Mythus provides an upper limit of 15 Heka-generating K/S areas. In Maximus, this table is expanded for those who have a TRAIT total of over 140. Append this table:
| TRAIT Limitations to Heka-Generating K/S Areas (p.66): | |
|---|---|
| TRAIT Total | Heka Generating K/S Area Limit |
| 140-160 | 17 |
| 161-200 | 22 |
| 201-240 | 28 |
| 241 and above | All |
Where appropriate, some super-HPs may need extra bonus K/S areas. For instance, an alien of vast Mental prowess would likely have accumulated more K/S areas than an HP of normal Mental. On the other hand, an HP who suddenly had their Mental Trait doubled would probably not use this table extension. Keep in mind, for realism sake, that acquiring even a bonus skill requires time spend studying and practicing. These bonus K/S areas, for that reason, are optional. Append this table to the table determining bonus K/S Areas:
| Bonus K/S Areas (p.97) | |
|---|---|
| TRAIT Score | Additional K/S Areas |
| 101-125 | 5 |
| 126-150 | 7 |
| 151-200 | 10 |
| 201-250 | 13 |
| 251-300 | 19 |
| 301-400 | 25 |
| 401-500 | 50 |
| 501-600 | 100 |
| 600 | all? |
This table has been altered for those super-HPs who are not subject to the limitations of normal humanity (30 to P, 40 to M and S). Two options are given, depending on how quickly your campaign will advance HPs. The first is based largely on simply extending the Mythus system. The second allows for more rapid advancement, much like you would find in high-powered comic book adventures.
| Attribute Advancement (p.135) | |
|---|---|
| New Total | AP Cost/Point |
| 1-8 | 4 |
| 9-11 | 6 |
| 12-14 | 8 |
| 15-16 | 10 |
| 17-18 | 15 |
| 19-20 | 25 |
| 21-40 | 50 |
| 41-70 | 100 |
| 71-100 | 200 |
| Table 2 | |
|---|---|
| New Total | AP Cost/Point |
| 1-5 | 3 |
| 6-8 | 4 |
| 9-11 | 6 |
| 12-14 | 7 |
| 15-16 | 8 |
| 17-18 | 9 |
| 19-20 | 10 |
| 21-30 | 13 |
| 31-40 | 18 |
| 41-60 | 25 |
| 61-85 | 36 |
| 86-100 | 46 |
Append this table for super-HPs
| K/S Improvement by Study (p.136) | |
|---|---|
| MMPow | # of Subjects |
| 17-22 | 4 |
| 23-30 | 6 |
| 31-40 | 9 |
| 41-50 | 13 |
| 51-60 | 19 |
| 61-80 | 32 |
| 81-100 | 50 |
ATTRIBUTE Improvement by Training (p.136)
The technology level available is the major constraint to advancement. With Aerth technology, advancement beyond 30 is impossible in this method. However, on Phaeree or Earth or elsewhere, advancement is not so limited. The JourneyMaster must determine this limit.
I am not sure why this table was included, because it seems to lead to double-counting the PNSpd and PMSpd in the bonus to combat K/S STEEPs. For those K/S Areas that the HP was created with, or that received TRAIT bonuses in determining the STEEP, I would not change the table. For those K/S's that did not receive any TRAIT bonuses (like those acquired through adventuring or through spending APs), use the BAC Bonuses table after appending this table to the bottom of it.
| BAC Bonuses (p.224) | |
|---|---|
| Combined scores | Bonus to BAC (%) |
| 176-200 | 25 |
| 201-240 | 32 |
| 241-299 | 40 |
| 300 and above | 50 |
Damage Bonus for High PMPow (p.224)
This table is accurate under most circumstances. One applicable limit, most important for super-HPs, is the durability of an artificial weapon used in conjunction with high PMPow. Use the second number of the durability (p.225) of the weapon to determine the upper bounds of the PMPow bonus. Suppose Superman (PMPow=100) attacks me with a chopstick (wood, poor quality). The chopstick could only sustain 10 points of stress before snapping in two, thereby wasting both the chopstick and the remaining 78 (88 minus 10) points of Superman's PMPow bonus. If Superman just punched me, he would receive his full PMPow bonus. This is why you don't see most superhuman carrying baseball bats. They work great for those of us who couldn't possibly break one, but for the Hulk, they just can't stand the pressure. But even Conan's super-strength (say, PMPow=35) could still wield any metal sword of at least "above average" quality and receive his full bonus of 23 points. But if he used an above average spear, he would break it and only get the first 20 bonus points.
Suppose that Conan really did want to use that spear, or Superman that chopstick. For them to wield it without breaking it requires the attack be made at one DR more difficult.
Overpowering attacks still apply as per Mythus rules. Additionally, GRAPPLING can take place and grappling damage (impact damage generally, but many forms of magickal armor or vril-created armor have affect on this attack) can now be done whenever the grappler has a PMPow bonus (ie. greater than 12). This value is increased according to the following table.
| Attack method/body form | Damage |
|---|---|
| Humanoid wrestling | 2d6 |
| Constriction | 1d3 |
| Tendril wrap (per tendril?) | 1d6 |
| Grasping claw (aviary) | 1d3 |
| Other (simple grappler, hooks) | 1d3 |
| Other (complex manipulator, many arms) | 2d6 + |
To determine a hit success, take the Combat HTH Non-lethal of the attacker and add any STEEP bonus. This is the BAC. Add any SF penalty from armor and other situational modifiers. Then subtract a fifth of the total of the defender's PMPow and effective PMSpd and Combat HTH Non-lethal. This is the FAC. Roll the success of the attack, as based on the overpowering table (weights). Remember to consult the strike location table to determine the multiplier. If the target is greater than twice the size of the grappler, then the strike location must be Non-Vital. The grappled opponent who is taking taking damage receives Blunt damage for the first CT and grappling (Impact) damage for each subsequent CT. Neither opponent can move unless flight is a power or the sizes of the opponents are so different that movement can be reasonably permitted.
If the attacker scored only a Non-Vital hit location, a single limb (or pair or something reasonable) is only grabbed by the grappler. For Vital attacks, maybe a pair of limbs are grabbed. Super-Vital and/or Ultra-Vital hits might muzzle the defender. Anything over NV should immobilize the combatants, and movement under NV is determined by the circumstances. For Non-Vital grapples, the defender may still attack other targets if he has powers or abilities that might let him. It would be at a Hard DR at the very least.
The defender may try to escape any hold, once per CT, and that is their entire action. To escape, there are two methods:
Many creatures have a preferred attack technique called 'charging'. The particulars of charging for these creatures are peculiar to each creature. This does not mean that anyone can't simply charge into an opponent and use their momentum, strength, and physical hardness to knock them silly. In fact, it proves to be an effective form of combat. There are two aspects to the charge. The first is determining the hit and its effects. The second is a special result common to charging -- the slam. The slam is covered later.
Charging requires no K/S, only full physical manifestation on the part of the attacker and defender. A charge is like a blunt weapon attack unless the charger has some physical form that might change that, like horns or a flaming head. The charge is not "Impact" damage. As a 'weapon', the charge has a variable number of weapon points and BAC bonus, depending on the velocity of the charger. The velocity is measured as the move rate in the CT of attack, the only exception to this is in cases of a multiple CT charge which ends up with a short distance traveled in the final CT. In this case, use the average move rate of the prolonged charge. The bonuses vary according to the following table:
| Movement in the CT of the attack* | BAC Bonus** | WP |
|---|---|---|
| .06 times normal move rate (P TRAIT) in yards | -10 | 0 |
| .1 times normal move rate in yards | 0 | 2 |
| .2 times normal move rate in yards | 5 | 4 |
| .3 times normal move rate in yards | 10 | 6 |
| .5 times normal move rate in yards | 15 | 8 |
| Up to normal move rate in yards (enhanced) | 20 | 10 |
| For each multiple of normal move rate thereafter | add 5 | add 2 |
* If the terrain traveled is broken, difficult, or resistant, the WP is multiplied by the terrain modifier.
** The BAC bonus can never be higher than the MRCap of the charger.
Everyone has a STEEP in Charging equal to the average of their PMPow and PNCap attributes. This can be modified by cross-feeding K/S areas like Combat HTH Lethal (hands, feet), Swimming/Diving, and even Acrobatics/Gymnastics.
Thus, for Jergen Borg, for example, he would have a STEEP of 20 modified to a 23 because I allowed a 10% cross-application of his his Hands and Feet Combat HTH Lethal sub-areas. If Jergen was flying, however, his Swiming/Diving, I would rule, gives him a 20% cross-application bonus and his STEEP would rise to 29. In addition to the situational modifiers in the book, he would receive a bonus for his speed up to, but not exceeding, 15. This means that any charge rate of more than 58 yards per CT (40 m.p.h.) would be wasted, but the charge would have a BAC of 46. If Jergen merely ran, it would have a BAC of 39 -- implying that propelling Jergen at 40mph is probably more effort than it's worth.
Damage for this attack is based on the WP. For every 2 WP, the base damage is increased 1d6. Bonus for high PMPow still applies, although no damage bonus is available for a high STEEP because this is not a true K/S area. Thus, Jergen running would do 3d6 + 13 (including high PMPow bonus). A 40mph Jergen would do 4d6 + 15. And, conceivably, a Jergen traveling 400mph (585 yards per CT) would have a BAC of 58 and could inflict a base damage of 10d6 + 27 (ouch). The strike location table would then be consulted.
Possible Slams result if the attack scored a special success or a Super-Vital or an Ultra-Vital hit. Consult the Slam? section for more information.
Problems occur if the target has physical armor that was greater than the damage inflicted. If the target took no damage and still has a non-Casting-based, physical armor protecting it, the attacker suffers Non-Vital, blunt damage equal to the difference. The attacker can never suffer more damage than he could have inflicted if he was his own target. Thus, the charger's armor might apply. For instance, a sprinting Jergen may average 29 points of damage against the guy in plate mail and probably not hurt the guy. The difference between the 29 damage and the 38 protection means that Jergen takes 9 points of blunt damage -- or nothing if he is wearing any credible armor also. This becomes especially important in cases of highly armored individuals.
Suppose Jergen dives off of a 100 foot cliff onto the back of a floating Megadile. He impacts on the same CT he leaps, moving at a near 'running' pace, giving him a BAC Bonus of 10 and a WP of 6. His STEEP is 29 because he is diving. Lighting is good and the Megadile is unsuspecting, giving a +15 modifier for elevated attack. The FAC in this case is 60. Jergen would make his role and then make another role on the strike location table if he hit. Let us suppose he hit a Vital location, doing blunt damage with his Bazu Band-led charge. He does 3d6 + 13, and he rolls a 24, yielding 48 points of damage. The Megadile takes 28 points of damage after armor and feels an itch. If the hit was UV, it would have taken 56 points. If, somehow, the Megadile was enchanted with 40 points of armor, physical, the attack would have its first 40 absorbed by the magick and the megadile hide would take the remaining 8. Because the megadile has and average of 25 points of armor versus blunt attacks, Jergen opens himself up to 17 points of damage. Luckily, he is leading his attack with Bazu Bands which detract 5 points from the 17, meaning Jergen would take only 12 points of damage for his troubles.
Mythus already provides rules for Dodging, as listed on page 226. Remember, this Dodging percentage is only applicable when the dodger is consciously attempting to do so (declaring it as their action) and when the dodger is lightly armored or less (less than +6 SF). And, the dodging modification takes place before the attacker's DR multiplier is applied.
Quite frequently when super-heavy-weights start throwing down, their bodies begin flying across bars, through windows, and into each other. The action of "slamming" an opponent is important to many high-powered combats. Although this can happen at any time the JourneyMaster deems appropriate, here are some baseline rules.
| Condition | Effect |
|---|---|
| Ultra-Vital hit | Slam II |
| Special Success | Slam I |
Slam II: If the total damage rolled (not inflicted) was greater than the weight of the victim in pounds, the victim is forced in a direction chosen by the attacker 1d6 feet. The attacker may only pick general direction only. The attack must be strong enough to inflict damage on the victim for a slam to take effect.
Slam I: If the attack does no real damage, then treat as a Slam II. If it does inflict damage, the victim is knocked in a direction of choice of the attacker to distance equal to the number of feet equal to the Damage Bonus From High PMPow of the attacker times the Hit Location modifier. This applies to victims of typical human weight. For every factor heavier or lighter than typical human weight, reduce of increase the distance slammed conversely. Assume, for convenience sake, that the victim is flying at a speed equal to the Damage Bonus From High PMPow in miles per hour. The attacker can aim the direction with a Difficult check against their PN Category.
Eventually, the slammed victim will impact with something. At this point, the victim takes the same amount of damage as the original blunt attack (power-generated damage like flaming fists and hit-location modifiers not included). A like amount of damage is also taken by the stopping agent (the wall, the EP, the window). If stopping is skidding along the ground, or something that gradually slows the velocity, then the damage is broken up into smaller parcels over a lengthened time frame (although to us normals, skidding along the pavement could be life-threatening nonetheless). If the damage inflicted upon the stopping agent is greater than it can sustain and still maintain its function, it serves to reduce the velocity by a quantity equal to its capacity to cease motion (the maximum amount of physical damage it can sustain in PD points) and ceases to function. The hurtling victim continues on its trajectory, possibly altered, at an appropriately reduced velocity, also having sustained a like amount of PD points. It's all physics.
For example, suppose the Predator and his PMPow of 45 punched (STEEP=60 in Combat, HTH, Lethal, hands) an Ogre (weighing 3,300 pounds). If he rolled an 05, then the Special Success would inflict the maximum damage of 50 (14 for hands + 32 PMPow + 4 for STEEP). Suppose it was a Super-Vital success, trebling the total damage to 150 PD points. The Ogre, 12-times human-sized, would knocked back (32 times 3 divided by 12) 8 feet by such a blow. He would also take 90 points of damage after his armor took effect. If Predator was able to slam the Orge into a large tree located, say, two feet behind him, the tree and the Orge would take another 50 points of (NV) damage and the Ogre would likely fall to his knees. If it was a small tree (PD=30), the tree would be smashed, the Ogre would take only 30 PD points, and the Ogre's velocity would be reduced by 60% (30/50). The Ogre would then land on his back 2.4 feet past the tree (60% of the remaining 6 feet).
If, on the other hand, Predator had punched a 150-pound Orc with the same success, the Orc would be launched 96 feet in the direction of Predator's choosing and likely be killed.
For another example, suppose the Predator was again punching the Ogre, rolling a normal success. Rolling for damage, the Predator rolled an average hit of 45 damage points. If the hit location resulted in an Ultra Vital hit, there is again an option of Slam II. The total damage inflicted, however, is only 180 points -- not nearly enough to slam the obese Ogre. If the Predator had the same luck against the Orc, the Orc would be subject to Slam II effects, being knocked 1d6 feet in some direction. Again, the Orc is unlikely to survive the damage.
The rules for Slugfest are very general and can find wide application to most any part of the game. Anything from Optic Blasts to Superman's fists or Telekinetic attacks to charging 49er linebackers can find use in the Slam system. Most attacks which are dependent on the proper manipulation of a artificial weapon, as opposed to the use of the weapon as something like a battering ram, should follow the normal Mythus procedure.
Psychogenic powers are empowered innately by a persona. Many powers draw from that inner power source without draining it. The ability to fly, for instance, is rarely ever draining on a persona's energy. On the other hand, for someone to carry many others while flying might drain that energy. In most cases, the energy must be drawn from the individual themselves, not from heka resevoirs (even if that persona created it). On the other hand, for a vampiric super-EP, any use of certain powers might mean draining that EPs' heka reserves. That EP's powers might be such that, to replenish their energy, he must feed on blood or something of the sort (hence, a secondary power of "blood to heka conversion").
Energy used for psychogenics can be regenerated like heka. And in a heka-active millieux, it is heka. In other millieux, it is called Vril, a different form of psychogenic energy roughly translatable to heka (on approx. a 1 to 5 ratio). The rate of regeneration is determined by the milllieux and by the particular persona.
Most commons powers are essentially unlimited in their energy reserves. Body resistance, force fields, flight, eye beams, X-Ray vision flaming fists, telepathy, etc. are all examples of common powers that do not generally drain the persona. Rigorous activity of any kind, of course, can drain a persona -- forcing Endurance K/S checks, or checks against the appropriate Trait in order to maintain the activity. This is not to say that special rules need to be developed for each power.
Most Psychogenic powers need a rank -- a raw psychogenic Power Rating (PR). This PR gives a numerical representation of the scale of the raw power created and manipulated by the use of the psychogenic. It is generally on the same scale as STEEP. Thus, a PR of 20 in Telepathy is significant, but a PR of 60 in Telepathy is vastly superior. A power's PR is often used for psychogenic-related tasks, where DR rolls are required.
Also, for many powers, a new K/S Area is created. The STEEP value for controlling that psychogenic is assigned a value when appropriate. For instance, shooting lasers from my fingertips at the bad-guy will require checking against my Combat, Finger-Shooting K/S's STEEP to see if I hit. But, defending myself with a force field or melting someone's brain will not likely require any special K/S Area for that skill. It's just a matter of whether I will myself to use that psychogenic, and whether the psychogenic is powerful enough (PR).
Unlike some other systems, the Dangerous Journey flirts with death much like driving across a one-lane bridge. There isn't much room for error although you are given warnings. Paranormals and their ilk are often tempted to bash skulls until nobody is left standing. Such is the Mighty Marvel Manner, and many other ways. This would work fine except that iron-willed heroes and villains are a dime a dozen and don't usually know when to quit. A 0 (zero) in any Trait means cold, six feet under, begin a healthy diet of rigamortis with some decomposition for dessert, DEATH! Most Maximus millileus will provide infinite numbers of ways to change that, but that still won't change the basic premise of the rules. 0 is dead.
Until that happens, how do super-characters recover from their wounds? First, it should be noted that all of the standard rules regarding damage to personas applies to Maximus characters alike. The Healing Rates table has been expanded as follows:
| Healing Rates Table: | |||
|---|---|---|---|
| PM, SM, or MR CATEGORY | Initial Recovery | Prime Rate | Secondary Rate |
| 00-17 | 1 | 0.5 | 0 |
| 18-26 | 3 | 1 | 0.5 |
| 27-38 | 5 | 1.5 | 1 |
| 39-50 | 7 | 2 | 1.5 |
| 51-73 | 10 | 2.5 | 2 |
| 74-95 | 14 | 4 | 2.5 |
| 96-120 | 18 | 5.5 | 4 |
| 121-150 | 24 | 7 | 5.5 |
| 151-190 | 30 | 8.5 | 7 |
| 191-250 | 38 | 11 | 9 |
| 251 and above | 50 | 15 | 11 |
* Note: No natural healing can take place while an HP is doing anything that might constitute repeated flexing or sweat-breaking activities.
Initial Recovery: This is the amount of damage the HP will heal during the initial recovery stage. The initial stage is defined as the period of time spent unconscious (and not sustaining any more physical hardship while unconscious) after being forced that way in the process of taking damage. Thus, a persona knocked out during combat counts the time spent unconscious as his "initial stage" -- unless he got back on his feet and returned to combat. If he was down for the count, he regenerates his Initial Recovery value to each wounded Trait. Use, PM to determine rate of PD recovery, MR for MD, and SM for SD.
If the character was not knocked unconscious during combat, the initial recovery stage is 3 hours of absolute rest and medical (or spiritual or mental) attention. In this case, the medical attention/rest must come within 4 hours of the conclusion of combat. Absolute rest means laying or sitting, doing no more than changing IVs and pressing the 'Call Nurse' button. All time spent doing anything more strenuous is not counted towards the 3 hour minimum. If the character does not rest for all 3 hours, then he receives his Prime Rate in points per hour of rest (round down).
This initial recovery stage is usually not something that characters worry about and should only be used when as series of battles are staggered by a few hours.
Prime Rate: As per the Mythus rules, the character heals this amount per 24 hours provided adequate medical attention is given. This rate can be greatly enhanced if the character has access to anything better than typical 2nd-world technology medical facilities like alien technology, ultra-healers, or Grandma's chicken soup. For Mental or Spiritual damage, the Prime Rate is exclusively used when the proper, peaceful situation is attained. This rate can be exceeded when in the care of specialists trained to alleviate such damage (pyschiatrists, Psionics, priests, or other Madonnas).
Secondary Rate: This is the healing rate per 24-hours for healing in the back of a horse-drawn carriage.
| MATERIAL STRENGTH TABLE | |
|---|---|
Physical Damage Points | Materials |
| 1 | Paper |
| 2 | Glass |
| 3 | Cloth |
| 5 | Normal plastics, wood |
| 8 | Ice, rubber |
| 14 | Soft metals (gold, brass, copper) |
| 17 | Aluminum, light machinery pieces |
| 21 | Brick, asphalt, high-strength plastics |
| 24 | Concrete, bullet-proof glass |
| 28 | Iron, beta-cloth |
| 32 | Reinforced concrete |
| 36 | Steel |
| 40 | Solid stone |
| 45 | Volcanic rock, "vibranium" |
| 55 | Granite, osmium steel, gemstones |
| 70 | Super-heavy alloys |
| 80 | Diamond |
| 100 | "Adamantium steel", exterrestrial materials |
| 150 and up | Virtually-indestructible materials, like jello. |
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