Mythic Age Preview

Mythic Age is a roleplaying game of epic action inspired by the myths and legends of ancient Greece. This is not meant as an accurate representation of 8th to 5th BCE century Greece, but portrays a fantasy world where monsters dwell in twisting labyrinths and gods walk with mortals.

Classless Character Creation

Rather than knights and elves, the capabilities of player characters are informed by their race and talents. Races function very similar in many ways to how they are treated in the Fantasy Age Basic Rulebook, but to a much greater degree that includes your character’s primary abilities and a unique power. You still choose a Background to further distinguish you between yourself and others of your race.

Races

The race selection reflects a world where mortals often find themselves at the mercy of savage monsters and capricious gods. Being somewhat defined by the many wars the city-states have fought against each other and sharing similar armaments, all races are considered trained in brawling, light blades, and spears.

Amazon

Renowned for their combat prowess, amazons are the subject of awe and superstition. Amazons are tall with powerfully athletic builds. Although many mistakenly assume that they leave their mysterious island to serve as mercenaries in the many wars between the city-states, amazons are driven by competition and the satisfaction that comes with overcoming a challenge.

  • Add 1 to your Strength ability.
  • Pick one of the following ability focuses: Dexterity (Acrobatics) or Perception (Seeing).
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Primary Abilities: Accuracy, Perception, Fighting, and Strength.

Ferocity: The amazons are renowned for their fierceness in battle. Whenever you roll a 6 on a damage roll, roll that die again and add both results to your total damage.

Amazon Benefits
2d6 Roll Benefits
2 +1 Perception
3-4 Weapon Group: Bows
5 Focus: Dexterity (Acrobatics)
6 Focus: Intelligence (Natural Lore)
7-8 +1 Accuracy
9 Focus: Dexterity (Stealth)
10-11 Focus: Perception (Tracking)
12 +1 Willpower
* If the talent you choose provides this already, you can take the focus Accuracy (Bows) instead.

Atlantian

Ancient and gleaming Atlantis was a marvel to behold until it was struck down by the gods. Atlantians are distinctive by their purple eyes, chiseled features, and prominent widow-peaked brows. Many adventure to recover their lost treasures and secrets.

  • Add 1 to your Willpower ability.
  • Pick one of the following ability focuses: Intelligence (Arcane Lore) or Perception (Searching).
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Primary Abilities: Accuracy, Perception, Intelligence, and Willpower.

Dragonblooded: Atlantians have an innate resistance to magic. You receive +2 on all opposed ability tests against magic and spells.

Atlantian Benefits
2d6 Roll Benefits
2 +1 Willpower
3-4 Focus: Communication (Deception)
5 Focus: Willpower (Self-Discipline)
6 Focus: Intelligence (Cartography)
7-8 +1 Intelligence
9 Focus: Dexterity (Crafting)
10-11 Focus: Intelligence (Engineering)
12 +1 Accuracy

Athenian

Athens is a sanctuary of learning and civilization in a savage world, or so the Athenians believe. Blessed by their patron, Athena, many share her fair eyes and hair. Athenians travel to discover, learn, and advance civilization through science and reasoning.

  • Add 1 to your Intelligence ability.
  • Pick one of the following ability focuses: Communication (Leadership) or Intelligence (Historical Lore).
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Primary Abilities: Accuracy, Communication, Intelligence, and Willpower.

Cunning: Any time you roll 1 on an ability test based on Communication or Intelligence, you can reroll it but must keep the second result.

Athenian Benefits
2d6 Roll Benefits
2 +1 Communication
3-4 Focus: Intelligence (Cultural Lore)
5 Focus: Communication (Investigation)
6 Focus: Dexterity (Initiative)
7-8 +1 Willpower
9 Focus: Communication (Persuasion)
10-11 Focus: Intelligence (Healing)
12 +1 Dexterity

Corinthian

At a nautical crossroads, Corinth is home to renowned sailors in a world dominated by turbulent seas. Poseidon’s patronage not only grants them tremendous fortitude but also his deep blue eyes. Corinthians often journey to satisfy their wanderlust, whether by road or sail.

  • Add 1 to your Constitution ability.
  • Pick one of the following ability focuses: Dexterity (Sailing) or Intelligence (Navigation).
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Primary Abilities: Accuracy, Communication, Constitution, and Dexterity.

Athletic: Corinthians are renowned for their feats of fortitude. You receive 5 extra Endurance.

Corinthian Benefits
2d6 Roll Benefits
2 +1 Strength
3-4 Focus: Perception (Seeing)
5 Focus: Constitution (Rowing)
6 Focus: Intelligence (Cartography)
7-8 +1 Dexterity
9 Focus: Accuracy (Light Blades)
10-11 Focus: Constitution (Swimming)
12 +1 Communication

c3f484f6f8f0c570be7c26028001e068.jpgSpartan

The shadow of Sparta looms heavy across the lands. Dark-eyed and dark-haired, they mirror their lord Ares in more than just appearance, and their militaristic society has no place for the weak and infirm. Spartans seek glory and a good death by a worthy foe.

  • Add 1 to your Fighting ability.
  • Pick one of the following ability focuses: Constitution (Stamina) or Strength (Intimidation).
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Primary Abilities: Constitution, Fighting, Perception, and Strength.

Resilient: Only the healthiest and strongest are allowed to live in Sparta. You regain double the normal amount of Health after resting.

Spartan Benefits
2d6 Roll Benefits
2 +1 Constitution
3-4 Weapon Group: Heavy Blades
5 Focus: Intelligence (Military Lore)
6 Focus: Strength (Smithing)
7-8 +1 Strength
9 Focus: Willpower (Courage)
10-11 Focus: Strength (Climbing)
12 +1 Willpower
* If the talent you choose provides this already, you can take the focus Fighting (Heavy Blades) instead.

Theban

Thebes is a center of trade and culture. Thebans tend to have dark eyes with light hair or dark hair with bright eyes, a product of Dionysus’s many dalliances and accents their flare for the dramatic. Among all the peoples of the city-states, Thebans take joy and excitement in adventure itself.

  • Add 1 to your Communication ability.
  • Pick one of the following ability focuses: Communication (Performance) or Intelligence (Evaluation).
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Primary Abilities: Accuracy, Communication, Dexterity, and Intelligence.

Heroic: Thebes is the home of the legendary Hercules. You receive +1 SP whenever you Stunt.

Theban Benefits
2d6 Roll Benefits
2 +1 Accuracy
3-4 Focus: Dexterity (Legerdemain)
5 Focus: Intelligence (Musical Lore)
6 Focus: Communication (Bargaining)
7-8 +1 Intelligence
9 Focus: Perception (Empathy)
10-11 Focus: Strength (Driving)
12 +1 Dexterity

Character Advancement

Player characters also have greater freedom to choose their starting talents, and to even choose from unique talents that further individualize or emphasize certain aspects of their character. Characters advance according to the table below.

CHARACTER PROGRESSION
Level Health Endurance Benefit
1 10+Con 10+Will Gain 2 Talents (Novice)
Gain 1 Primary Ability Focus
2 1d6+Con 1d6+Will Gain 1 Talent (Novice)
Gain 1 Primary Ability Increase
Gain 1 Primary Ability Focus
3 1d6+Con 1d6+Will Gain 1 Talent (Novice or Journeyman)
Gain 1 Secondary Ability Increase
Gain 1 Secondary Ability Focus
4 1d6+Con 1d6+Will Gain Specialization (Novice)
Gain 1 Primary Ability Increase
Gain 1 Primary Ability Focus
5 1d6+Con 1d6+Will Gain 1 Talent (Novice, Journeyman, or Master)
Gain 1 Secondary Ability Increase
Gain 1 Secondary Ability Focus
6 1d6+Con 1d6+Will Gain Specialization (Journeyman)
Gain 1 Primary Ability Increase
Gain 1 Primary Ability Focus
7 1d6+Con 1d6+Will Gain 1 Talent (Novice, Journeyman, or Master)
Gain 1 Secondary Ability Increase
Gain 1 Secondary Ability Focus
8 1d6+Con 1d6+Will Gain Specialization (Master)
Gain 1 Primary Ability Increase
Gain 1 Primary Ability Focus
9 1d6+Con 1d6+Will Gain 1 Talent (Novice, Journeyman, or Master)
Gain 1 Secondary Ability Increase
Gain 1 Secondary Ability Focus
10 1d6+Con 1d6+Will Gain 1 Talent (Novice, Journeyman, or Master)
Gain 1 Primary Ability Increase
Gain 1 Primary Ability Focus

Unique Talents

Without classes, characters are free to choose talents as they see fit for their character. However, unique talents offer an opportunity to recoup some of the class’s appeal and some times with a little extra power or a different twist. Unique talents are different than other talents in that a character can only choose one unique talent.

Master-At-Arms (Unique)
Requirements: Constitution 1 or better

Novice: You are trained in any three of the following: Axes, Bludgeons, Bows, Heavy Blades, or Spears. You also reduce the Endurance cost of weapon style talents by 1.

Journeyman: You know how to goad and off-balance your opponents. You can perform the Threaten stunt for 1 SP instead of 2 SP.

Master: When you make an attack, you can take up to a –3 penalty on your attack roll to receive a corresponding bonus to your damage roll. If you are using a weapon two-handed, the bonus to your damage roll is doubled.

THAUMATURGY (Unique)
Requirement: Willpower 1 or better

Novice: You are able to choose magic talents. In addition, you can attack your foes with a gout of green eldritch fire. This is a ranged attack with a range of 16 yards and inflicts 1d6 + your Willpower in damage. This is resolved like a normal Ranged Attack, but the attack roll is an Accuracy (Grenades) test. Eldritch fire requires no Endurance to make this attack.

Journeyman: Your eldritch fire now reaches up to 24 yards.

Master: You can manipulate your eldritch fire to affect a 4 x 4 yard area within 16 yards. You roll one attack roll for all targets in the affected area.

Skirmisher (Unique)
Requirements: Dexterity 1 or better

Novice: You are deadly with weapons that use finesse and precision. You deal an extra 1d6 damage with bows and light blades.

Journeyman: You know where to hit where it hurts. You can perform the Pierce Armor stunt for 1 SP instead of the 2 SP.

Master: Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponent’s.

Health vs. Endurance

Endurance is a combination of well-being and resolve, and represents your characters capability to meet the challenges you face at your best. Like Health, it is reduced when your character takes damage but is subtracted first, like a separate pool of hit points. Whereas Basic Fantasy Age uses magic points, Endurance is used to fuel spells and other powers. For example, your character with Weapon Style talents can perform feats above and beyond their counterparts (see below).

GRR6001e_FantasyAgeCoreRulebook.jpgWeapon Style Powers

Archery Style
Benefit: By spending 2 Endurance, you ignore the penalty for attacking at long range.

Charioteer Style *New*

Novice: You are adept at steering your chariot out of danger. You receive +1 Defense and +1 on ability tests to avoid damage to your chariot. In addition, when you spend 3 Endurance, you can move half your speed while turning rather than three-quarters your normal speed.

Journeyman: If you fail a Strength (Driving) test, you can re-roll it, but you must keep the results of the second roll.

Master: When you ram with your chariot, you add all the Strength’s of the team pulling your chariot to the damage roll.

Dual Weapon Style
Benefit: By spending 3 Endurance, you can make an attack with your off-hand weapon.

Mounted Combat Style
Benefit: By spending 2 Endurance, you move your mount’s normal speed while charging.

Single Weapon Style
Benefit: After being attacked by an opponent, you can spend 3 Endurance to add +3 to your Defense.

Two-Hander Style
Benefit: By spending 3 Endurance, you can reroll 1s and 2s on damage rolls.

Thrown Weapon Style
Benefit: By spending 2 Endurance, you double the short range of the attack from your thrown weapon.

Unarmed Style
Benefit: After a successful attack, you can spend 1 Endurance to attempt to grapple your opponent. You begin a grapple by making an opposed test of your Accuracy (Brawling) vs. the target’s Strength (Might) or Dexterity (Acrobatics). If you win, the target can not attack with one of his or her attacks until he or she breaks the grapple with an opposed test as a major action. You are unable to make an attack or cast spells while grappling.

Weapon and Shield Style
Benefit: After being hit by an attack, you can spend 2 Endurance to add your shield Defense bonus to your Armor Rating.

Arcana Stunts

Lastly, all the spell schools in the Fantasy Age Basic Rulebook gain special stunts that is unique to each. It deserves a post in of itself but here are a couple.

Air Arcana Stunts
SP Cost Stunt
1+ Favorable Winds: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend. Targets resistant to the Skirmish stunt are likewise resistant to this stunt.
3 Borne Aloft: You float a yard off the ground for the remainder of the encounter or until you decide to descend as a free action.
Fire Arcana Stunts
SP Cost Stunt
1+ Scorch: You deal 1 penetrating damage for every 1 SP you spend.
3 Ignite: The affected area starts on fire. Each target takes 1d6 damage at the start of his or her turn until he or she uses a major action to drop to the ground and smother the flames.
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