Like cavaliers, Realm Knights are protectors, but on a larger scale. Whereas cavaliers are normally under the rule of a lord, Realm Knights are their own organization. Knightly in action and thought, things to keep in mind are honor, valor, protection, weapon expertise, riding, lawfulness and goodness.
Realm Knight (Physical TRAIT) K/S Area Base Steep ATTRIBUTE ------------------------------------------------------------------------------ Combat, Hand Weapons 24/18 (PMCap + PNCap) x 0.5 Combat, HTH, Non-lethal 20/15 (PMCap + PNCap) x 0.5 Combat, Missile Weapons 16/12 (PMCap + PNCap) x 0.5 Leadership 16/12 SMCap Arms & Armour 12/9 (PMCap + PNCap) x 0.5 Cultured Palate 12/9 PNCap Gambling 12/9 (MMCap + MRCap) x 0.5 Games, Physical 12/9 (PMCap + PNCap) x 0.5 Influence 12/9 MRCap Sports 12/9 (PMCap + PNCap) x 0.5 Survival 12/9 PMCap Travel 12/9 (PMCap + PNCap) x 0.5 Weapons, Military, All Other 12/9 (MMCap + MRCap) x 0.5 Weapons, Special Skills 12/9 PNCap Foreign Language 8/6 MMCap History 8/6 MMCap Military Science 8/6 (MMCap + MRCap) x 0.5 Political Science 8/6 (MMCap + MRCap) x 0.5 Religion 8/6 SMCap Swimming/Diving 8/6 (PMCap + PNCap) x 0.5 Handicrafts/Handiwork 4/4 PNCap Base STEEP Total 248/186
This magical item allows partial practitioner priestcraefters to cast a spell as a full practitioner. To do this, the priest first says a Minor Blessing Spell over the holy symbol or (if no General Tutelary castings are possessed) a Meditation Spell over it. Once this is done, the priest then channels an additional 100 heka into the item, taking one full CT to do this. The next casting then cast by the priest is cast as if the priest was a full practitioner, but ONLY if it is a General Tutelary, Basic Tutelary, or Ethos specific casting. Any additional cost incurred by the subsequent spell cast as a full practioner must still be paid as normal. If the next spell cast is not one of the three types specified above, the Holy Symbol has no effect, and the preparation and heka channeled into it are both lost. The Holy Symbol's power must be used immediately, and cannot be "readied" or prepared ahead of time.
These two are written in Tom's 'modified' Mythus Prime rules, which will be included in the next 'issue' of Dangerous Ideas. It should be easy to convert these nasties to Advanced Rules (there's a chapter in Mythus book 1).
Tom (BluSponge@AOL.com)
Scather (Wood Ghouls) Identifier: Monster Habitat: AEdonn: Forests, Marshlands Size: Human-sized Number Appearing: 1-12 Modes & Rates of Movement: Walk: 54 yds/BT Run: 108 yds/BT Inititative Modifier: Human Standard (-3) Outstanding K/S Areas: Criminal Activities, Physical 68 Combat, Hand Weapons 46 Combat, HTH, Lethal 57 Joss Factors: 0 Attractiveness: Horrid (0) - Dazing (normal), fleeing (normal) Average Armor Protection: 7 Weapons: Ironwood Cudgel (Steep 46 / 2 attacks/CT / 3d6 PD) Powers: Chameleon Ability M: 36 P: 54 (wl: 40) S: 27 Description: Scather are bizarre looking humanoids that are partially corpse and partially plant. They look like walking cadavers, but their skin is gnarled and wood like. Their features are twisted, as though in great agony. Scather dwell in the darkest, most tangled woodlands and bogs, searching for flesh to eat. They are adept at moving through the forest unnoticed, blending in with the shadows and trees. Many times a party may only notice a moving shadow off in the forest before being taken by suprise.
Llovitaar, major demoness Identifier: Demon, Major Habitat: Abyssal planes Size: 3x Human-sized Initiative: Human standard Modes and Rates of Movement: Outstanding K/S Areas & STEEP: Human Standard: 150 yds/BT Combat, Hand Weapons 47 Joss (Anti-Joss) Factors: 3 Multiversal Planes & Spheres 65 Attractiveness: -6 (nightmarish) Invulnerabilities Susceptibilities Non-enchanted Weapons Insinuation Cold-wrought iron (x2) Chemicals Gold (x2) Disease Argent (x1) Fire/Heat Exposure Extreme Cold (x1) Poison Electricity Average Armor Protection: 15 Attacks BAC Base Dmg Bonus Leg Stab (x2) 54 3d6+2 + 11 Sword Arm 47 4d6 + 12 Iron Spear* 62 3d6+8 + 14 * This highly enchanted weapon is spiritually linked to Llovitaar and, if stolen from her, she may press the possessor for its return. The enchantments are: +15 BAC, +5 PD, Unsurpassed quality, automatic return, can store a reservior of 50 Heka. Powers: Gaze, terrifying: Subjects who fail Avoidance of this gaz must check against Spiritual Trait at DR "Extreme" or else be drained of 6d6 points of S Trait, suffering SD thus. Confusion: When Llovitaar speaks, personas within earshot must check against their MR category at "Very Hard" or be confused. Confused personas suffer as though they were dazed, and their EL is temorarily halved; an effect which lasts for that meeting. Telepathy: Llovitaar can communicate telepathically with all those within eyesight. The ability can be used without limit, but unwilling subjects are able to resist through Mental Heka shields if errected. Statistical Details Mental - 50 Physical - 120 WL - 90* Spiritual - 60 * When this limit is reached, Llovitaar is banished to her rightful plane of existance. Commentary & Description: Llovitaar is a major demoness from the Abyssal Planes of the Pandemonium. She is a cunning, benign spirit who feeds on the souls (S Trait) of mortal beings. She appears as three beings: a wise woman, a lunatic, and a disfigured, jawless man with sword blades for arms. These three persons converge into a bulbous torso, supported by four, mantis-like legs, which she can strike with like weapons. The meer sight of her nightmarish vistage requires personas to check vs. their SM Category at: dazing, "Moderate"; "Fleeing, "Hard"; Insanity, "Hard". Llovitaar feeds on the Spiritual Trait of others. For every 5 SD points she delivers in Spiritual combat, she adds one to her score. As she is apt at this combat, she always does double SD points. Novitaar will also use mental combat, attempting to subdue her opponents and bend them to her will.
One other note: for your submissions, the less space your stuff takes up the easier it is on me. I don't want to stifle you (wait till the next one of these--see below!), but look at Llovitaar and how the top is taking up two columns to see what I mean...
See you next time, when we'll have part one of Tom's interesting set of rules, "Mythus Prime 2nd Edition"!! :-) Also, we'll have some sort of more-or-less complete K/S listing, so send in any new K/S Areas you've created if you want them included!!
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