The Idea:
To expand the Mythus RPG system to provide for Mythus to be played at levels that exceed its current capacity. The result of this will be a framework for roleplayers to game at a variety of capacities. The meta-human possibilities can lead to meta-human roles and situations for which the MAXIMUS rules will specialize. In a non-heka-active milileu, one maybe based somewhere closer to Earth than Aerth, there must be other resources available-- those that emphasize things like psychogenics and 'modern' K/S bundles.

Note: Refer to Mythus rules in every case where these rules aren't elucidating.


CHARACTER GENERATION


  1. Roll SEC
  2. Select Vocation
  3. Genetic Origin
  4. Attribute Generation
  5. K/S Areas
  6. Miscellania
  7. Powers

Step One:

SEC

You can use the same table as in Mythus, possibly with modifications depending on the regional economy.

Step Two: Vocation

Next you choose a vocation:

GENERIC VOCATIONS:
01-32Business
33-53Communication
54-71Physical/Other
72-78Politics
79-00Science

Specific VOCATIONS:

BUSINESS
Random
d100
Sub-vocationSEC RangeSEC StartTRAIT
01-06Accountant4-85Mental
07-18Entreprenuership2-96Mental
19-30Finance5-96Mental
31-57Merchandise2-95Mental/Spirit
58-82Skilled/unskilled labor1-93Physical
83-00Other

COMMUNICATION
Random
d100
Sub-vocationSEC RangeSEC StartTRAIT
01-11Artist(other)2-93Spirit
12-22Journalism2-74Mental
23-33Performance1-94Spirit
34-44Religion1-94Spirit
45-54SocialWorker/Psych3-94Spirit
55-70Teacher3-94Spirit/Mental
71-81Writer2-94Spirit/Mental
82-00Other

PHYSICAL/OTHER
Random
d100
Sub-vocationSEC RangeSEC StartTRAIT
01-08Athlete1-98Physical
09-48Coercion,Legit1-94Physical
49-59Coercion,Non-Legit1-96Physical
60-65Espionage3-95Mental/Phys
66-72Pilot/Driver1-94Physical
73-75Playboy7-98Spirit
76-80Vice1-96Mental
81-86Wildlife1-93Spirit
87-00Other

POLITICS
Random
d100
Sub-vocationSEC RangeSEC StartTRAIT
01-15Activist/Volunteer3-94Spirit
16-23Analyst3-74Mental
24-57Bureaucrat4-96Mental/Spirit
58-80Law3-97Mental
81-90Politician2-96Spirit
91-00Other

SCIENTIST
Random
d100
Sub-vocationSEC RangeSEC StartTRAIT
01-04Archeology/Anthro2-74Mental
05-09Astronomy/Astrology3-84Mental
10-17Astronaut/Aernautics4-96Mental
18-23Biology/Botany3-75Mental
24-30Chemistry3-86Mental
31-39Computers3-96Mental
40-48Electonics3-96Mental
49-56Engineer/Architect3-86Mental
57-62Mathematics2-75Mental
63-72Medicine4-97Mental
73-79Physicist3-96Mental
81-90Student2-93Any
91-00Other

Step Three: HEROIC PERSONAS STATISTICS

Unlike Mythus, the player must check for the existence of meta-human capabilities before this section can be begun. It is possible, if not preferred, that the character created be inhuman, parahuman or even metahuman. As different campaigns call for different priorities, the metahuman classifications are ranked and given percentile tables to roll on to merely serve as guidelines.

GENETIC ORIGIN
01-25HUMANThis being was and is homo sapien and that's about it. That doesn't mean that powers can't reside within or without the character. It just means that any metanormality hasn't changed the human's fundamental genetic structure.
26-65PARAHUMANThis body has had its genetic or physical structure altered from homo sapien to something other than homo sapien, be it mutant, cyborg, or undead. Note: any power-generating genetic mutation, induced or bred, makes the character parahuman.
66-82UNHUMANThis being was created from inorganic materials and has a limited genetic structure. Robots, lava-men, and the rest fit here.
83-00METAHUMANThis being was never human and was originally conceived as something other, be it another race, species, or concept of life.

Remember, each of the general genetics classifications exist to provide a guide for statistics generation. Feel free to give your character one class but role on another table (for example, if you wanted to generate Howard the Duck, you might call him Metahuman but roll on the "human" table). Knowing your classification, follow the guidelines for ACT generation.

CLASSIFICATION/SUB-CLASS OUTLINE (assuming Maximus setting)
Being Class(d100 Roll)Sub-Class1Sub-Class2(d100 Roll)Examples:
HUMAN(01-25)- Normal(01-40)Julie Newmar
- Hero(41-00)Adam West
PARAHUMAN(26-65)- Mutate(01-45)Mutants from Total Recall, The Fly II
- Gengineered(46-85)
- Enhanced Human (01-50)Universal Soldier
- Cyborg (51-00)Bionic Man/Woman
- Dynamo(86-00)Zombies, Hulk, Phenomenon
UNHUMAN(66-82)- Unliving Race(01-25)Transformers, Stay Puft Marshmallow Man
- Artifact(26-80)
- Manufactured (01-67)HAL, T2000, R2D2
- Accidental (68-00)Chuckie, V-Ger
- Phenomena(81-00)Life, not as we know it
METAHUMAN(83-00)- Animal(01-15)Lassie, Pegasus
- Demihuman(16-40)Mermen, centaur, TMNT
- Alien Species(41-65)Ewok, E.T., Alien, Q Continuum
- Terran-related Race(66-90)Highlander immortals, Elves
- Vegetable(91-94)Little Shop of Horrors
- Angel/Demon(95-99)Valkyries, gremlins
- Singularity(00)Gods, Man on the Moon

Step Four: Attribute Scores

Generating the Numbers

HUMAN

PARAHUMAN

Two methods for rolling Parahuman Trait scores are presented. Use Method 1 if the paranormality was acquired through relatively uncontrolled process (random mutation, freaky accident) or Method 2 if the outcome of the paranormality-inducing process was controlled (surgery, Magickal transformation).

Method 1

Method 2:

As a rule, you might let the player opt to trade two points from one Attribute in order to raise another by one point. You can always make any modification the GM approves.

UNHUMAN

METAHUMAN
This body type was never and probably never will be human. Conceived and composed of organic matter, Metahumans can be horses named Ed, demihumans, aliens, gods, celestial avatars, or symbiotic costumes- possibly all at once. Because of the truly infinite variety of incarnations this classification could have, only one general method will be treated here. Common sense must prevail.

Attribute creation: First, roll 2D10 and apply the Multiplier associated with the Metahuman Class. In other words, there should be 18 numbers and 18 multipliers. For small animals, their scores will all range between 2 and 20. For powerful, larger animals and vegetables, the scores will range from 4-40. For demihumans (basically human), the scores would range from 4-40. For members of a terran race (those beings of legend who are generally of the same scale as earthlings), the scores range from 4-40 or from 6-60, depending on how powerful the GM desires. Both multipliers can also be used, flipping a coin after each D100 to determine whether to multiply it by a 2 or a 3. Leprachauns would use a 2, whereas dragons would use a 3. And mythical Trolls would probably use a 2 for Mental and Spiritual and a 3 for Physical scores. Of course, common sense again applies. When creating a "Highlander" HP, use the Mythus rules for HP generation -- not this system. King Kong fits in this sub-class (Upon creation of King Kong, naturally, he traded away all his Spiritual and Mental scores for higher Physical ones.). For Angels, Demons, and Avatars, a multiplier of 4 yields scores ranging from 8-80. This could result in very potent creatures. But the most powerful are the Singularities, whose scores range from 10-100.

Alien Table
MultiplierSub ClassExamples
1AnimalLittle critters like parrots, ferrets, etc.
1-2Animal, VegetableBears, Killer tomatos
2DemihumanPan, mutant turles/wolves
2-3Terran RaceElf, Wendigo, dragons
4Angel/DemonFreddy Krueger, any avatar
5SingularityHercules
*VariableAlien
Phenomenon
ET, Vulcans
"Bob" from Twin Peaks
*Variable: For potentially very "wild" characters (meaning huge variations in score: massive Mental, tiny Spiritual, huge PMSpd, miniscule PMPow, etc.), use a variable multiplier. That is, each roll of 2D10 is then multiplied by the result of a 1D5 roll. Thus, a 3 and a 8 rolled on 2D10 makes an 11. This is multiplied by a 1D5 roll, resulting in a 5 in this example, for a total of 55 points for a certain Attribute. Each roll in this system comes with its own uniquely determined multiplier (between 1 and 5).

SCORE GENERATION TABLES

Mutate Table
MentalPhysicalSpiritual
D100
Roll
AttributeD100
Roll
AttributeD100
Roll
Attribute
01-02401-03401-034
03-07604-10604-096
08-191011-211010-1910
20-311322-331320-3113
32-431734-451732-4317
44-551946-561944-5519
56-672157-682156-6621
68-782469-762467-7624
79-842777-832777-8327
85-883284-883284-8832
89-913689-923689-9236
92-943993-953993-9539
95-964596-974596-9745
97-985598-995598-9955
99-996500-0060 and up00-0060 and up
00-0070 and up

Gengineered Table
MentalPhysicalSpiritual
D100
Roll
AttributeD100
Roll
AttributeD100
Roll
Attribute
01-02401-01401-024
03-05602-04603-046
06-101005-091006-0910
11-171310-161310-1513
18-271717-251716-2317
28-391926-341924-3319
40-542135-452134-4421
55-712446-582446-6824
72-812759-712761-7727
82-893272-813276-8532
90-933682-893686-9136
94-963990-943993-9639
97-984595-974598-9945
99-995598-995500-0055 and up
00-0065 and up00-0065 and up

* Note: You might consider using the HUMAN generation for Traits not included in the Gengineering process (Mental or Spiritual for example if the HP was Captain America). This table presumes Enhancement to all Traits.


Dynamo Table
MentalPhysicalSpiritual
D100
Roll
AttributeD100
Roll
AttributeD100
Roll
Attribute
01-04401-04401-044
05-09605-09605-096
10-151010-151010-1510
16-211316-211316-2113
22-281722-281722-2817
29-351929-351929-3519
36-422136-422136-4221
43-502443-502443-5024
51-582751-582751-5827
59-653259-653259-6532
66-723666-723666-7236
73-793973-793973-7939
80-854580-854580-8545
86-915586-915586-9155
92-976592-966592-9765
98-008097-008098-0080

Artifact Table
MentalPhysicalSpiritual
D100
Roll
AttributeD100
Roll
AttributeD100
Roll
Attribute
01-04401-04401-084
05-10605-10609-156
11-151011-151016-3010
16-221316-221331-5013
23-321723-321751-6017
33-411933-411961-7019
42-482142-482171-7921
49-532449-532480-8324
54-582754-582784-8727
59-673259-673288-9132
68-763668-763692-9536
77-853977-853996-9839
86-904586-904599-0045
91-945591-9455
95-986595-9865
99-008099-0080

For convenience, a comparison and roster chart has been provided for each Trait.

Turn to the next section of HP Generation, K/S Areas.


Return to the Mythus Notes table of contents

Email your comments to: Doug Noonan
Email: <dougn@uchicago.edu>
Last Updated: Tuesday, August 19, 1997
The following material is a work in progress. It consists of notes developed by me, for use in my own Marvel Superheroes(tm) and Dangerous Journeys(tm)/Mythus(tm) adventures. They are posted here for my own access, and the access of those participating in an editorial dialogue, with the express purposes use of understanding all aforementioned game systems better as well as developing adjunct gaming systems, hereafter referred to as Maximus. The ideas herein are all original except where otherwise noted. They are not offered for resale, republication, or rebroadcasting without the express written consent of a legion of lawyers. All rights reserved. Uses of Mythus(tm), Dangerous Journeys(tm), Marvel Superheroes(tm), and other copyrighted concepts are done with full respect of those copyrights, as held by TSR, Inc., Marvel Comics Group, and others where applicable.