Mythic Greece Errata

Version 1.13: Revised June 29, 2003

by Aaron Allston

INTRODUCTION

     In the years since Mythic Greece: The Age of Heroes was released (in 1988), a lot of errors in the supplement have come to light. This file addresses the errors we have detected.
     Additionally, since Mythic Greece was written for 1st Edition Fantasy Hero and is not fully compatible with 4th Edition Champions, we provide advice here to update Mythic Greece campaigns to the new edition of the game. (Since Mythic Greece is a fantasy milieu very different from those in 2nd Edition Fantasy Hero, I've gone to no extra trouble to coordinate the update material with the new Fantasy Hero. It's not incompatible with Fantasy Hero; it just doesn't follow the generic European fantasy tradition presented in Fantasy Hero and other FRP games.)
     In some future time, this file will probably be replaced by one that updates Mythic Greece to the 5th Edition of the Hero System, but that time is not yet upon us.
     In the following text, references to Champions refer to 4th Edition Champions, aka the Big Blue Book, and usually refer to the 4th Edition of The Hero System Rulesbook, too — especially the references that point to specific Champions page numbers and rules.
     This errata file is broken down into four parts:


PART ONE: NECESSARY CORRECTIONS
     In this section, we provide corrections to the most significant errors in the supplement — the errors that involve facts about the setting, point-cost imbalances, changes to the game-rules, names of and facts about characters, etc.


PART TWO: CLARIFICATIONS
     This section clarifies certain sections of the Mythic Greece text which I felt were inadequately detailed.


PART THREE: UPDATING MYTHIC GREECE TO 4TH EDITION CHAMPIONS
     Here we include advice on updating Mythic Greece to 4th Edition Champions. We're not including 4th Edition updates of characters, spells, and treasures, but are including (1) revised rules for creating Special Powers and magical spells, and (2) revised Package Deals and weapon statistics.


PART FOUR: COST-ACCOUNTING
     This section includes the point-cost breakdowns of the revised weapons in Part Three. It's a nonessential section which is included for the number-crunchers out there.


NOTE ABOUT AGE OF HEROES

     The supplement I proposed to Hero Games in 1985 bore the working title Age of Heroes. In 1987 or 1988, as the project neared completion and publication, Iron Crown Enterprises decided to retitle it Mythic Greece, based on marketing feedback indicating that retailers needed high-concept game titles that conveyed the products' contents more directly; The Age of Heroes was retained as a subhead.
     After Mythic Greece went out of publication, TSR Inc. published its own 2nd edition AD&D game supplement titled Age of Heroes, part of their historical reference campaign sourcebook series. Their Age of Heroes seems to concentrate more on the Greece of the classical era than that of the mythic Bronze Age. Their Age of Heroes has no connection with Mythic Greece: The Age of Heroes, but is certainly worth looking at in its own right.


PART ONE: NECESSARY CORRECTIONS

PAGE 2

     Column 2, the line reading 10.0 Fantasy Hero Character Creation should instead read 10.0 Hellas.


PAGE 27

     Throughout this page, wherever the word Disadvantage is given, substitute the word Limitation.


PAGE 28

     Column 1, in the "Telepathy" paragraph, the first sentence should actually end: " — that is, only to communicate with someone who doesn't speak your language, or with animals or monsters." The communication is two-way, not one-way as the text unintentionally suggests.


PAGE 28

     Column 2, under the "Sorcerers and Their Spells" headline, fourth paragraph, first sentence — Delete the entire phrase ", and the male sorcerers' require (sic) limitation of motif, as described below under Package Deals". That sentence should now end, "... (other than the restrictions on Effects, listed above)." (In an earlier draft, sorcerers had to have more serious restrictions on their types of magic than sorceresses, a restriction which was removed in later drafts... but associated text was never entirely corrected.)


PAGE 32

     The map has no bar indicating distance and scale. (The original plan was to have the map overlaid with 25-mile hexes, so a scale bar was unnecessary. At some point the hex-grid was deleted, either by accident or because it cluttered the page too much, and the scale-bar was not added back in.) On this map, 100 miles is approximately equal to 1 11/16". The island of Euboea, on its long axis, is a little over 100 miles long.


PAGE 53

     A really strange error crept into the "Turning Chariot Diagram" at the bottom. Of course, the horses-and-chariot rig should be much longer than one Champions hex; it should, in fact, be more like three hexes long.


PAGE 73

     This map is a mess. A long list of corrections follows:


MAP KEY ERRORS


MAP ERRORS


PAGE 89

     This map has its own share of errors:


PAGE 99

     On the map, the name "Gaditus" should actually be "Gadirus."


PAGE 107

     Column 1, Year 278, the name of Medea's son should be Medeus (the suffix "-is" normally indicates a daughter).


PAGE 124

     Column 2, under the "Equipment" paragraph, Theseus should carry a Bronze-Headed Club instead of a Great Club.


PART TWO: CLARIFICATIONS

PAGE 11, "LANGUAGES," AND PAGE 22, "LANGUAGES"

     I failed to describe one important use for the Pelasgian language in a campaign. In the Mythic Greece setting, Pelasgian is the very first language spoken by humans, and the ancestors of all men spoke it. Therefore, no matter where in the world the player-characters go, in any culture there will be scholars and linguists who speak some variant of Pelasgian. This means that Pelasgian-speaking PCs can eventually find someone to talk to, no matter where in the world they find themselves.


PAGES 23-25

     Some Package Deal racial powers can be improved by the player spending Experience Points, and only with GM permission; others cannot be improved. Here's how these fall out:

============================================================
POWERS THAT CAN BE IMPROVED    POWERS THAT CAN'T BE IMPROVED
Greater Hero Luck             Centaur Size Increase
Centaur Running *             Centaur STR Max
Satyr Running *               Water-Nymph Water-Breathing
Satyr Panic Shout **          Wood-Nymph Merge with Trees
Water-Nymph Swimming *
Wood-Nymph Running *
============================================================
*    Still subject to game limitations — cost doubles after
     10" Running, 5" Swimming, etc.
**   Can be improved only to limits set by GM.
============================================================


PAGE 25

     I should never have referred to the Wood-Nymph's Special Power as "Merge With Trees." I never meant to imply that the nymphs were physically melding into the trees — that particular ability is ascribed to them in a very few places, including one well-known role-playing game, but I was not trying to duplicate it here. Instead, this power is the nymphs' incredible, perhaps magical stealthiness in a woodland setting. Check out the revised Wood-Nymph package deal below; there, the power has been redefined as a limited Invisibility. (The wood-nymphs' propensity for living within trees can be explained as their finding and shaping hollow trees to live within.) However, if your own vision of nymphs involves them mystically blending with the trees, then change the Mythic Greece rules to suit your campaign.


PAGE 25

     After a lot of GMing in this setting, I've come to the conclusion that my limitations on Special Powers were simply too restrictive. (In review, the old rules said: A character should only have one Special Power, and could have only two; if he had two, one had to be a Characteristic Maxima Power, the other a Magical Effect Power or Sorcery.) You might wish to implement the following set of changes:
     Column 1, the third paragraph under the Wood-Nymph package deal ends with "However, Nymphs may take one other Special Power if they wish, and are not restricted as Humans are to having it be the Strength package." That sentence should be deleted.
     Column 2, replace the second paragraph with "Most Special Powers are Champions powers.
     Column 2, replace the fourth paragraph with "A character may have more than one Special Power if the GM approves. We don't recommend that a character spend more than one-third his starting points (including Disadvantage points) on Special Powers, and it's more appropriate for him to spend much less than that. The players and GM must remember that this isn't a superhero campaign, and that Special Powers should not dominate the story."


PAGE 27

     "Spellcasting" — with the GM's permission, characters should be able to create spells which make permanent changes (particularly improvements) in other beings. But such spells must all take the 5x END cost limitation, and run off an END Reserve; the END Reserve may not have a REC score. This means that such spells permanently cost Character Points of the caster every time they're used.
     Spells of this type would include: Spells which permanently grant improved characteristics, spells which restore youth, spells which eliminate physical Disadvantages, and so forth.
     As a rule of thumb, the spellcaster should permanently lose a number of Character Points (spent on the END Reserve) equal to or slightly more than the number of Character Points the other character will be receiving. For instance, if the spell is designed to restore youth, the caster should permanently burn at least 10 points if he's eliminating an "Age 60+" disadvantage or 5 points if he's eliminating an "Age 40+" disadvantage.


PAGE 30

     Column 2, under the "Important Note" headline... This optional rule was not introduced to affect any campaigns except Mythic Greece campaigns. A GM is under no obligation to use these armor types and this overlapping-armor option in any other campaign; in fact, if he doesn't want it even in his Mythic Greece campaign, he doesn't have to allow it.
     As a matter of fact, Part Three, further in this file, provides alternate statistics for armor for campaigns where the GM would prefer not to use that optional rule.


PAGES 31, 37, 50, 54, 61, 63, 71, 72: SUBHEADS

     Page 31: Just below the chapter headline, you'll see this subhead: "For Players." This is a result of a miscommunication between me and Iron Crown. Every chapter in the book was supposed to have either the words "For Players and GM" or "For GM Only" below the chapter headline, indicating who should read the chapter. But in the editing process, signals got crossed, and "For Players" and "For the GM Only" ended up as irrelevant, puzzling subheads scattered through the supplement.
     The other pages where this occured include:
     Page 37: "For Players" headline
     Page 50: "For Players" headline
     Page 54: "For The GM Only" headline
     Page 61: "For The GM Only" headline
     Page 63: "For The GM Only" headline
     Page 71: "For The GM Only" headline
     Page 72: "For The GM Only" headline


PART THREE: UPDATING MYTHIC GREECE TO 4TH EDITION CHAMPIONS

     Much of Mythic Greece's Hero System character creation rules were invalidated by the release of 4th Edition Champions; the following text has been written to make it easier for you to update characters. I haven't provided revised game statistics for spells, Special Powers, NPCs or monsters, however.


2.1 Power Levels of Characters

     The maximum number of points from Disadvantages a character can receive is also equal to the number of points he starts with. Thus a Lesser Hero (a Champions Competent Normal) gets 50 base points and can have up to 50 points in Disadvantages, a Greater Hero (a Champions Hero) starts with 75 base points and can have up to 75 in Disadvantages, and a Demigod (who falls somewhere between the Champions Hero and Standard Superhero) gets 100 base points and can have up to 100 points in Disadvantages.
     When converting characters to 4th Edition Champions, I recommend you take the following approach:
     (1) Convert all Skills, Perks, Talents, and Powers from 1st Edition Fantasy Hero to 4th Edition Champions. Many of them (particularly Characteristic Maxima powers) will end up costing more; some will cost less.
     (2) Convert all Disadvantages to the new rules. Most of them will be worth more points.
     (3) If the extra points from Disadvantages exceed the extra cost of the Skills and Powers (etc.), the player should be able to spend the excess; the GM may want to have approval on the way those points are spent. If the extra cost of Skills and Powers exceeds the extra points from Disadvantages, then the GM should give the character a "grandfather bonus." A grandfather bonus is an award of extra Character Points provided so that the character will not be diminished by translation into the new rules. The grandfather bonus should never make the character more powerful under the new rules than he was under the old rules.


2.3 Characteristics and Skills

BOXING AND WRESTLING

     Replace Mythic Greece's Wrestling with the Wrestling from Champions 4th Edition. If you have Ninja Hero or The Ultimate Martial Artist, you should replace Mythic Greece's Boxing with Ancient Boxing from Ninja Hero or UMA. (Pankration is also available to Mythic Greece characters.) If you don't have Ninja Hero or UMA, then you can allow Mythic Greece characters to learn the Martial Block and Defensive Strike maneuvers to represent the Boxing skill.
     You can also add Weapons Combat to the list of martial arts available to Mythic Greece characters. This martial arts style was originally introduced in Adventurers Club magazine #18; it was not picked up for inclusion in The Ultimate Martial Artist, so I am free to reproduce it here and elsewhere.


WEAPONS COMBAT

     Weapons Combat is a Hero System martial art that simulates European-style melee weapons combat — European weapon fighting styles from antiquity to the Renaissance. It's the art of the armored warrior, whether he be an 11th-century knight, a 3rd-century Roman centurion, a hoplite from Classical-era Greece, an Achaean juggernaut from the time of the Trojan War, or some fighter Gilgamesh murdered.
     Not all fighting characters will have this martial art. This is the art of very well-trained and experienced warriors, not common troops or inexperienced fighters.
     When buying Weapons Combat, the character chooses one weapon type (from the list of Weapons elements) with which he can use the maneuvers. That choice is free. (The character must still buy a Weapon Familiarity with the weapon type.) Further Weapon Elements, as usual, cost 1 pt each.

============================================================
MANEUVER  PTS  OCV  DCV  DAMAGE/EFFECT
All-Out   5    +1   -2   Strike +4 DC (+2 DC/K)
Attack    4    +0   +2   Strike +2 DC (+1 DC/K)
Charge    4    +0   -2   Strike +2 DC (+1 DC/K) +v/5,
                         FMove
Defend    4    +2   +2   Block, Abort
Probe     5    +1   +3   Strike
Resist    4    +0   +0   +15 STR to Resist Shove; Block,
                         Abort
Shove     4    +0   +0   +15 STR to Shove
============================================================
SKILLS
WF:  Common Melee Weapons (it is mandatory that the
     character know how to use any weapons for which he's
     taken the Weapon Element, below)
WF:  Staves
============================================================
ELEMENTS
Weapon    +1   Use Art With Axes, Maces, Picks
Weapon    +1   Use Art With Blades (Swords & Daggers)
Weapon    +1   Use Art With Clubs
Weapon    +1   Use Art With Pole Arms
Weapon    +1   Use Art With Shields
Weapon    +1   Use Art With Staves
============================================================
STYLE DISADVANTAGE  -10
============================================================

     Optional Rules: When the character is using Short weapons, attacks take a 2d6+1 location. When the character is using Medium or Long weapons, attacks take a 3d6 location.


Description of Maneuvers
     All-Out: This is an all-offense attack which sacrifices some of the character's DCV to get an attack in. It does significantly more damage than a more routine attack.
     Attack: This is a straightforward weapons attack. It is simply an improvement on a character's normal, non-martial attack maneuver.
     Charge: This maneuver allows the character to make an attack at the end of a full move; it's especially apt for spearmen.
     Defend: This is the standard Martial Block maneuver.
     Probe: This it the maneuver used by a character who's still feeling out his opponent's strengths and weaknesses. It doesn't allow the character to do as much damage as other maneuvers, but gives him some additional DCV, appropriate to a cautious fighting approach.
     Resist: With this maneuver, the character can block incoming attacks; the maneuver has a standard Abort function. The maneuver also allows the character to root himself in place and resist Shove attacks; he gets a +15 STR bonus to resist Shoves. This maneuver is especially appropriate to heroes who play at being one-man shield-walls.
     Shove: With this maneuver, the character places his weapon up against his opponent and heaves his opponent backwards; the maneuver gives him +15 STR with which to do it. Important Note: This maneuver cannot be performed with a Short weapon, only with Medium and Long weapons.


Notes
     You won't find Bind, Disarm, or Dodge maneuvers in this art. This is a deliberate choice. These maneuvers just don't seem to belong to the heavy-weapons feel of this art. (Besides, anyone can perform a Disarm or Dodge; everyone automatically has these maneuvers already. The art simply doesn't have martial art versions of them.)
     Fighters cannot use flail weapons with the Weapon Elements. The martial art is suited more for rigid weapons of all sorts.
     It's very appropriate for the GM to disallow the use of the All-Out and Charge maneuvers in campaigns which steer away from high damage values (characters can still push their strength and use Move-Throughs, after all).


OTHER SKILLS

     Prophecy: Build this with the Clairsentience power.
     Weapon Familiarities: In this setting, Common Melee Weapons include unarmed combat, clubs, axes (one-handed and two-handed), pole arms (javelins, spears, and tridents), staves, and swords; Common Missile Weapons include bows, javelins, slings, spears, thrown axes, and thrown knives.


2.5 Package Deals

     Following are replacements for Mythic Greece's obsolete Package Deals. You'll note that in many of them, points from Disadvantages exceed points spent on Skills & Powers. This is allowable because these aren't technically Package Deals: They don't provide any Package Bonus.


POWER LIMIT PACKAGE DEALS (2.5.1)

============================================================
DEMIGOD  BASE 100 PTS — ONLY BY SPECIAL ARRANGEMENT WITH GM
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     Luck                                                 15
     Special Power(s) of choice                          10*
REQUIRED DISADVANTAGES                                   PTS
     Unluck, 3d6                                         -15
     Hunted by Minions of Enemy God (11-, More Powerful,
          or As Powerful with NCI)                       -20
     Watched by Friendly God (11-, More Powerful, NCI,
          x1/2)                                          -10
     Distinctive Features (Choice; Not Concealable)      -15
NOTES
*    This marks the minimum number of points the character
     must spend on the ability; he may spend more.
============================================================

============================================================
GREATER HERO                                     BASE 75 PTS
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     Luck                                                10*
     Special Power of choice                             10*
REQUIRED DISADVANTAGES                                   PTS
     Unluck, 2d6                                         -10
     Hunted by Minions of Enemy God (8-, More Powerful,
          or As Powerful with NCI)                       -15
     Watched by Friendly God (11-, More Powerful, NCI,
          x1/2)                                          -10
     Distinctive Features (Choice; Concealable)          -10
NOTES
*    This marks the minimum number of points the character
     must spend on the ability; he may spend more.
============================================================

============================================================
HERO                                             BASE 75 PTS
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     Special Power *                                      30
REQUIRED DISADVANTAGES                                   PTS
     Distinctive Features (Choice; Concealable)          -10
NOTES
*    May have only one power; may only choose a
     Characteristic Maxima Power
============================================================

     Long experience with the original Age of Heroes campaign suggests that the Demigod/Greater Hero/Lesser Hero structure for character point values is simply too restrictive. Introduction of a Hero, equivalent to the 75-point Hero common in other Hero System supplements, level corrects this problem.
     The Hero in a Mythic Greece campaign has the following traits:
     Like Greater Heroes, he has the blood or the blessing of a god, and so has to take Distinctive Features as a limitation.
     He may take a Special Power, but it must be of the Characteristic Maxima variety.
     He isn't required to be hunted by a godly enemy, and so is not always at the center of storylines and enemy plots the way Greater Heroes and Demigods are.


NORMAL PACKAGE DEALS (2.5.2)

============================================================
AMAZON                                FEMALE CHARACTERS ONLY
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     KS: Home Territory 11-                                2
     Riding (Horse)                                        3
     WF: Common Melee & Missile Weapons                    4
REQUIRED DISADVANTAGES                                   PTS
     Paranoid About Men (Common)                         -10
     Distinctive Looks: Barbarian (Concealable)          -10
============================================================

============================================================
CENTAUR                                 MALE CHARACTERS ONLY
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     KS: Home Territory 11-                                2
     Kick (Offensive Strike, -2 OCV +1 DCV +4d6)           5
     Growth, 3 levels, Persistent 0 END, Always On (+15
          STR, +3 BODY, +3 STUN, x8 Mass, -3" Knockback,
          -2 DCV, +2 bonus to others' PER rolls, x2
          Reach)                                          20
     Running +4" (10" Total)                               8
     STR Max is 30, Running Max is 15"                    20
REQUIRED DISADVANTAGES                                   PTS
     Quick-Drunk (Infrequent, Fully)                     -15
     Reputation: Dangerous, Brutish (14-, Bad)           -20
     Distinctive Features: Centaur (Not Concealable,
          Major Reaction: Fear or Belligerence)          -20
============================================================
OPTIONAL DISADVANTAGES                                   PTS
     Uncultured (Common, Moderate)                       -10
============================================================

============================================================
MYRMIDON                                MALE CHARACTERS ONLY
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     Familiar: Common Melee and Missile Weapons            4
     KS: Phthia or Aegina 11-                              2
     Tactics                                               3
REQUIRED DISADVANTAGES                                   PTS
     Distinctive Features: Myrmidon (Easily Concealable)  -5
============================================================

============================================================
NYMPH, WATER                          FEMALE CHARACTERS ONLY
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     Familiarity with Swimming                             1
     KS: Home Waters, 11-                                  2
     Life Support: Water-Breathing                         5
     Swimming +3" (5" Total)                               6
     Talk to Sea-Life (one creature type, player choice):
          Telepathy 4d6, invisible (+1/2), 0 END (+1/2),
          One Animal Type Only (-2), Surface Thoughts
          Only (-1)                                       10
     Characteristic Maximum: COM 30                        5
REQUIRED DISADVANTAGES                                   PTS
     Distinctive Looks: Nymph (Lithe Build, Pointed
          Ears, Odd Hair Color; Concealable, Causes
          Lust)                                          -15
============================================================
OPTIONAL DISADVANTAGES                                   PTS
     Watched, Patron God (8-, More Powerful, NCI, x1/2)  -10
     Paranoia About Humans (Common)                      -10
============================================================

============================================================
NYMPH, WOOD                           FEMALE CHARACTERS ONLY
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     KS: Home Woods 11-                                    2
     Stealth                                               3
     Invisible to Sight Group, 0 END Persistent, Only
          When Adjacent to or within Trees (-2)           20
     Running +4" (10" Total)                               8
     Characteristic Maximum: COM 30                        5
REQUIRED DISADVANTAGES                                   PTS
     Distinctive Looks: Nymph (Lithe Build, Pointed
          Ears, Odd Hair Color; Concealable, Causes
          Lust)                                          -15
============================================================
OPTIONAL DISADVANTAGES                                   PTS
     Hamadryad: Susceptible, Being Away From Personal
          Tree (Very Common, 3d6, Day)                    -5
     Watched, Patron God (8-, More Powerful, NCI, x1/2)  -10
     Paranoia About Humans (Common)                      -10
============================================================

============================================================
SATYR/SILENUS                           MALE CHARACTERS ONLY
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     KS: Home Territory 11-                                2
     Stealth                                               3
     Aid +10d6 PRE; Self Only (-1), For PRE Attacks Only
          (-1/2)                                          20
     Running +2" (8" Total)                                4
REQUIRED DISADVANTAGES                                   PTS
     Distinctive Features: Satyr (Concealable,
          Prejudice)                                     -15
     Reputation: Randy and Wild (14-, Bad)               -20
============================================================

============================================================
SORCEROR/SORCERESS
============================================================
REQUIRED SKILLS/POWERS                                   PTS
     Magic Skill                                           3
     Literacy                                              1
     PS: Priest(ess) (of specific deity) 11-               2
REQUIRED DISADVANTAGES                                   PTS
     Watched, Patron God (More Powerful, NCI, 8-, x1/2)  -10
============================================================
     NOTE: Though all sorcerors and sorceresses are
     priests and priestesses of specific gods, the vast
     majority of priests and priestesses are NOT sorcerors or
     sorceresses.
============================================================


2.6 Magic

     The magic system of 1st Edition Fantasy Hero was completely scrapped for 4th Edition Champions, so Section 2.6 of Mythic Greece has to undergo substantial revision.


SPECIAL POWERS (2.6.1)

     As mentioned earlier in this file, there is no reason to place strict limits on the numbers of Special Powers a character can have. No character should spend more than one-third his points on Special Powers, and it's better if characters spend far less than that. Powers possessed by a Mythic Greece hero should normally belong to the same power conception; remember that we are not building comic-book superheroes for these campaigns.


CHARACTERISTIC MAXIMA POWERS (2.6.2)

     Unfortunately for Mythic Greece, the 4th edition of Champions radically altered the way Increasted Characteristic Maxima were handled in Package Deals. They're now far more expensive. Here's how the Mythic Greece Characteristic Maxima Powers (page 25) cost out in the 4th Edition:

============================================================
POWER:           CHARACTERISTIC MAXIMA:                COST:
Great Beauty     PRE Max 40, COM Max 40               30 pts
Great Cunning    EGO Max 30, INT Max 30               30 pts
Great Dexterity  DEX Max 27, SPD Max 5                31 pts
Great Prowess    STR Max 30, DEX Max 24, SPD Max 5    32 pts
Great Strength   STR Max 40, PD Max 17                29 pts
Great Vitality   STR Max 30, CON Max 25, BODY Max 25  30 pts
============================================================

     Simple mathematics shows that the 4th Edition Hero System guidelines for revised stat maxima are not cost-effective. They cost the character points unless the character buys all the package's stats at exactly the increased values indicated, at which time the character merely breaks even.
     Because the system now punishes characters who have higher- than-human-norm characteristic maxima, characters are better off if they simply buy their stats at above the normal maxima level, paying the doubled cost, without taking an Increased Char Maxima function in their package deals.
     For using Characteristic Maxima special powers in Mythic Greece, I recommend the following approach. Instead of having Characteristic Maxima powers in your campaign, instead have a perk called "Can Exceed Human Maxima" costing one Character Point (1 pt); only allow characters with the Demigod, Greater Hero, or Hero package deals to buy that perk; and only allow characters who have bought that perk to buy characteristics above the human maxima.


SPELLCASTING (2.6.4)

     Spellcasters in Mythic Greece still need to have the Sorcerer/Sorceress Package Deal. Other limitations on individual and collective spells are described below.
     All spells must be bought with the following requirements on advantages and limitations:
     Advantage: Reduced END cannot be taken at the 0 END level, only at the 1/2 END level.
     Limitations: Requires a Skill Roll (-1/2). END Spent on Spells Recovers at REC/5 Hours (-1). Spells based on powers which cost no END must be bought with the "Costs END" limitation (-1/2).
     Alternatively, spells can be built with END Reserves if (a) those spells take an "Increased END Cost x5 (-2)" limitation and (b) those END Reserves have no REC scores — in other words, to buy more END for the Reserve, the character must lost more character points permanently. This approach is most appropriate for certain spells of unusual effect: Spells to raise the dead, to grant youth, to make the barren fertile, etc. For more on this, see also the correction earlier in this document, under PART TWO: CLARIFICATIONS, for Page 27.


NOTES ON FANTASY HERO EFFECTS (2.6.5)

     Following is the list of powers from 4th Edition Champions as they pertain to Mythic Greece. Each is described in terms of:
     Special Power? That is, may it be taken as a Special Power?
     Magic Spell? May it be taken as a Magic Spell?
     Requirements: If it can be taken as a power or as a spell, what additional requirements are placed upon it?
     The list comes very close to simulating the guidelines in Mythic Greece, but is not a point-for-point translation. The last several years of playing the campaign have shown me areas where further limitations should be imposed, and others where old limitations should be lifted. (Though the supplement was published in 1988, the first draft was written in 1985, the year the original Mythic Greece campaign began.)

FRAMEWORKS

     In the Age of Heroes setting, characters cannot buy magic spells or special powers within frameworks (Multipowers, Elemental Controls or Variable Power Pools). Frameworks make spells and powers too cost-efficient, which is inappropriate to the setting of mythological Greece.


EXCEPTIONS

     Shapeshifters can sometimes violate the restrictions on Special Powers; if a shapeshifter's form naturally has a power which is forbidden by the rules above, the shapeshifter will probably still be able to buy the power in his shifted form. Each such case is subject to GM approval, of course.
     Certain package deals may allow characters to buy Special Powers which violate listed restrictions on Special Powers.
     Gods do not have all the same limitations on spells which mortals do. They can also use many powers which player-characters cannot — for instance, Darkness, Flash, Growth, KA (only with Damage Shield), Mental Illusions (only to affect a mortal's dreams), Skills (Disguise as a power), and Teleportation; possibly Extra-Dimensional Movement. There are still powers which even the gods cannot use — for instance, Armor, Damage Resistance, Desolidification, Dispel, Duplication, EGO Attack, FTL Travel, Force Wall, Images, Mind Scan, Regeneration, Suppress, and Telekinesis.


LAST NOTE

     These are, by the way, only recommendations, my effort to make the magic work like it does in the Greek myths (and the movies based on them). In your own campaign, you can restructure the list any way you please.


2.7 Character Disadvantages

     Several Disadvantages are available in 4th Edition Champions which were not available to 1st Edition Fantasy Hero characters. Some are appropriate for Mythic Greece characters; others are not. Some notes:

     Accidental Change: Not appropriate.
     Age: Appropriate but not common. Aged characters were usually NPCs, but could still be heroes; think of Nestor in The Iliad.
     Berserk: This is appropriate to certain bestial fighters, such as the Telamonian Aias... but most characters should not have this Disadvantage. If more than one PC in five has this Disadvantage, the GM should take steps to prune the excess numbers of berserker characters from his campaign. However, Enraged limitations are common; the Achaean heroes tended to be a pretty passionate bunch.
     Dependence: Not appropriate.
     Dependent NPC: This simply replaces the old "Friends" Disadvantage.
     Distinctive Features: Very appropriate.
     Hunted and Watched: Very appropriate. However, that's no excuse to load the campaign down with Hunteds. All Greater Heroes and Demigods will have Hunteds, so Hunteds which are not associated with those Package Deals should be comparatively rare.
     Normal Characteristic Maxima: Not appropriate. A heroic-level fantasy campaign assumes this Disadvantage already; all characters already have it, worth 0 points.
     Physical Limitation: Not very appropriate; the Achaean heroes tended to be excellent physical specimens. This is a Disadvantage more appropriate for NPCs, though it's not inappropriate for a character with the Age disadvantage.
     Psychological Limitation: Very appropriate.
     Public Identity: Not appropriate.
     Reputation: Appropriate.
     Rivalry: Appropriate.
     Secret Identity: Not appropriate.
     Susceptibility: Not appropriate.
     Unluck: Appropriate; it should normally indicate the displeasure of some god who constantly meddles in a minor way with the hero.
     Vulnerability: Not appropriate.


2.8 CHARACTER EQUIPMENT

     Below are the Mythic Greece weapon stats translated into 4th Edition Champions terms. I followed the Ninja Hero guidelines when assembling them. In many cases, their statistics will vary from the statistics for similar weapons in 2nd Edition Fantasy Hero.
     I've added some weapons to the list, based on introduction of these weapons into the original Age of Heroes campaign, and tinkered with the values of other weapons.


WEAPONS (2.8.1)







WEAPONOCVDAMAGESTUNSTRNOTES
NAMEXMIN
Stick+0(2d6)-3
Baton+0(3d6)-4
Club+0(4d6)-91.5H
Large Club+0(5d6)-121.5H
Great Club+0(6d6)-141.5H
Bronze-Headed Club-12d6K+0121.5H






Javelin+01d6K+061.5H; Throw
Short Spear-11 1/2d6K+0111.5H; Throw
Long Spear-12d6K+0151.5H; Throw; +1" Reach
Great Spear-12d6+1K+0152H; +2" Reach
Ship's Pike-12 1/2d6K+0172H; +3" Reach
Short Trident-11 1/2d6K+0141.5H; Throw; +2 OCV with Bind, Block, Disarm, Takeaway
Long Trident-12d6K+0181.5H; Throw; +1" Reach; +2 OCV with Bind, Block, Disarm, Takeaway






Knife+01/2d6K+02Throw
Dagger+11d6-1K+05Throw
Shortsword+11d6K+010
Sickle+01d6K+07
Longsword, Cretan+11d6+1K+012Burnout Roll Each Attack: On 16+, Sword Breaks






Axe, Amazon+01d6+1K+010Throw
Axe, Cretan-12d6K+0122H






Rock, Huge-22d6K+0222H; Throw
Boxing Glove/Spiked+0+1 Pip K+02+3 Armor, Hands; Damage On Top Of Punching Damage






Bow, Light+01d6K+072H; Range 75"
Bow, Medium+01d6+1K+0102H; Range 100"
Bow, Heavy+01 1/2d6K+0122H; Range 125"
Bow, Very Heavy+02d6K+0152H; Range 150"
Sling+01d6K+1102H; Range 75"; -1 to Range Mod






Shield, Small+1*(2d6)**-8+1 to DCV; 2 kg
Shield, Medium+2*(3d6)**-13+2 to DCV; 4 kg
Shield, Large+3*(4d6)**-18+3 to DCV; 7 kg






*This OCV bonus is only for shield punch and shield rush maneuvers, explained later in this file.
**In the case of shield rush maneuvers only, it might be best to suspend the rule about not more than doubling the basic weapon damage; treat this damage precisely as if it were from the Hand-to-Hand Attack Power. In other words, a STR 20 shield-man running at 9" with a Large Shield for a shield-rush would do 11d6 normal damage: 4d6 for STR, 3d6 for velocity, and 4d6 for the shield. But this would ONLY be the case with the shield rush maneuvers; other attacks using the shield could never more than double the shield's damage.



ARMOR (2.8.2)

     Champions 4th Edition had incomplete rules for the weight of sectional armor, so in Ninja Hero I introduced a simple system for making that calculation.
     Then 2nd Edition Fantasy Hero came along, and it had its own values for sectional armor (see the charts on pages 99 and 100 of Fantasy Hero).
     The two systems aren't so different from one another as to have grossly different weight results... but their results are somewhat different.
     So, I'm presenting the armor chart below with BOTH sets of weights; use whichever column corresponds to the method you're currently using in your campaign. NH stands for Ninja Hero, and FH stands for Fantasy Hero. All figures have been rounded to the nearest 1/10 kg.







ACHAEAN ARMOR





ARMORLOCATIONSDEFENSEWEIGHTWEIGHT
TYPE(NH)(FH)
Helm4-54.5 kg.4 kg
Skullcap52.1 kg.1 kg
Byrnie9-15719.6 kg19.4 kg
Coat of Mail9-1434.6 kg4.5 kg
Breastplate9-1143.2 kg3.7 kg
Mitre1231.2 kg.8 kg
Codpiece133.5 kg.7 kg
Bronze Greaves16-174.8 kg.4 kg
Linen Greaves16-172.4 kg.2 kg
Boxing Glove63.5 kg.3 kg
Bracers72.1 kg.4 kg





AMAZON ARMOR





ARMORLOCATIONSDEFENSEWEIGHTWEIGHT
TYPE(NH)(FH)
Helmet4-53.4 kg.3 kg
Body Armor7-1434.9 kg5.7 kg
Girdle12-1331.8 kg1.5 kg





FOREIGN ARMOR





ARMORLOCATIONSDEFENSEWEIGHTWEIGHT
TYPE(NH)(FH)
Helm4-54.5 kg.4 kg
Body Armor9-1345.8 kg5.8 kg






THE ARMOR-WEIGHT CHEAT, AND HOW TO GET LEGAL

     In the original Mythic Greece, I described an optional rule where characters in that setting could wear specific pieces of armor on top of one another and get the full armor value for both pieces. This was to simulate the fact that characters in the setting did wear multiple layers of armor.
     But several GMs didn't care for the optional rule because it encouraged abuse. So here's an alternate way to do things.
     The pieces of armor in Mythic Greece which are worn together are the Achaean breastplate, coat of mail, mitre, and codpiece as one unit, and the Amazon body armor and girdle as one unit.
     What we can do is build sets of armor which are fully legal within the Hero System in terms of weight, but which are functionally the same pieces of armor from Mythic Greece.
     Now, you're aware that as you increase Def value, Hero System armor becomes disproportionately heavier. If you take a Def 3 item covering locations 9-11 and a Def 4 item covering those same locations, they together will not weigh as much as a Def 7 item covering those same locations. So a legal suit of armor which has the same locations and Def values as the Mythic Greece armor will simply weigh more than the armor in the supplement.
     But that's okay: You simply say that the extra weight comes from extra, necessary padding between the pieces of armor. If the padding is removed, you can reduced the armor value of the armor.


Achaean Layered Armor:
     Add the Achaean breastplate (Loc 9-11, Def 4), Achaean coat of mail (Loc 9-14, Def 3), Achaean Mitre (Loc 12, Def 3), and Achaean Codpiece (Loc 13, Def 3) together, and you get a suit of armor that is: Loc 9-11, Def 7; Loc 12-13, Def 6; Loc 14, Def 3. Total (Legal) Weight: 14.6 kg (Ninja Hero) or 15 kg (Fantasy Hero).
     The difference between this weight and the weight of the four individual pieces of armor added together represents additional padding between the pieces of armor, padding which is necessary to let these four pieces of armor work together.
     In order to remain legal within actual Champions rules, we'd say that if the padding is not worn with the armor, only the Def value of the highest-Def piece of armor over a single location is used. (Thus if there's a 3-Def armor and a 4-Def armor over one location, only the 4-Def armor counts.)


Amazon Layered Armor:
     Add the Amazon body armor (Loc 7-14, Def 3) and Amazon girdle (Loc 12-13, Def 3) together, and you get a suit of armor that is: Loc 7-11, Def 3; Loc 12-13, Def 6; Loc 14, Def 3. Total (Legal) Weight: 8.2 kg (Ninja Hero) or 8.5 kg (Fantasy Hero).
     Here, too, the difference between this weight and the weight of the two individual pieces of armor added together represents additional padding between the pieces of armor, padding which is necessary to let these two pieces of armor work together, as described above.


5.3 COMBAT

SHIELD PUNCH/SHIELD RUSH (NEW RECOMMENDATIONS)

     I don't much care for the way 2nd Edition Fantasy Hero deals with shields. The text has entirely dismissed damage bonuses from shields and severely limits their offensive utility in combat. I can only base my dissatisfaction on my own (simulated) experience: In my SCA days, I could hit people harder with a shield than I could with my arm, and a heavier, bigger shield would tend to hit harder than a smaller, lighter one. It also helped me hit the enemy line harder in a charge attack.
     For these reasons, I find the 2nd Edition Fantasy Hero rules for attacking with shields (page 100) woefully inadequate. They say, "If a character attacks with his shield (a shield rush), he does his normal STR damage and he adds the shield's DCV Bonus to his OCV for his attack."
     In a Mythic Greece campaign, the attack described is fine, but is only one of several attacks possible with the shield. The attack they're describing merely involves standing where you are and smacking the opponent with the edge or front of the shield; but there are other ways to attack with a shield.
     Shield Punch: Strike maneuver, OCV bonus equal to shield's DCV bonus, attack does STR damage of attacker plus the damage bonus of the shield. This is the maneuver which is described in 2nd Edition Fantasy Hero page 100, except I've built the shields above to have a damage bonus; that's why they're included in the list of weapons.
     Shield Rush (Head-On): Move-Through maneuver, OCV minus for movement rate (-V/5, as normal for Move-Throughs), OCV bonus equal to shield's DCV bonus, attack does STR damage of attacker plus damage bonus of the shield plus 1d6/3" of attacker's movement rate (also normal for Move-Throughs). For purposes of the shield rush only, I recommend that you treat the shield's damage bonus as a simple addition to the damage done by the Move-Through, not limiting the attack's damage to twice the shield's damage. Thus, a STR 15 character moving 6" and doing a Shield Rush (Head-On) with a Medium Shield (2d6N) would do 7d6N, not 4d6N. Again, that recommendation is for Shield Rushes only, not for Shield Punches.
     Shield Rush (Clip): Move-By maneuver, OCV minus for Move-By maneuver (-2), OCV bonus equal to shield's DCV bonus, attack does one-half normal damage (STR damage of attacker plus damage bonus of the shield) plus 1d6/5" of attacker's movement rate (normal for Move-Bys). for purposes of the shield rush only, I recommend that you treat the shield's damage bonus as a simple addition to the damage done by the Move-By, not limiting the attack's damage to twice the shield's damage. Thus, a STR 10 character moving 10" and doing a Shield Rush (Clip) with a Small Shield (1d6N) would do 4d6N, not 2d6N. Again, that recommendation is for Shield Rushes only, not for Shield Punches.


15.1 Character Statistics of the Basic God

     This entire section is new since the last errata release.


FANTASY HERO "BASIC GOD" (15.1.1)

CHARACTERISTICS
STR: 25*  DEX: 20   CON: 30   BODY: 20  INT: 15
EGO: 20   PRE: 30   COM: 20   PD: 15*   ED: 15*
SPD: 4    REC: 15   END: 60   STUN: 57  Cost: 200
*:   Modifiers for Density Increase Already Applied

PTS  SKILLS
3    Disguise, 15-
2    KS: The Gods, 11-
27   Magic Skill, 20- (for VPP)

PTS  PERKS
10   Fringe Benefit: God

PTS  POWERS                                                   END
191  CLAIRSENTIENCE: Sight, Hearing, Smell Groups; Increased
     Range x8192 (13 levels; 11,755,520", ca. 14K miles);
     Fully Invisible (+1), 0 END (+1/2); Not While Trapped
     or Wounded (-1/2)                                          0
13   DENSITY INCREASE: 2 lvls, Persistent, 0 END, Always On
     (x4 mass, +10 STR, -2" knockback, +2 PD, +2 ED)            0
667  DUPLICATION: One 1500-pt Form, One 1200-pt Form, One
     800-pt Form; Delayed Effect (+1/4), Time Delay (+1/4),
     Trigger (+1/2, Can Be Changed); Next Form Only Appears
     After Previous Form Killed (-2)                            0
23   LIFE SUPPORT: Breathing Self-Contained (Cannot Take
     BODY From Breathed Poisons, But Can Take STUN, -1/4);
     Immune to Vacuum/High Pressure, High Radiation,
     Heat/Cold, Disease, Aging                                  0
20   POWER DEFENSE, 30 pts, Half Value vs. Powers of the
     Gods (-1/2)                                                0
7    REGENERATION: 1 BODY/5 Minutes (-1/2)                      0

PTS  SPELLS                                                   END
84   Guide the Hands of Friends: AID 20d6 CP to DEX; Ranged
     (+1/2), Fully Invisible (+1); Only for OCV (-1 1/2),
     Not When Wounded (-1/2)                                   25
84   Deflect the Hands of Enemies: AID, Same as "Guide"
     above, except Only for DCV)                               25
67   Ignite Emotions: MIND CONTROL, 20d6; Telepathic Contact
     (+1/4), Invisible to Mental Awareness (+1/2), Half END
     (+1/4); Affects Emotions Only (No Specific Commands
     Possible) (-1/2), Extra Time 1 Turn (-1), Not When
     Wounded (-1/2)                                            10
150  Step From Place to Place: TELEPORT 15", x16,384
     Distance (14 levels, 245,760", ca. 300 miles), 6400 kg,
     20 Memorized Locations; Ranged (+1/2), Usable Against
     Others (+1); Extra Time 1 Turn (-1), Not When Wounded
     (-1/2)                                                    30
25   Heal at a Distance: 8d6 AID (Heal); Invisible to Sight
     (+1/2), Ranged 400" (+1/2); 1d6 Applied Every 5 Minutes
     (-1 3/4); Not When Wounded (-1/2)                          8
133  Conceal Things in Darkness: DARKNESS, Full Sight Group,
     19" Diameter (1,000" Range); Not When Wounded (-1/2);
     (Does Not Affect Clairvoyance)                            20
24   Take the Forms of Others: SHAPE SHIFT, Any Other Shape;
     0 END (+1/2), Persistent (+1/2); Extra Time 1 Turn
     (-1), Not When Wounded (-1/2)                              0
138  Create Creatures and Plants: SUMMON 1000-Point
     Creatures, Variable Special Effects (Any, +1/2); Extra
     Time 1 Turn (-1), Not When Wounded (-1/2)                 34
150  Change the Forms of Others: TRANSFORM, 10d6 Major;
     Cumulative (+1/2), Changes Target Into Anything (+1);
     Extra Time 1 Turn (-1), Not When Wounded (-1/2)           37
2    Endow Immortality: TRANSFORM, 1d6 Minor, Mortal to
     Immortal; Cumulative (+1/2); Costs 10x END (-4) From
     END Reserve, Extra Time 1 Day (-3 1/2), Not When
     Wounded (-1/2)                                            15
0    Endow Immortality END Reserve: 0 END                       0

PTS  FRAMEWORKS                                               END
100  Variable Power Pool: 100 Active Points                   var
25   VPP Control Cost: Only For Growth, Shrinking, Or To
     Simulate Natural Abilities of Forms Taken With Shape
     Shift Power & Cannot More Than Double Power of Natural
     Animal Abilities (-1/2), Not When Wounded (-1/2)         var

PTS  DISADVANTAGES
20   Distinctive Features: Godly Mien (concealable with Shape
     Shift, extreme awe reaction)
25   Psych: Jealous of Prerogatives (vc, total)

2100 STARTING POINTS

       CHA 200 + Powers 1945 = 2145 = Disads 45 + Base 2100
             OCV: 7; DCV: 7; ECV: 7; Phases: 3,6,9,12


DESCRIPTION OF FANTASY HERO POWERS (15.1.2)

     The gods have a variety of powers available to them. Interestingly, these powers do not make them more powerful warriors than the great human heroes; human heroes such as Heracles and Diomedes have defeated gods in single combat on a number of occasions. These powers do mean, however, that in an overall sense the gods are far more powerful than mortals. Godly powers include:
     Clairsentience. Gods can perceive events anywhere on the world; they have full senses of sight, hearing, and smell wherever they choose to direct those senses. This power, like many of the spells to be described later, does not function when the god is injured, nor does it function when the god is somehow imprisoned.
     Density Increase. This is actually an optional power; don't use it if you don't wish. At one point in Homer, Athena is described as being of great, godly weight even when in the form of a mortal; this power simulates that. If you don't care for it, eliminate the power and buy up the god's characteristics to replace those lost.
     Duplication. This has already been described, under "Low-Powered Gods." As shown here, a standard god killed once would be reduced to a 1500-point god upon awakening; killed again before he earned experienced and improved his Duplication, he'd be reduced to 1200 points; and so on. But you can assign different values to the Duplicates.
     Life Support. It's not that the gods don't breathe; it's that they can safely breathe any atmosphere. The sole exception is an atmosphere, gas or chemical meant to be an attack. The god is immune to vacuum (if there is any in an Age of Heroes setting!), pressure (so they can function at great ocean depths), radiation (if, again, there is any), great heat or cold, disease, or age.
     Power Defense: This makes the gods more resistant to the many Transform powers found in the setting. It is more effective against human spells than godly attacks, however.
     Regeneration: This power is straightforward: Gods heal quickly owing to the ichor that serves them for blood.


DESCRIPTION OF FANTASY HERO SPELLS (15.1.3)

     A god's spells differ from his natural powers in two significant ways: No spells will function if the god is currently injured (i.e., he has taken any BODY damage which is not yet healed), and most spells require END expenditure — many are so powerful that they cost a lost of END.
     Guide the Hands of Friends: With this spell, normally used from an unseen vantage point, the god improves the aim of a favored mortal for awhile. An average roll on 20d6 is 70, meaning that the average mortal gains about 23 points of OCV-only DEX, for a gain of about +8 to OCV. The spell wears off at normal rates for the Aid power.
     Deflect the Hands of Enemies: This is identical to the "Guide" spell, except the favored mortal gains an average of +8 to DCV.
     Ignite Emotions: Gods can affect the emotions of mortals, filling them with anger, lust, jealousy, calmness, disdain, etc. But this power doesn't let them issue specific commands, and use of the spell often went awry. A god might infect a nymph with desire, only to see a comely satyr wander across her field of vision before the god can approach her; or, the god might hit a king with rage just before he's to meet someone the god wants him to attack, only to have someone else walk in on the king first; such events can lead to unwanted and inexplicable wars and disasters, so the gods tend to be careful when using this spell.
     Step From Place to Place: The gods can move effortlessly between places, but usually have to do so in steps of several hundred miles at a time. The special effects of this spell often involve whirlwinds whisking the gods away, or the gods growing great and misty, then stepping from land to land.
     Heal At a Distance: Gods use this power to help critically-injured mortals, and also to heal one another (yes, they have regenerative powers, but regeneration plus a healing spell means they feel better faster). This spell is invisible to the eye, so mortals often don't notice that they are healing until the healing process is well along.
     Conceal Things In Darkness: Gods use this power to make getaways, or to enable their favorite mortals to make getaways, or to conceal their activities. The standard special effect is a field of fog suddenly descending over the area. Note that a god's Clairvoyance can see right through the fog, so it is of limited utility against the gods... but a quick-moving god can cast the spell and have a subordinate whisk a wounded favorite off to safety before a god can get his Clairvoyance working. This is useful when one god wants to save a mortal from the deadly intent of another god.
     Take the Forms of Others: Gods can shape shift into any sort of animal, monster or (if they use their Disguise skill) specific person. Associated with the Shape Shift power is a Variable Power Pool allowing the god to emulate the natural abilities of the shape being assumed; a god turning into a bird will acquire wings and the ability to talk to birds, for instance. Gods, being gods, can improve on nature, and take on abilities up to twice as powerful as the normal creature's abilities, up to the limits on the Variable Power Pool.
     That VPP is also for growth and shrinking; gods can become much larger or smaller if they please. They usually take on these powers with Persistent, 0 END, so they can maintain the height they wish.
     I've interpreted the combination of the "Persistent" advantage and the "Not While Wounded" limitation to mean that an injured god cannot shape shift, but a god who has changed his shape and is then wounded will stay in his current shape. Other GMs may choose to look at it differently.
     Create Creatures and Plants: Gods can summon up monsters as they choose, and can create all-new species of animals and monsters. This is best represented with a Summon power. Though their Summon is rated at 1,000-point creatures, the gods often create creatures much less powerful; they design a creature to a specific task and don't overload it with powers and abilities. Note that the gods don't have any control mechanism for the monsters they create, except the ability to affect their emotions, which is why they often just create a monster, make it enraged, and deposit it near the city they wish it to destroy.
     Change the Forms of Others: Gods are notorious for turning offending humans into inanimate objects, into insects, etc. This isn't a combat-efficient power, as it takes a full turn to cast, but is quite effective for punishing transgressors.
     Endow Immortality: With this power, the gods turn mortals into immortals. The power costs permanent END from an END reserve; this helps regulate the number of immortals a god might wish to create. To regulate it further, you might decide that each full use of this spell only grants one godly power to a mortal, so the god has to cast the spell many times and burn a lot of his own character points to grant full godly status to a mortal.


PART FOUR: COST-ACCOUNTING

     Before I actually break down the cost-accounting of the weapons and armor you saw in Part Three, I wanted to discuss several of the factors that went into costing out those items.


NORMAL-DAMAGE CLUBS ("STICK" THROUGH "GREAT CLUB")

     When the power Hand-to-Hand Attack was introduced in 4th Edition Champions, the word came down that all normal-damage melee weapons were to be built with the power. Unfortunately, this screws up the whole Strength Minimum structure in the game.
     Normally, the STR Min for a melee weapon is Active Pts/2. For instance, a 1d6+1 sword is 20 active points; thus, the STR Min is 10. Very simple. However, in the case of normal-damage weapons, you can follow this formula and get a lot of Damage Classes for very little Strength required.

     There's a discrepancy here.
     So in the Mythic Greece Normal-Damage Clubs, I fiddled with the STR Mins, using some of the alternate (legal) STR Min figures (Active Pts/3, or Active Pts/2 +5 STR Min, for example). This is just to keep the heavier clubs from having ridiculously low STR Mins and to stretch the range of STR Mins out over a more reasonable distance.


STR MINIMA

     STR Min for heroic-level campaign weapons tends to be a sore point among many Hero Games cost-accounters. Basically, during the 4th Edition Champions revision process, word came down from on high that STR Min would be based on the active point value of the weapon damage and OCV bonuses. The designers were to take weapon damage, multiply by advantages, add values for OCV Bonuses, and take a fraction of that number as the STR Min.
     Well, I followed the rules as stated when converting Mythic Greece weapons to 4th Edition. However, I did take certain basic assumptions which may not be intuitively obvious.
     First, since OCV bonuses (i.e., Combat Skill Levels) are added to active point totals of the weapon powers, I decided that for the Mythic Greece weapons, OCV minuses would be subtracted from those active point totals. Fair is fair, after all. (This isn't exactly a move of bold defiance. After I converted all these weapons, I checked the 2nd Edition Fantasy Hero weapons list, concentrating on the polearms, and discovered that they, too, followed this convention.)
     Second, I followed a convention I introduced in Ninja Hero. Most muscle-powered melee weapons are supposed to take "Pts/2" as the basis for their STR Min calculation. If a weapon has 30 active points, it has a STR Min of 15. That's simple enough. But with weapons which can be thrown, the +1/2 "Thrown" advantage makes the active point cost higher, meaning that throwing weapons are heavier to wield than their non-throwing counterparts. Since this makes no sense to me, I almost universally applied a "-5 STR Min" advantage to weapons which can be thrown.
     Third, for players who just can't stomach the STR Min modifiers from OCV bonuses/penalties, in the cost breakdowns I've included optional STR Min stats which don't factor in the OCV modifiers. These optional STR Min stats are buried in the breakdowns, so read them carefully.


DAGGER AND KNIFE

     I've changed the Knife to make it a less effective weapon than the Dagger. I did this because I was annoyed with the way the two weapons had been structured so far in Hero System games.
     In 1st-Edition Fantasy Hero, the weapons had identical damage (1/2d6 is functionally identical to 1d6-1; they're both 2 DC) and other stats except for STR Min (Knife 3, Dagger 5), but the Knife could be thrown and the Dagger couldn't be. With Mythic Greece, I blindly copied all the stats but didn't realize that 1st Edition Fantasy Hero had espoused the preposterous notion that daggers couldn't be thrown; daggers in Mythic Greece could be thrown, so the distinction between the weapons amounted only to the STR Min scores. In 2nd Edition Fantasy Hero, it became explicit that both weapons can be thrown, so again the only differences are the bogus damage distinction and the STR Min difference (Knife 6, Dagger 8).
     For Mythic Greece in this errata, the difference between the weapons is that we're presuming that the Knife is a blade which is not really built for combat: It's shorter, has no hand-guard, etc. I'm simply removing the +1 OCV bonus to account for this, and that change will also affect the weapon's STR Min.


BODY ARMOR

     The body armor point breakdowns below follows the Ninja Hero conventions for limitation and weight values for limited location coverage. You can calculate Fantasy Hero weights for individual pieces of armor very simply: See the chart on page 99 of Fantasy Hero. Both Ninja Hero and Fantasy Hero weights were listed for the armor pieces in Part Three.


ERRORS

     There's always the possibility that I've goofed in some of the following number breakdowns. If you notice an error in the listings below, please drop me a note at one of the e-mail addresses listed at the top of this file.


WEAPON COST BREAKDOWNS

     Stick: H-t-H Attack 2d6 (6). (6 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1). Active pts 6 @ -4 = 1 pt; STR Min 3.
     Baton: H-t-H Attack 3d6 (9). (9 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1). Active pts 9 @ -4 = 2 pts; STR Min 4.
     Club: H-t-H Attack 4d6 (12). (12 pts active.) OAF (-1), Ind (-2), STR Min Pts/3+5 (-1 1/4), 1.5H (-1/4). Active pts 12 @ -4 1/2 = 2 pts; STR Min 9.
     Large Club: H-t-H Attack 5d6 (15). (15 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 +5 STR (-1 1/2), 1.5H (-1/4). Active pts 15 @ -4 3/4 = 3 pts; STR Min 12.
     Great Club: H-t-H Attack 6d6 (18). (18 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 +5 STR (-1 1/2), 1.5H (-1/4). Active pts 18 @ -4 3/4 = 3 pts; STR Min 14.
     Bronze-Headed Club: -1 Combat Skill Level (-5). HKA 2d6 (30). (25 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1), 1.5H (-1/4). Active pts 25 @ -4 1/4 = 5 pts; STR Min 12. STR Min Not Counting -1 OCV: 15.
     Javelin: HKA 1d6 (15); Throw (+1/2). (22 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2), 1.5H (-1/4). Active pts 22 @ -3 3/4= 5 pts; STR Min 6.
     Short Spear: -1 Combat Skill Level (-5). HKA 1 1/2d6K (25); Throw (+1/2). (32 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2), 1.5H (-1/4). Active pts 32 @ -3 3/4 = 7 pts; STR Min 11. STR Min Not Counting -1 OCV: 13.
     Long Spear: -1 Combat Skill Level (-5). HKA 2d6 (30); Throw (+1/2). (40 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2), 1.5H (-1/4). Active pts 40 @ -3 3/4 = 8 pts. Add Stretching 1" (5), 0 END (+1/2), No Noncombat Stretch (-1/4), OAF (-1), Ind (-2). Active pts 7 @ -3 1/4 = 2 pts. Total Cost = 10 pts; STR Min 15. STR Min Not Counting -1 OCV: 17. Note that this Long Spear, unlike the one in the new Fantasy Hero, can be thrown. This is because throwing long spears is a regular event in The Iliad; we need to be able to simulate it in Mythic Greece.
     Great Spear: -1 Combat Skill Level (-5). HKA 2d6+1 (35). (30 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1), 2H (-1/2). Active pts 30 @ -4 1/2 = 5 pts. Add Stretching 2" (10), 0 END (+1/2), No Noncombat Stretch (-1/4), OAF (-1), Ind (-2). Active pts 15 @ -3 1/4 = 4 pts. Total Cost = 9 pts; STR Min 15. STR Min Not Counting -1 OCV: 17. This spear spear is similar to the Long Spear but is longer (about 16') and unfit for throwing. I upped its damage from the original Mythic Greece by one damage class.
     Ship's Pike: -1 Combat Skill Level (-5). HKA 2 1/2d6 (40). (35 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1), 2H (-1/2). Active pts 35 @ -4 1/2 = 6 pts. Add Stretching 3" (15), 0 END (+1/2), No Noncombat Stretch (-1/4), OAF (-1), Ind (-2). Active pts 22 @ -3 1/4 = 5 pts. Total Cost = 11 pts; STR Min 17. STR Min Not Counting -1 OCV: 20.
     Short Trident: -1 Combat Skill Level (-5). +2 Combat Skill Levels with Bind, Block, Disarm, Takeaway (6). HKA 1 1/2d6 (25); Throw (+1/2). (38 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2), 1.5H (-1/4). Active pts 38 @ -3 3/4 = 8 pts; STR Min 14. STR Min Not Counting OCV Mods: 13.
     Long Trident: -1 Combat Skill Level (-5). +2 Combat Skill Levels with Bind, Block, Disarm, Takeaway (6). HKA 2d6 (30); Throw (+1/2). (46 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2), 1.5H (-1/4). Active pts 46 @ -3 3/4 = 10 pts. Add Stretching 1" (5), 0 END (+1/2), No Noncombat Stretch (-1/4), OAF (-1), Ind (-2). Active pts 7 @ -3 1/4 = 2 pts. Total Cost 12; STR Min 18. STR Min Not Counting OCV Mods: 17.
     Knife: HKA 1/2d6 (10); Throw (+1/2). (15 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2). Active pts 15 @ -3 1/2 = 3 pts; STR Min 2.
     Dagger: +1 Combat Skill Level (5). HKA 1/2d6 (10); Throw (+1/2). (20 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2). Active pts 20 @ -3 1/2 = 4 pts; STR Min 5. STR Min Not Counting +1 OCV: 2.
     Shortsword: +1 Combat Skill Level (5). HKA 1d6 (15). (20 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1). Active pts 20 @ -4 = 4 pts; STR Min 10. STR Min Not Counting +1 OCV: 7.
     Sickle: HKA 1d6 (15). (15 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1). Active pts 15 @ -4 = 3 pts; STR Min 7. I've removed the OCV +1 from this weapon; shortswords should be better than sickles.
     Longsword, Cretan: +1 Combat Skill Level (5). HKA 1d6+1 (20). (25 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1), 15- Burnout (-0). Active pts 25 @ -4 = 5 pts; STR Min 12. STR Min Not Counting +1 OCV: 10. The 15- Burnout means that the wielder rolls 3d6 every time he strikes; on a 16 or higher, the weapon breaks.
     Axe, Amazon: HKA 1d6+1 (20); Throw (+1/2). (30 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 -5 STR (-1/2). Active pts 30 @ -3 1/2 = 7 pts; STR Min 10.
     Axe, Cretan: -1 Combat Skill Level (-5). HKA 2d6 (30). (25 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 (-1), 2H (-1/2). Active pts 25 @ -4 1/2 = 5 pts; STR Min 12. STR Min Not Counting -1 OCV: 15.
     Rock, Huge: -2 OCV (-10). HKA 2d6 (30); Throw (+1/2). (35 pts active.) OAF (-1), Ind (-2), STR Min Pts/2 +5 STR (-1 1/2), 2H (-1/2). Active pts 35 @ -5 = 6 pts; STR Min 22. STR Min Not Counting -2 OCV (Would Be Built Without +5 STR Min): 22.
     Boxing Glove, Spiked: HKA 1 pip (5). OIF (-1/2), Ind (-2), STR Min Pts/2 (-1), Linked to Punching Damage (-1/4). Active pts 5 @ -3 3/4 = 1 pt. Add Armor 3 Def (9), Loc 6 (1 location, -2), OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1); Active pts 9 @ -5 3/4 = 1 pt. Total Cost 2 pts; STR Min 2.
     Bow, Light: RKA 1d6 (15). (15 active pts.) OAF (-1), Ind (-2), 2H (-1/2), 1 Recoverable Charge (-1 1/4), Concentrate 1/2 DCV (-1/2), STR Min Pts/2 (-1), Can't Add Damage With STR Min (-1/2). Active pts 15 @ -6 3/4 = 2 pts; STR Min 7. Active pts 15 x 5 = Range 75".
     Bow, Medium: RKA 1d6+1 (20). (20 active pts.) OAF (-1), Ind (-2), 2H (-1/2), 1 Recoverable Charge (-1 1/4), Concentrate 1/2 DCV (-1/2), STR Min Pts/2 (-1), Can't Add Damage With STR Min (-1/2). Active pts 20 @ -6 3/4 = 3 pts; STR Min 10. Active pts 20 x 5 = Range 100".
     Bow, Heavy: RKA 1 1/2d6 (25). (25 active pts.) OAF (-1), Ind (-2), 2H (-1/2), 1 Recoverable Charge (-1 1/4), Concentrate 1/2 DCV (-1/2), STR Min Pts/2 (-1), Can't Add Damage With STR Min (-1/2). Active pts 25 @ -6 3/4 = 3 pts; STR Min 12. Active pts 25 x 5 = Range 125".
     Bow, Very Heavy: RKA 2d6 (30). (30 active pts.) OAF (-1), Ind (-2), 2H (-1/2), 1 Recoverable Charge (-1 1/4), Concentrate 1/2 DCV (-1/2), STR Min Pts/2 (-1), Can't Add Damage With STR Min (-1/2). Active pts 30 @ -6 3/4 = 4 pts; STR Min 15. Active pts 30 x 5 = Range 150".
     Sling: -1 Range Skill Level (-2). RKA 1d6 (15); +1 STUN (+1/2). (20 active pts.) OAF (-1), Ind (-2), 2H (-1/2), 1 Recoverable Charge (-1 1/4), Concentrate 1/2 DCV (-1/2), STR Min Pts/2 (-1), Can't Add Damage With STR Min (-1/2). Active pts 20 @ -6 3/4 = 3 pts; STR Min 10. STR Min Not Counting -1 Range Mod: 11. Active pts 20 x 5 = Range 100".
     Shield, Small: Combat Skill Level +1 (for DCV bonus) (5). (5 active pts.) OAF (-1), Ind (-2), STR Min 3+5x DCV Bonus (-1). Active pts 5 @ -4 = 1 pt; STR Min 8. Add Combat Skill Level +1 (for group of maneuvers: shield punch, shield rush) (3). H-t-H Attack 2d6 (6). (9 active pts.) OAF (-1), Ind (-2), STR Min Pts/2 (-1). Active pts 9 @ -4 = 2 pts; STR Min 4. Total cost 3; total STR Min 8 (higher of the two). If the shield is attacked, its own statistics are Def 3/BODY 3 (each BODY taken destroys one power).
     Shield, Medium: Combat Skill Level +2 (for DCV bonus) (10). (10 active pts.) OAF (-1), Ind (-2), STR Min 3+5x DCV Bonus (-1). Active pts 10 @ -4 = 2 pts; STR Min 13. Add Combat Skill Level +2 (for group of maneuvers: shield punch, shield rush) (6). H-t-H Attack 3d6 (9). (15 active pts.) OAF (-1), Ind (-2), STR Min Pts/2 (-1). Active pts 15 @ -4 = 3 pts; STR Min 7. Total cost 5; total STR Min 13 (higher of the two). If the shield is attacked, its own statistics are Def 3/BODY 3 (each BODY taken destroys one power).
     Shield, Large: Combat Skill Level +3 (for DCV bonus) (15). (15 active pts.) OAF (-1), Ind (-2), STR Min 3+5x DCV Bonus (-1). Active pts 15 @ -4 = 3 pts; STR Min 18. Add Combat Skill Level +3 (for group of maneuvers: shield punch, shield rush) (9). H-t-H Attack 4d6 (12). (21 active pts.) OAF (-1), Ind (-2), STR Min Pts/2 (-1). Active pts 21 @ -4 = 4 pts; STR Min 10. Total cost 7; total STR Min 18 (higher of the two). If the shield is attacked, its own statistics are Def 3/BODY 3 (each BODY taken destroys one power).


ARMOR COST BREAKDOWNS

     Achaean Helm: Armor 4 Def (12). Loc 4-5 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 12 @ -6 3/4 = 2 pts. Loc 4-5 = 2/40 Mass: x4 Def = .5 kg.
     Achaean Skullcap: Armor 2 Def (6). Loc 5 (1 location). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 1 Loc (-2). Active 6 @ -6 3/4 = 1 pt. Loc 5 = 1/40 Mass: x2 Def = .125 kg.
     Achaean Byrnie: Armor 7 Def (21). Loc 9-15 (7 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 7 Locs (-1). Active 21 @ -5 3/4 = 3 pts. Loc 9-15 = 28/40 Mass: x7 Def = 19.6 kg.
     Achaean Coat of Mail: Armor 3 Def (9). Loc 9-14 (6 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 6 Locs (-1). Active 9 @ -4 3/4 = 2 pt. Loc 9-14 = 26/40 Mass: x3 Def = 4.55 kg.
     Achaean Breastplate: Armor 4 Def (12). Loc 9-11 (3 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 3 Locs (-1 1/2). Active 12 @ -5 1/4 = 2 pts. Loc 9-11 = 13/40 Mass: x4 Def = 3.25 kg.
     Achaean Mitre: Armor 3 Def (9). Loc 12 (1 location). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 1 Loc (-2). Active 9 @ -5 3/4 = 1 pt. Loc 12 = 7/40 Mass: x3 Def = 1.225 kg.
     Achaean Codpiece: Armor 3 Def (9). Loc 13 (1 location). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 1 Loc (-2). Active 9 @ -5 3/4 = 1 pt. Loc 13 = 3/40 Mass: x3 Def = .525 kg.
     Achaean Bronze Greaves: Armor 4 Def (12). Loc 16-17 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 12 @ -5 3/4 = 2 pts. Loc 16-17 = 3/40 Mass: x4 Def = .75 kg.
     Achaean Linen Greaves: Armor 2 Def (6). Loc 16-17 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 6 @ -5 3/4 = 1 pt. Loc 16-17 = 3/40 Mass: x2 Def = .375 kg.
     Achaean/Minoan Boxing Gloves: Armor 3 Def (9). Loc 6 (1 location). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 1 Loc (-2). Active pts 9 @ -5 3/4 = 1 pt; STR Min 0. Loc 6 = 3/40 Mass: x3 Def = .525 kg.
     Achaean Bracers: Armor 2 Def (6). Loc 7 (1 location). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 1 Loc (-2). Active 6 @ -5 3/4 = 1 pt. Loc 7 = 1/40 Mass: x2 Def = .125 kg.
     Amazon Helmet: Armor 3 Def (9). Loc 4-5 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 9 @ -5 3/4 = 1 pt. Loc 4-5 = 2/40 Mass: x3 Def = .35 kg.
     Amazon Body Armor: Armor 3 Def (9). Loc 7-14 (8 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 8 Locs (-3/4). Active 9 @ -4 1/2 = 2 pts. Loc 7-14 = 28/40 Mass: x3 Def = 4.9 kg.
     Amazon Girdle: Armor 3 Def (9). Loc 12-13 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 9 @ -5 3/4 = 1 pt. Loc 12-13 = 10/40 Mass: x3 Def = 1.75 kg.
     Foreign Helm: Armor 4 Def (12). Loc 4-5 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 12 @ -5 3/4 = 2 pts. Loc 4-5 = 2/40 Mass: x4 Def = .5 kg.
     Foreign Body Armor: Armor 4 Def (12). 9-13 (5 locations). Active OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 5 Locs (-1). Active 12 @ -4 3/4 = 2 pts. Loc 9-13 = 23/40 Mass: x4 Def = 5.75 kg.
     Achaean Layered Armor: Armor 7 Def (21). Loc 9-11 (3 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 3 Locs (-1 1/2). Active 21 @ -5 1/4 = 3 pts. Loc 9-11 = 13/40 Mass: x7 Def = 9.1 kg. Armor 6 Def (18). Loc 12-13 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 18 @ -5 3/4 = 3 pts. Loc 12-13 = 10/40 Mass: x6 Def = 5 kg. Armor 3 Def (9). Loc 14 (1 location). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 1 Loc (-2). Active 9 @ -5 3/4 = 1 pt. Loc 14 = 3/40 Mass: x3 Def = 5.25 kg. Total Cost: 7 pts. Total Mass: 14.625 kg.
     Amazon Layered Armor: Armor 3 Def (9). Loc 7-11, 14 (6 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 6 Locs (-1). Active 9 @ -4 3/4 = 2 pts. Loc 7-11 & 14 = 18/40 Mass: x3 Def = 3.15 kg. Armor 6 Def (18). Loc 12-13 (2 locations). OIF (-1/2), Ind (-2), Real Armor (-1/4), Mass (-1), 2 Locs (-2). Active 18 @ -5 3/4 = 3 pts. Loc 12-13 = 10/40 Mass: x6 Def = 5 kg. Total Cost: 5 pts. Total Mass: 8.15 kg.


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