melee attacks equal to 5% per the Blade’s Rank. The Defensive Spin
allows the Blade to attempt Parries as normal.
Weapon Out of Nowhere: Blades perfect this sleight of hand technique where they can pull a
small sized weapon seemingly out of nowhere as a Free action (the weapon has to be hidden within
arm reach and not buried in a bag etc. In other words this just allows the Blade to pull a hidden
small weapon out in an instance.) This gives the Blade a +10% bonus to Influence (Intimidation or
Interrogation attempts only).

Cost: Bards lose Cantrips, Spell Caster, Starting Spells and Spells in Memory AND Druid’s
Cant and Thieves Cant. Thief and Thief-Acrobat lose their Climbing ability, Thieves’ Cant, and
their Rank 2 and Rank 3 class Talents.

Charlatan (Bard, Cleric, Thief, Thief-Acrobat)


Charming: Charlatans by mingling for 1D10 rounds in a crowd can impress 1-3 people per
Rank. These people still get a Willpower roll versus the Charlatan’s Influence. Those who fail are
affected as the Charm Being spell on page 134 of the Classic Fantasy book, but there is no
Intensity to this as this isn’t a spell, and every time the Charlatan calls in a favor or requests
delicate information or stressful duties then the Charmed get to roll their Willpower again versus a
new Influence roll. Charmed individuals will only fight for the Charlatan if the Charlatan gets a
critical success on their Influence skill and the Charmed individual loses their Willpower roll.

6|P age
Charlatans gain a +10% bonus to Deceit.

Cost: Bards lose their Starting Spells (learning the art of gaining lackeys and perfecting their
Deceit skills took time away from learning the Starting Spells). Clerics religion must allow this in
the first place, but if they do then they give up the ability to Turn Undead to become a Charlatan.
Both Thieves and Thief-Acrobats lose their Backstab ability.

Explorer (Ranger)
Path Seeker: An Explorer can make a Survival roll (once a day per location) to sense the
correct path to take/continue on to reach a desired outdoor geographical location.
Customs: An Explorer can apply his Customs roll to any common culture without penalty.
Cost: Explorer Rangers lose their Species Enemy ability.

Fence (Bard, Fighter, Magic-User, Thief, Thief-Acrobat)


Connected: A Fence gains 1D4 miscreant contacts per Rank (thieves, smugglers, corrupt city
watchmen, etc.). Where they can get enough mundane items at 40% of their base cost to supply a
small adventuring party (1D4 different types of items, and 2D4 of each type of item) every week
per contact. They can get high end items such as art for 60% of the base price at a rate of 1D4
different high end items per week (per contact). A Fence has a 4% chance per rank (once per game
month) to get a chance to buy a rare or unique item such as a Magic Item (regardless of the number
of contacts they possess). Fences have to pay for these items and generally mark things up by 20 to
30 % from their costs for Mundane items and higher than that for rarer ones. The black market also
trades in information as well as goods so a Fence has a base chance of getting information equal to
twice their total number of contacts plus twice their INT score. The more obscure the information
the more difficult the skill grade gets.
Cost: A Fence reduces two of their skills by 10% each to represent their concentration on
making contacts and forming their own black market instead of training.

Gallant (Bard, Cavalier, Paladin)


A Pure Essence: Gallants are infused with the ideals of love and purity that they seem to hang
onto life a little bit harder than others. For figuring out Hit Points, Gallants use twice the higher stat
between CON or SIZ (normal Hit Points calculation is based on CON + SIZ).
The Gallant Code: If a Gallant is true to their code, they gain an inner confidence which is
represented by starting each game session with an extra luck point and they regain a luck point
whenever they correctly follow the “Defend” portion of their code.
Specials: A Bard who chooses this Kit can take a Cavalier’s or Paladin’s Fighting Style
instead of their own.

Cost: All Gallants have to obey the following code:


The Gallant will…
… defend lovers, innocents, and those who aid them in their times of need (unless they are
enemies or are hostile to the Gallant’s efforts to defend them).
… never marry, nor will they ever solemnly vow to love only one person.

7|P age
… never retreat from combat until all other non-Gallant allies have done so already.
… never overstay their welcome at any place.
… spend at least half of his money aiding the innocent or the romantic.
… own only what they can carry with them (including their steed and what it may carry).

Giant Killer (Ranger)


Bonus Damage: A Giant Killer gains +1 Damage per every 2 Ranks (round up) against Giants.
Cost: Giant Killer Rangers lose the ability to select a Species Enemy other than Giant.

Gladiator (Berserker, Fighter)


Preferred Weapons: Gladiators, because of their intensive training, get an extra starting
Weapon Specialization (see "Weapon Specialization" under Fighter).

Cost: Berserkers’ “Detect magic and Illusions” now moves to a Rank 2 talent and costs 2
Experience rolls and 1 month of training to learn, Fighters lose “Ride or Boating” as Standard
Skills and lose 10 of the 100 points that they get to distribute among their Class’ Standard and
Professional Skills

Myrmidon (Fighter)
Trained Professional: The Myrmidon has two advantages of note:
First, a Myrmidon gets a free Weapon Specialization.
Second, the Myrmidon is usually in the employ of some powerful patron. The GM will have to
decide what immediate benefits this grants the character; which vary with the type of employer
they are working for.
For instance, if they’re working for a wealthy nobleman, they won't have to spend any money
for room and board and will enjoy an upper-class existence.
Or, if they’re part of a standing army, they may be immune to prosecution by the civilian
authorities (though they can certainly be court martialed for crime).
Cost: Myrmidon’s spend a quarter of their free time training. Those that don’t for more than a
game week lose the benefit of this extra Weapon Specialization until they train with the
appropriate weapon for twice the number of weeks that they’ve gone without training.

Noble (Bard, Cavalier, Cleric, Fighter, Magic-User, Paladin, Thief,


Thief-Acrobat)
Noble Blood: The Noble starts with 6d4x5 additional silver pieces than others of their class.
The Noble also receives a +15% influence bonus from any official of their own culture. When
travelling, the Noble can demand shelter (from anyone in their own nation who is of lower social
status than them ~ and most people will accommodate this) for the Noble and up to three people
times the Noble's rank. (That is, if the Noble is second rank, the patron will offer shelter for the
Noble and up to six companions – without cost). In their own land, the Noble can administer low
justice upon commoners—act as judge, jury and executioner for minor crimes they come across.

8|P age
Cost: In order to become a Noble, the character has sworn an oath of loyalty to some greater
noble. If they’re a squire to a knight, they have an oath to their knight. If they’re a knight, they’ve
sworn an oath to their king or some other noble—or perhaps to both. They'll be expected to live up
to that oath from time to time: Accompany their lord into combat, provide troops to their lord, even
beggar their own household in order to support their lord's needs. Those that fail to obey their lord
will be decried as a traitor, and will be stripped of titles and hunted.

Peasant Hero (Any Class)


Peasant Hero: The Peasant Hero always has shelter and often has other help when they’re in
their own community. They’ll always find people to put them up, hide them and companions from
the law, supply them with food and drink and what little weaponry can be scraped together
(usually daggers), and even provide them with 1D2 helpers per Rank – which areearnest 0-level
youths who want to grow up to be like their hero: UNLESS it is known that the Peasant Hero has
hurt innocent people then they lose these benefits until they can make an act of atonement to their
community and their hero worshippers.
Cost: Peasant Heroes tend to give their money away. They start with only 5 silver pieces on
top of their starting gear (instead of their regular amount of silver) and they give away 95% of their
share of the party funds to Peasants.

Swashbuckler (Fighter, Thief, Thief-Acrobat)


Debonair: The Swashbuckler (if in an urban environment or on a ship) gains a +10% bonus to
their Evade skill (represented by swinging from chandeliers, sliding around railings, etc. etc.) and
a +5% bonus to Influence (Taunts only), and regardless of class may swap out their combat style
for the Thief-Acrobat combat style.
Cost: The Swashbuckler way of fighting excludes heavy armor (so Fighter Swashbucklers
don’t gain any extra armor points for Heavy armor and they lose the ENC benefit of Armour
Proficiency for Heavy Armor as well). Swashbuckler Thieves (and Thief-Acrobats) aren’t big on
Guilds (too many meetings) so they lose access to the Thieves’ Cant ability.

Wilderness Expert (Druid, Ranger)


Special Benefits: The Wilderness Expert gets a special bonus of +10% bonus to their Survival
skill and a +5% bonus to Track.
Cost: A wilderness Expert is often out of touch with most people as they tend to enjoy the
solitude of nature and therefore they suffer a -15% to their Influence skill.

Witch (Cleric, Magic-User)


Bred for Familiars: A Witch (whether Arcane or Divine) has one of their starting known
spells replaced with Familiar (page 136 of the Classic Fantasy Book) and the Witch rolls 3 times
on the chart and may pick their Familiar from the results of these three rolls. By spending or owing
Two Experience Rolls the Witch may reduce the difficulty down from Formal to Standard.

9|P age
Cost: Witches tend to attract superstitious mobs. Every time a Witch critically fails a roll a
random spooky effect affects 1D10 people in a nearby settlement (cow’s milk sour, fires burn blue,
water falls upwards, etc. etc.). There is a 2% chance per person affected that a mob will form to
look for the Witch.

Armorer
The Workshop
To craft armor, the character must first have a workshop (a place to work and tools with which
to do work).

Metal Armor
If the PC intends to make any sort of all-metal armor (chain mail, field mail, full plate, plate
mail, and helmets), then the workshop is a smithy, complete with tools, bellows, a furnace, an
anvil, tongs, cauldrons, casting molds, and all the other materials necessary to process unrefined
metal into armor.
Such a workshop costs 200 SP, plus the cost of the shelter where it is set up: An additional 100
SP for a pavilion tent, an additional 300 SP for a well-crafted hut/workshop, or more as part of a
larger dwelling, such as a mansion, villa or castle (these are priced at what the GM prefers).
(Included in the price of the smithy is the cost of the tools necessary to make leather
hilt-wrappings, padded armor, armor linings, armor padding, and the simple leather straps used to
hold all-metal armors together.)
This workshop is large enough to accommodate the character and up to two apprentices
working full-time. (The apprentices, too, must have the Craft Armor skill; the character can always
take in an apprentice without it and train them, but until they acquire the Craft Armor skill they
don't count as a productive element of the workshop.)
In theory, the character could hire another three-person crew to work a second shift in the same
workshop; thus the workshop would be occupied nearly 24 hours a day. (This presumes eight- to
ten-hour shifts and a certain amount of necessary nonproductive time each day: Time for furnaces
to cool and be cleaned, tools to be repaired and sharpened, etc.) No more than three people can
work in this workshop effectively; with more than three there is a loss of efficiency.
To expand the workshop costs an additional 50% for each +three workers. If the smithy costs
200 SP and is set up in a 300 SP hut, the builder could pay +250 SP. Then, the workshop would
accommodate three more armorers at the same time. For an additional +250 SP, the shop can
accommodate nine armorers at the same time.

Leather Armor
If an armorer intends to make any sort of all-leather armor (hide armor, leather armor, and
armored leather caps), the workshop is a leatherworker's shop, including apparatus for leather
soaking, scraping, tanning, boiling, boiling in wax, shaping, hole-punching, sewing, and all the
other processes by which leather is transformed into armor.
Such a workshop costs 25 SPp, plus the cost of the shelter where it is set up: An additional 25
SP for a large tent, or an additional 75+ SP for a well-crafted workshop or more
(Included in the price of the leatherworker's shop is the cost of the tools necessary to make
padded armor, armor linings and padding.)
As with the smithy above, this price presumes one principal leatherworker and up to two

10 | P a g e
apprentices may work together at the same time. Above that number costs 50% of the workshop
and housing costs per additional three leatherworkers.

Metal and Leather Armor


If the armorer intends to make both sorts of armor, or armor which combines both metal and
leather elements (banded mail, brigandine, bronze plate mail, ring mail, scale mail, shields, splint
mail, and studded leather), a combined workshop is needed.
Such a workshop costs 250 SP, plus the cost of the shelter where it is set up: An additional 100
SP for a pavilion tent, or an additional 300+ SP for a well-crafted workshop or part of a larger
dwelling (again, at whatever pricing the GM sets).
(Included in the cost of the armorer's shop is the cost of the tools necessary to make wooden
shield blanks and shield frames, padded armor, all armor linings, and padding necessary to the
armored goods.)
As with the smithy above, this price presumes one principal armorer and up to two apprentices;
above that number costs +50% of the workshop and housing costs per additional three armorers.

Apprentices and Overseers


The cost of the workshop constitutes only the set-up cost for the armoring operation.
Maintenance of the workshop, pay for the employees, and cost of materials also come into play. Of
course, so do the profits from the sale of manufactured goods.
Each apprentice costs 5 SP/week for food, upkeep, and training. And once an apprentices has
reached young adulthood (age 16 or over) and has achieved an Craft Armor skill of 60% or higher,
they'll demand to be promoted to Overseer status (described below) or will leave.
Apprentices cannot run a workshop unsupervised. Supervision comes in the form of an
Overseer, an adult with Craft Armor skill of 60% or more. Each Overseer requires 15 SP/week

Time to Craft Armor


To determine the time it takes to make a suit of armor, take the armor's AP value as days and
divide by the number of armorers working on the armor. Sometimes customers want to rush a job
such as custom fitted and detailed armor. Armorers charge extra when they have to dedicate a
whole team to making stuff.

Cost to Craft Armor


To determine the cost to make a suit of armor (or piece or shield): Halve the regular cost to
purchase the armor.

Crafting and the Chance of Failures and Criticals


It would seem that the thing to do would be to set up an armorer's shop and just build field plate
and full plate, However the more AP the armor it has, the harder it is to craft. For each suit of armor
the Craft Armor check is penalized by twice its AP value. On a regular failure, half the raw
material can be re-used for another attempt. A critical failure means the piece is ruined. A critical
success means the armor is either 10% less encumbering or it is of quality and offers +1 AP.

11 | P a g e
Added Considerations
Bribery: In many places, local officials will expect a little graft in order for them to process the
necessary permits efficiently and regularly. If the PC doesn't pay up, those permits take a long time
(months) to be processed, and during that time the PC can't operate a retail armorer's shop.
Theft: Armorer's shops can be burglarized. Thieves are quite willing to steal some
high-quality armor goods and fence them elsewhere in the city. Depending on the quality of the
merchandise lying around in the shop, this can be a serious financial blow.
Unclaimed Goods: Sometimes a patron who custom-orders a piece of armor never shows up
to buy it. If the custom piece of armor was decorated or fine-tuned to that specific customer (for
example, if it bears a family coat of arms or unusual decoration), it could be that no one else is
willing to buy it except at heavily discounted prices.
Unsold Stock: Armorers don't just work up pieces of armor to order. The armorer crafts
numerous examples of the most common sorts of armor (leather and padded armor, and shields)
for the casual customer and as practice for the apprentices. Not all of this gets sold.

Repairing Armor
It costs the armorer 1/100th the armor's retail value for each Damage Point that they repair and
the repair normally takes 1D4 hours (including assessment and prepping the proper tools etc.).
Magical armor is repaired the exact same (costs based on the non-magical version of the armor)
way unless the armor is destroyed – in which case it is beyond repair and the enchantment is lost.
Armorers typically charge a 50% profit on repair jobs.

Piecemeal Suits
To calculate the weight of a piecemeal suit of armor, follow these guidelines:
The breastplate is 1/2 the weight of the original suit.
Each arm and leg is 1/8 the weight of the original suit.
If a suit of magical armor is used for one of these piecemeal efforts, it grants none of its
magical bonus; once the magical armor is split into little bits, or pieces are merely separated and
not worn together, the magical bonus doesn't work.

Bowyer/Fletcher
Craft Bows & Arrows also called “Bowyer/Fletcher”.
A set of bowyer/fletcher's tools, which can be used at maximum efficiency by one character,
costs 10 SP. (It's 15 SP for a set which can be used simultaneously by three workers, and +7.5 SP
per +3 workers which can work simultaneously.) The bowyer/fletcher is not required to set up a
workshop; and can work in the field, if they choose. For a permanent shop, tents and huts cost the
same as what's listed for the leatherworker's shop.
It normally takes a dedicated week for a single Bowyer/Fletcher to make a bow and about
twenty good arrows, if the Bowyer/Fletcher is busy adventuring then with dedicating their spare
time: a long or short bow takes four weeks.
Cost of materials for arrows and normal bows is negligible. If the character is trying to make a
weapon of truly fine quality, they must either pay 50% of the weapon's normal retail value for
exceptionally fine woods, or add an extra 100% to the time it takes to craft the weapon; the extra
time constitutes them having to look for the perfect wood and materials in the wild.
Fine quality Bows add +5% to the attack roll. Fine quality arrows ignore a point of AP.

12 | P a g e
Weapon smithing
The same smithy can be used for armoring and weapon smithing. The Weapon Construction
numbers (time, costs, failures and criticals) are determined exactly like armors but instead of AP,
take half the Weapons Maximum Damage value instead (i.e. if the weapon does 1D6 then use 3).
Fine quality weapons either give a +5% bonus to the attack and parry rolls, or they ignore a
single point of AP from a target’s armor.

Jousting
Jousting - the sport of knights and kings, is a type of combat where two mounted warriors,
armed with lances ride at one another and try to dismount one another with their weapons.

Initiative
As a special rule, when two riders are jousting, don't bother with initiative. On the first round of
a joust, the two jousters ride at one another and roll attack rolls; on the second, both continue their
ride, turn around, and start back toward one another.
All attacks are resolved simultaneously.
If jousting is taking place during a larger battle, where other things are going on and initiative
must be rolled: When it's time for the jouster who won initiative to take his action, the jouster who
lost initiative also gets to make his attack roll. This helps simulate the fact that the lance-strikes
take place simultaneously.

Multiple Actions
When a character has multiple attacks in a single round, and is jousting, he does not get
multiple lance attacks. He can only use that lance once in a combat round (and loses the next round
turning his horse, if he's to come back and face the same enemy).
However, extra actions beyond the lance strike and the Parry – such as Shield Bashing can
make for an interesting tournament.

Lances and Dismounting


The Mythras core book talks about being dismounted in combat (A mounted warrior may,
when charging with a braced weapon, substitute his own Damage Modifier for that of his mount. A
weapon braced for a charging attack cannot be used to parry. If the weapon impales it must be left
in the body of the target, or else break or dismount the rider as the mount continues past.- A
dismounted rider takes 1D6 falling damage plus the Braced Weapon User’s Damage bonus – or
that of their mount - to a random location), but doesn't discuss at length the usefulness of the lance
in dismounting opponents.
The lance is designed to dismount opponents as well as to inflict damage. Anytime a lance hits
a mounted target and does 6 points or more of damage, the victim has a chance of being
dismounted. He must roll his Ride skill to not be dismounted.
Since both lancers can hit at the same time, and both can conceivably miss their Riding rolls,
both can be dismounted simultaneously . . . which tends to be embarrassing, and can be dangerous
in large battles.

13 | P a g e
Lance Breakage
Lances often break. Any lance that hits and does more than 6 points of damage, and any lance
that has been successfully Parried by a shield, may break. The player rolls 1d6; on a 1 or 2, the
lance breaks and is useless (except as a club).

Lance Specialization

If a character takes Weapon Specialization in lance, he gets the usual benefits AND he also
can perform the Shield-Rush maneuver with his lance-tip. In order for this to do damage like a
Shield-Rush instead of a lance strike the character must be mounted, and must strike a character
who has metal (or leather-and-metal) armor or a shield. If the character does not have such armor,
the attack is automatically a lance strike.
He gets a +10% Parry bonus only when jousting and only vs. another jouster.

Horseback Archery
Only the Composite Short Bow, Short Bow, a GM specified campaign bow (such as a culture’s
specific type of horse bow), and Crossbows may be used from horseback. The Long Bow and
Composite Long Bow may not be.
Firing a bow from the back of a still horse (one which is not running) is done at a –5% penalty
to attack rolls.
Firing from the back of a walking or trotting horse is done at a –10% penalty to attack rolls.
Firing from the back of a galloping horse is done at a –20% penalty to attack rolls.

Tournaments
Tournaments are events where fighters get together to compete for prizes, or to show off their
abilities, etc.
Fighting isn't all that goes on, and fighters aren't the only ones in attendance. Tournaments are
huge social events where attendees gather to watch, compete, gossip, trade, bet, and sport. But
fighters are the center-piece; the event revolves around them and their accomplishments.

The Basic Tournament


The basic medieval-type tournament consists of a joust competition. This can take place in an
normal field, or on a special joust list.

The Joust List


This field consists of a long strip of ground with a low fence running down the middle of it; the
jousters ride toward each other, with the fence to their respective left, and make jousting passes
until one or the other is dismounted.
Along one or both of the long sides of the list are stands set up for onlookers. Sometimes there
is a special seating area for the local ruler and his retinue.
At both ends of the list, is the turnaround area for the horses, where there are racks of lances for
the riders' use. At one end of the list is an exit to a field where the knights and other participants
have their tents set up.

14 | P a g e
The Jousting Competition
A tournament’s most popular event:.
In a jousting competition, all participants announce themselves to the seneschal, knights'
marshal, or other minor dignitary in charge of running the tournament. There is no fee for
admission, but each entrant must have his own mount, armor, and lances. It's best if he also has a
squire, page or friend to wait by his lance-rack to hand him a new lance when one breaks.
In some societies, all entrants must be of the nobility, but that is necessarily left up to each GM.
The jousting competition is single elimination. The field of entrants is broken down into pairs
(random or chosen). Each pair makes a number of jousting passes until one is dismounted (or
yields the field - surrenders in order to avoid further damage). If both combatants are dismounted
in the same pass, they get up, remount, and start over.
The winner of the pair advances to the next round of matches.
When the number of entrants is an odd number, one fighter doesn't have an opponent. He gets
to "fight the bye." An opponent, someone who lost in an earlier match or a warrior not entered in
the competition etc. is chosen for the jouster. Regardless of who wins, the jouster is advanced to
the next round, but he's just as tired and injured as any other fighter.
No fighter may fight the bye more than once per tournament; the organizers re-arrange things if
the same fighter ends up without an opponent in another match.
With each subsequent round, the number of entrants is halved, until only the winner remains.

Blunted Lances
Tournaments may be fought with blunted lances. Blunted lances work just as normal lances,
but they do half damage (to lessen the threat of dying or permanent injuries). Blunted lances do not
have metal or pointed heads; they weigh as much as regular lances, but cost only half as much.

Prizes
Money and non-magical prizes are often awarded to the winner of the joust. The non-magical
prizes are usually some bejeweled ornament or document showing that they have the lord’s favor,
and act as trophies for the victor. Winners of tournaments do gain a +10% (Fame or Infamy)
Influence bonus when in the area of the tournament. In the rest of the Kingdom (if the tournament
was a minor tournament) or in the nearby Kingdoms (if the tournament was a major tournament)
this bonus is lowered to only a +5%.

Other Events
Other events taking place at a tournament may include:

Archery Competitions
An archery competition is usually for long bows or light crossbows; some tournaments have
one competition for each.
In the archery competition, the targets are set up at the weapon's long range; all competitors
suffer a –25% to attack rolls with each shot. Hitting the Target is a Difficulty Grade of Standard.
The center spot on the targets is a Difficulty Grade of Hard. A critical hits the center spot.
In each tournament round, each participant fires five arrows or quarrels at his target. A miss is
0 points. A normal hit is 3. A Bulls-Eye is 10 points (the center of a target).
At the end of each round, points are tallied and the half of the participants with the lowest
scores, are eliminated. This continued until there are only two or three competitors left; when that

15 | P a g e
happens, the competition has reached its final round.
In the final round, the same rules are in place, but smaller, harder targets are used; Hitting the
Target is a Difficulty Grade of Hard. The center spot on the targets is a Difficulty Grade of
Formidable. A critical hits the center spot.
Prizes often consist of new bows, quivers, sheaves of arrows, and jewelry. Archery is pretty
respectable; it does not command the sort of status or prizes the joust does, but is better-regarded
than the lowly foot-list. Nobles and peasants alike may participate.
In some cultures, the crossbow is thought of as a vulgar weapon; and therefore most
tournaments won't have a crossbow competition. The few which do are not attended by nobles.

Foot-Lists
A foot-list is organized like a joust, except that its entrants fight on foot, and are not restricted
to the nobility (even if the joust is).
Since melee weapons are deadlier than blunted lances, some tournament organizers prefer not
to have foot-lists; the chances of a fighter dying are pretty high.
Prizes consist small amounts of money, weapons and minor jewelry, usually not as expensive
or fancy as those awarded to the jousters.

Merchants' Stalls
Also present at tournaments are rows of merchants' stalls; a large tournament is a fascinating
place to go shopping, and a good place to find experts in all sorts of craft-making, weapon-making,
and armor-making.

Dancing, Socializing
Finally, the tournament is a grand social event. Musicians play, people gossip, dances are
conducted; it's a grand place to hear new rumors, or start them, to meet contacts, to stumble across
mysteries…

 Town Size: Thorp; Population: 20-80 (Adults); GP Limit: 40g


 Town Size: Hamlet; Population: 81-400 (Adults); GP Limit: 100g
 Town Size: Village; Population: 401-900 (Adults); GP Limit: 200g
 Town Size: Small town; Pop: 901-2000 (Adults); GP Limit: 800g
 Town Size: Large town; Pop: 2001-5000 (Adults); GP Limit: 3000g
 Town Size: Small city; Pop: 5001-12,000 (Adults); GP Limit: 15,000g
 Town Size: Large city; Pop: 12,001-25,000 (Adults); GP Limit: 40,000g
 Town Size: Metropolis; Pop: 25,000+ (Adults); GP Limit: 100,000g

16 | P a g e
17 | P a g e
Crawling Claws
Climate/Terrain: Any Frequency: Rare
Organization: Swarm Activity Cycle: Any
No. Appearing: 1D20

Inst: 4 Action Points 2 Damage Mod: 0 Move: 1.5m (5’) or 4.5m (15’) Jump Initi: 7
Armor: none Undead, not subject to turning or control undead spells or damage by holy water.
Immune to death magic and raise dead. Cold based spells make them brittle which lowers their HPs by 1.
Edged Weapons only inflict half damage on a claw and claws ignore magic damage bonuses from magical
weapons.

1-20 Claw=0/3

Athletics 52%, Brawn 10%, Endurance 60%, Evade 65%, Perception 64%, Stealth 77%, CS 50%
Claw 1D4, Entangle, or disassemble armor.

The highly feared crawling claws are frequently employed by those mages and priests who have learned the
secret of their creation. Crawling Claws are not uniform in appearance. Since claws are the animated
remains of hands or paws of living creatures, they are apt to be found in a wide variety sizes and shapes.

Combat: When a claw detects a potential victim, it will leap up to 15 feet to attack in one of three ways; if
the victim is wearing metal armor, the claw attempts to remove a piece of the armor at a base 10% chance +
5% for each Claw attempting to remove the same piece (maximum of 20%), or the claw will attempt to
entangle their prey with rope (15% plus 5% per each additional Claw participating up to a maximum of
40%). The entanglement is opposed by the target’s Evade Skill. A failed reistance roll leaves the victim
immobilized with a number of unusable locations equal to the total number of Claws attempting this
maneuver divided by 2 and rounded up) Claws will invariably choose “bypass armor” if they can, if the
victim is unarmored then the claws will attack a random location for 1D4 damage.

Ecology: Crawling claws can be created by any mage or priest who knows the formula. The creator must
assemble the severed limbs that are to be animated. The maximum number of claws that can be created at
any one time equals six times the rank of the person enchanting them. Claws can be controlled in one of two
ways: directly or via programming. Any created batch must be controlled in the same manner. Programmed
claws are given a single, brief instruction that they attempt to carry out to their best ability. The maximum
amount of words that can be “programmed” for a batch of Claws is equal to 12 plus 3 per the rank of their
maker.

Directly controlled claws are manipulated by the thoughts of their creator. The mental effort can only be
maintained for three consecutive rounds without taking a round of rest and this effort makes it so that the
controller may not spellcast or take any other active action. The range of such control is limited to 10 feet
plus 15 feet per the rank of the caster. If control is broken for some reason, the claws continue to follow the
last orders they were given.

18 | P a g e
Dogs
Wild Dog War-Dog
Climate/Terrain Any Any
Frequency Common Uncommon
Organization Pack Solitary
Diet Omnivore Omnivore
Activity Cycle Any Any
No. Appearing 4D4 Variable
Strength 10 14
Dexterity 11 13
Constitution 11 12
Size 4 (Lithe) 8 (Lithe)
Intelligence 2D2+1(4) 2D2+1(4)
Power 9 9

Initiative 8 9
Action Points 2 2
Damage Modifier -1D4 0
Power Points 9 9
AP/HP per Location
1-2 Right Hind Leg 0/3 1/4
2-4 Left Hind Leg 0/3 1/4
5-7 Hindquarters 0/4 1/5
8-10 Forequarters 0/5 1/6
11-13 Right Front Leg 0/3 1/4
14-16 Left Front Leg 0/3 1/4
17-20 Head 0/3 1/4
Skills
Athletics 67%, Brawn 51%, Endurance 65%, Evade 66%, Local 64%, Perception 63%, Stealth
66%, Survival 58%, Track 69%, Willpower 42%

Combat Style: Dog 56%

Weapon: Claw: 1D4+Dmg Modifier (above) AP/HP as per leg.


Bite: 1D6+Dmg Modifier(above) AP/HP as per head.

19 | P a g e

You might also like