Man, Myth & Magic [Box Set ed.]

A Roleplaying Game of Man’s Greatest Adventures This fantasy roleplaying game is set in the ancient world, one not see

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English Pages [139] Year 1982

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Table of contents :
Man, Myth & Magic Box Set
Book I: The Basic Rulebook
Credits
Table of Contents
Introduction
The Gate of Life Swings Open
Role Play: Your Key to the Arena
The Birth of a Gladiator
Reading the Dice
Basic Characteristics
Gladiator Names
Training
Gladiators in the Gallicus
Gladiator's Inheritance
The Journey to the Gallows
Unarmed Combat
Rules
Game Mastering Begins
Map: Plan of Warren
First Encounters
Key to the Plan
Encounters
The Gallicus
Gallicus Interior
Map: Plan of Gallicus
Training Begins
Choice of Gladiator Class
Gladiator Types (Chart)
Weapon Strategy
Into the Labyrinth
Encounters
Traps
Solo
Group
Exit
Map: Training Labyrinth
The Great Roman Games
Death in the Arena
Arranging the Games
Contests
Risks
Rewards
Thumbs Up
Experience
Ability Increase
Combat Movement
Aim of the Game
Special Rules
Battle
Battle Royal
Battle Beasts
Let the Games Begin!
In Search of Adventure
Appendix I: The Cost of Healing
Healing Pitions
Physicians
Appendix II: Life After Death
Character Sheet
Front
Back
Book II - The Advanced Rules
Table of Contents
All Roads Lead from Rome (Introduction)
Reincarnations
The Fates Decide (Your First Character)
Character Essentials
Your First Incarnation
Inheritance
Weapons and Armor
Portage
Weapons and Armor Chart
Equipment & Clothing
Livestock
The MM&M Paradox
Advanced Combat
How to Fight
When the Fighting Has To Stop
Avoiding the Blow
Recovery Rate
Speed and Movement
The Pursuit of Power
Temporary Loss of Power
Permanent Loss of Power
Getting Started
Character Abilities
African
Briton
Egyptian
Gaul
Greek
Hebrew
Ibernian
Visigoth
Roman
Oriental
Special Categories
Magic
Optional Rules
Optional Characteristics
Player Characteristic Modifiers
Tables
Combat Modifiers
Buying Animals and Other Exotic Items
Poisons
Power
Power Conversions
Keeping Track of Expended Power
Values of Treasure
Alternate Character Advancement
Target Areas for Hits Received from NPCs
Special Weapons Handling Abilities
The Man, Myth & Magic Grimoire
Common Spells
Specific Character Class Spells
African Witch Doctor
Egyptian Sorcerer
Hebrew Sorcerer
Hebrew Priest
Hibernian Leprechaun
Oriental Shaman
Psychics
Apothecary
African
British
Egyptian
What To Do If You Are Killed In Action
Advanced Character Statistics Sheet
Player Characteristics Modifiers Table
Book III - The Adventures Book
Table of Contents
Introduction
Basic MM&M Adventure: Back to the Warren
Map: House of Livia the Poisoner
Advanced Adventures
The Dragon Loose in Rome
Map: The Gardens of Sallust
Map: Ancient Britain
Apollo's Temple
The Witches of Lolag Shlige
The Great Pyramid Revealed
How to Become the All-Time Greatest Lore Master in the Known Universe
Map: Standard Terrain Map
Map: Standard Cave Complex
Map: Standard Underground Complex
Map: Standard Town Map
Random Encounter Tables
Character Sheet
Front
Back
Adventure Maps
Plan of Warren
Training Labyrinth
Plan of Gallicus
House of Livia the Poisoner
The Gardens of Sallust
Ancient Britain & Road Map
Ancient Egypt
Encounter Maps A & B
Stonehenge
Stonehenge (Lore Master's Map)
House of the Red Branch
House of the Red Branch (Lore Master's Map)
House of Lolag Shlige
House of Lolag Shlige (Lore Master's Map)
House of Lolag Shlige Level 2
House of Lolag Shlige Level 2 (Lore Master's Map)
Great Pyramid
Ancient Italy
Box Back Cover
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Man, Myth & Magic [Box Set ed.]

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Man] Myth & Magic ADVANCED CHARACTER STATISTICS SHEET *= ALOWNumberisbest Character Nationality: BASIC

OPTIONAL

Strength:

Agmty :

Speed:

Charm:

Skill-.

Determi natiom

Class:

Language: *

*

Character Name:

Player Name:

,

Endurance:

Prime Ability:

- Swimming: - Throwing:

Portage:

_ City Knowledge

*

- Weight:

_

'_

_

_

I,

* Mountain Knowleclge: * Desert Knowledge

Intelligence:

Courage:

* *

Power: LIFE POINTS:

MAGIC/SPECIAL: FuNDAMENTAL FAILURE RATE:_ /_ COMBAT: First: Strike Capacity: Number of Blows per Round:

edpom Archery , TH

_'I

``-N-

Basic To Hit Number: Damage Bonus:

Weapom ,.B lJdge a n THN

Number of Blows per Combat: CMF (See p. 13; Bk ll): I/Kria+ if6

led

bo'h: ,Ax

TrlNL,THN_

,

Man, Myth & Magic PLAYER AID INFORMATION Life Points: Total Strengthl SpeedI Endurancel Intelligence and Courage. When reduced to twenty character is unconcious. when reduced to zero Character is dead.

Duration of Combat: A character is allowed one blow for each part of each 10 Endurance Points and one blow for each full 20 Courage Points. When all Endurance and Courage has been used a character must 'restl for two Fiounds to recover them. Speed in Combat: lfacharacter'sSpeed is 74or lessone blow

First Strike Capacity: Total Speed and Courage.

per round of Combat is allowed. lithe character's Speed is 75 to 99 then two blows per round of Combat are allowed. lf the character's Speed is 100 then three blows per round are allowed. These additional blows do mat count against Endurance and Courage for determining Duration of Combat.

Basic "To Hit" Number (THN): 5O, COMBAT:

Base NumberTo Hit is 50 orgreater. THN Modified by character type: This applies only to Barbarians, Gladiators, Centurions, Wierdings and warrior types of characters. For each whole lO units of Sk"I above 50 subtract - 1 from character's Basic THN,

MOVEMENT:

Damage Modified by Strength: For each whole 10 units of Strength above50 add + 1 to Damage rolled. foreachwhole 10 units of Strength below 50 subtract - 1 from Damage rolled. This modifier applies to all character types.

To Hit Number Modified By Target Area: Ta rg et Area Damage Modification Area To Hit Number Tolerance Arm

Leg Hand Foot Thumb Finger or Toe

Head Torso or Back

+15 +10 +15 +15

POWER:

50 75 50 50

+20 +25 +30

100

No Modification

Total Life Points

30 25

Walking: isatthe rateoftenfeet perTurnand doesnot use Endurance. Running: is atthe rate of one hundred feet per Turn and does use Endurance and Courage at the following rate. Acharactermayrun oneTurnforeach full 5unitsof Endurance and one Turn for each lO full units of Courage. When all Endurance and Courage are used the character must stop all movement and rest for three Turns.

Modifies Basic Failure F]atefor Spells: Foreach full 30 Points of POWEF] subtract - i from Basic Failure Rate when attempting Magic Spells, See page 13; Book ll.

REGAINING LIFE POINTS & POWER

Life Points: Life Points are regained at an automatic rate of25 atthe beginning of each new segment. Power Points: Power Points are regained at the automatic rate of 10 at the beginning of each new segment. Maximum: Neither Life nor Power Points may be regained in excess of the character's current maximum level.

COMBAT MODIFIERS Character is being attacked by more than two opponents; Each attack-

Long Bow/Short Bow-Archery Modifiers

ing character receives a minus five (-5) to his THN for each attacking character over two.

Attacking from side; A character that is attacking an opponent from his side receives the following bonus: -5 to THN. Does not applyto thrown objects.

Attacking from rear; A character that is attacking an opponent from his rear receivesthefollowing bonus; - 10toTHN. Does notapplyto thrown objects.

Attacking a motionless opponent; "s applies when the target character is motionless. i.e, asleep, knocked out, tied up' etc. The bonuses vary depending on whetherthe target is being struck bye hand held weapon or is having a weapon thrown at him. lf the weapon is a hand held weapon the attacker receives an automatic hit and all of the percentage dice throw is damage. lf the weapon is being thrown the attacker receives a -20 to his

Range in Feet SITUATI ON

a;-;(17iO

O

0

4

:; o;

Long Bow/Short Bow Target Running

6 134-)/84%0

8 1!-)/1:2 0

2:61(/N;1AA4 0

i2iO

Firer Moving

TBagr%eotvPe[otected Firer on Horse Shoot at Moving Target from Moving Horse

0

487

14/14

15/15

; ;:

;;

;;

; NA

7 NA

16/18

17/20

19/22

2O/NA

22/NA

Thrown Missile Flange Attenuation: The following table is used to modify Thrown miss"es type weapons. (includes rocks, bottles and other small items).

THN.

Archery Modifiers: The following tables are used to modify archery fire. All plus (+) numbers are added to the attacker's THN.

RANGE IN % OF MISSILES MAXIMUM RANGE SITuATION 0-50% 51-65% 66-85% 86-10O% Target F3unning o +3 +4 +5 Thrower Moving 0 +1 +2 +3 Target Covered +1 +2 +3 +4 All plus (+) numbers are added to the attacker,s THN. All Thrown Miss"e Modifiers are cumulative.

Distribution of all Items Carried

I te m

Lo cat i o n

Ppooina[gse

I te m

Lo c at i o n

Ppooima[gse