As a last tactic, magic can bring a character to groundvery quickly. Earth or Ice magics can weigh a targetdown, while air magics could be used to blow a characterdown with some force. If an existing spell does not seemto fit this purpose, the storyteller does have the right tocreate arcane effects to suit their purpose. Just rememberto justify the spell, and to be sure to include some spellpower check to make sure that there is the randomchance to resist such an effect.Invisibility presents a similar challenge. Invisible playersare hard to deal with consistently, but there are manymundane and arcane tricks to detect invisibility.Ropes and weights, standing water, thrown flour,or any number of other creative techniques canidentify invisibility fairly easily.Sneak skills function in a similar way, but since theyare tied directly to a skill check, they are necessarilyidentified by a Perception check. Just remember thatconditions stacked against the player imply conditionalpenalties, which may make checks more reasonable.Grapple can also be a frustrating mechanic, becauseit does not necessarily depend on a skill, but on anattribute. To counter this, just keep in mind that a playercan attack with a light weapon or unarmed attack withina grapple, and that some abilities even grant bonusesto these kinds of attacks. Once damage is being dealt,a character can gain a conditional bonus to escape agrapple, or simply resign themselves to dealing damagewithout escaping.TRACKING FEEDBACKAs a last tactical difficulty, it can be difficult to trackfeedback for multiple casters during combat. The easysolution to this is to not track it. So long as the characteris not abusing their casting, it shouldn’t be a problem.REWARD CREATIVITYOften, players can attempt to find a solution to a givencombat, puzzle, or other situation that fits well outsidethe boundaries of what the storyteller was looking for,and sometimes outside of the rules of the system.Roll with it. If the players are playing in a way that iscreative and fun to them, then chances are they aregoing to be running the game in a way that will seemmore dramatic and fun for everybody. In most cases,these solutions should be encouraged and rewarded.If this course of action completely undermines thestory and challenges that the storyteller has prepared,then they may want to tell the players that, and seeif they’re willing to work in a different direction.Otherwise, work with them. The creative processof this game depends on both the players and thestoryteller, so when some collaboration is involved,the best results can be found.COUNTER OVER-USED STRATEGIESIf a game should reward creativity, it should also punishcatch-all-solutions. There are many mechanics in thegame that have the capacity to circumvent many of thestandard challenges a player will fight. Using this kindof a solution once, to achieve a stunning victory in adramatic way is fun., but if they start to use the samegimmick in every combat and encounter, then it can getstale fairly quickly.In this situation, it becomes the storyteller’s job to beginto counter the player’s strategies, driving them to comeup with new creative options, keeping the game fresh andinteresting. This doesn’t mean shutting down the playersentirely, but it does mean strongly encouraging them tofind other tactics to add to their repertoire.KEEPING PLAYERS INVOLVEDOften, the situation arises where one player, who is alittle more socially aggressive or understands the combatrules a little better, comes to dominate the combat,dealing out bigger hits and making more impact thanothers. Conversely, it can also work out such that oneplayer ends up taking a lot more punishment thanothers. It is part of the storyteller’s responsibility in thesesituations to pay attention to the level of involvementof each player, and to skew combat in their favor. If aplayer has done less damage, let them have the final hit.If a player is soaking a lot of hits, steer damage towardsomeone else.193
Tricks & TipsThere are entire books written to the ins and outs of storytelling, printed specifically for many game systems.Most of these have at least some relevancy to this particular game, and many are very useful in honing the craft.This section includes just a few of the tricks and tips that we considered most important to running thisgame in particular. As each group learns to build their own games, they will find their own tricks and tips,and can add their own notes to their game.A FEW FINAL NOTESApart from the overall structure of storytelling, there area few important notes that many storytellers will finduseful, including pitfalls and suggestions that can greatlyimprove a game.KEEP THEM ON THEIR TOESIt is easy for a game like this to become formulaic andpredictable over time, but when players get complacent,the game loses its edge. Betrayals, reversals, surprises andunexpected traps are all good ways to keep players onedge and on the edge of their seats. If the storyteller canput the fear of death into the players early on, they willstay more invested and attentive as the story unfolds.MAIMING & MURDERKilling player characters is sticky business. If a gamehas no risk, it has no danger, and can lack the severityrequired to build effective suspense. On the other hand,players can be very put out if a storyteller arbitrarilymurders their characters. As a storyteller, being willingto kill a player’s character can help drive the story,but should be done very selectively. The death and dyingrules in the game are built specifically to make it difficultfor characters to die unless the players are willing to let ithappen, and the Storyteller should follow this example.It is a bad idea to kill a character if their player is veryattached and not willing to let that character go.Maiming characters is even more tricky. A character withgnarly scars, a hook-hand, or an eye-patch can give flairand flavor to a character and build intensity in the game,but this should be done carefully as well. A player maynot want their character to spend the whole game beingpicked on in this way.NATURAL CONSEQUENCESActions have consequences. Breaking laws can incitethe wrath of the local police force, rushing head-firstinto clear danger can result in serious bodily harm,and walking into a professional merchant’s shopwithout haggle can end with an empty wallet.Often, applying these consequences is a way ofteaching the players the game, defining the charactersby their foibles and weaknesses, and adding a sense ofdepth to the game world.On the other hand, it is always important to keep itfun. Often players play role-playing games to pushtheir limits and do things they wouldn’t normally do,and it is also a good idea to let the players have some fun,notwithstanding the consequences. Keeping this balancecan be tricky, but it is best to keep both perspectives inmind and apply what fits best in a given situation.USING CONTENT & MODULESMost players have the capacity to be very creative, and tocircumvent or side-step many of the encounters that thestoryteller has planned. Because of this, the storytellerneeds to be well-prepared, both with extra materials andwith the capacity to create content on the fly, so that theycan adjust to the actions of the players and keep thingson track.In the best case scenario, the storyteller will not use allof their prepared material, and will likely have to dosome quick thinking to make adjustments. To somestorytellers this can be frustrating, but keep in mind thatthe storyteller is also playing a game, and their creativityshould not end when they’re done making preparations.There are many great pre-built campaign modules forthis and other role-playing games that can walk a groupof characters through a linear plot, but although thesecan be great tools and provide for fun games, it can194
- Page 3:
What is The Mayhem Game?Mayhem is a
- Page 7 and 8:
Chapter oneGetting StartedAlthough
- Page 9 and 10:
Character ConceptStep one: Before a
- Page 11 and 12:
Vital StatisticsStep Three: There a
- Page 13 and 14:
Assigning SkillsStep Four: Most of
- Page 15 and 16:
Races, Talents, Abilities & MagicsS
- Page 17 and 18:
Chapter TWOBasic GameplayLaid out b
- Page 19:
STRENGTH SKILLSWhether maneuvering
- Page 22 and 23:
Intelligence SKILLSMastery of the m
- Page 24 and 25:
AnimalThe Animal skill includes an
- Page 26 and 27:
Charisma SKILLSCharisma is more tha
- Page 28 and 29:
Section TwoCOMBAT & EQUIPMENT
- Page 30 and 31:
Combat ClockThere are many times in
- Page 32 and 33:
MovementMovement is critical to man
- Page 34 and 35:
For example, a character wielding a
- Page 36 and 37:
Ranged AttacksRanged Attacks can be
- Page 38 and 39:
Damage, Death & DyingThe human body
- Page 40 and 41:
Unless they have some ability which
- Page 42 and 43:
Environmental HazardsSometimes it d
- Page 44 and 45:
ArmorAn adventurer’s gear can be
- Page 47 and 48:
WEAPON CHART CONTINUEDWEAPONS STYLE
- Page 49 and 50:
Skill KitsA skill kit contains the
- Page 51 and 52:
Chapter FiveRaces, Curses & Talents
- Page 53 and 54:
Races & Talents chartName Descripti
- Page 55 and 56:
AhrlenThe Ahrlen is a winged creatu
- Page 57 and 58:
Leeven“Where am I going? I dunno,
- Page 59 and 60:
Ra'SharanRa’Sharan AbilitiesType
- Page 61 and 62:
Cucacharan“Humans are pink, wiggl
- Page 63 and 64:
FiendFIEND AbilitiesType Inhuman at
- Page 65 and 66:
BlightedBLIGHTED Abilities COST: 20
- Page 67 and 68:
Aeonic”The Guard has stood in the
- Page 69 and 70:
Vanir“Deceit is for worms and dem
- Page 71 and 72:
Divine Blade“I don’t pretend to
- Page 73 and 74:
Artan“Patience, quiet, and crafts
- Page 75 and 76:
Naiad“Oh to play among the weaves
- Page 77 and 78:
SephretSephret AbilitiesType Inhuma
- Page 79 and 80:
WerewolfThe Werewolf’s natural ap
- Page 81 and 82:
ChangelingCHANGELING AbilitiesType
- Page 83 and 84:
LicheLiche Abilities COST: 20Type I
- Page 85 and 86:
GheistGHEIST Abilities COST: 20Type
- Page 87 and 88:
VampireVAMPIRE Abilities COST: 20Ty
- Page 89 and 90:
Chapter SixAttribute AbilitiesMuscl
- Page 91 and 92:
Strength AbilitiesStrength abilitie
- Page 93 and 94:
Intelligence AbilitiesThe Intellige
- Page 95 and 96:
Endurance AbilitiesWhen the dust of
- Page 97 and 98:
Charisma AbilitiesIn civilized soci
- Page 99 and 100:
Chapter SevenWeapon TechniquesThe c
- Page 101 and 102:
Heavy Axe TechniquesNothing hits ha
- Page 103 and 104:
Light Axe TechniquesA hatchet maint
- Page 105 and 106:
Bow TechniquesProviding fast and lo
- Page 107 and 108:
Crossbow TechniquesThe Crossbow kee
- Page 109 and 110:
Dagger TechniquesThe Dagger is a fa
- Page 111 and 112:
Scythe TechniquesOriginally a farme
- Page 113 and 114:
Spear TechniquesOne of the oldest,
- Page 115 and 116:
Heavy Sword TechniquesCombining the
- Page 117 and 118:
Light Sword TechniquesThe Light Swo
- Page 119 and 120:
Unarmed and Grapple TechniquesUnarm
- Page 121 and 122:
Whip TechniquesThe Whip is a utilit
- Page 123 and 124:
Winged CombatThe capacity to move t
- Page 125 and 126:
Chapter EIGHTElemental MagicThe Syl
- Page 127 and 128:
Other StatisticsSpeed, Range, and D
- Page 129 and 130:
ExtinguishHeat FieldPersistent Flar
- Page 131 and 132:
Armageddon FlareThird Circle Fire S
- Page 133 and 134:
Glacier BurstFirst Circle Ice Spell
- Page 135 and 136:
AvalancheThird Circle Ice Spell COS
- Page 137 and 138:
CorrodeQuicksandMeteoriteFirst Circ
- Page 139 and 140:
Acid Bath IIIThird Circle Earth Spe
- Page 141 and 142:
LightningFirst Circle Wind Spell CO
- Page 143 and 144: Cutting Gale IIIThird Circle Wind S
- Page 145 and 146: PoisonFirst Circle Plant Spell COST
- Page 147 and 148: WoodcraftSecond Circle Plant Spell
- Page 149 and 150: Gravity CrushFirst Circle Void Spel
- Page 151 and 152: Gravity Crush IIIThird Circle Void
- Page 153 and 154: Chapter NINEThe WorldStepping down
- Page 155 and 156: The Six Pillars of CreationSix of t
- Page 157 and 158: The Balance of the WorldThe combina
- Page 159 and 160: SEVEN AGESAges Ascendant Races Even
- Page 161 and 162: Last, there is the matter of perspe
- Page 163 and 164: overly organized cities or civiliza
- Page 165 and 166: The Kingdom of DavirPOPULATION LANG
- Page 167 and 168: The KitkeThe Eastern CIty-StatesThe
- Page 169 and 170: low crime-rates and have nearly era
- Page 171 and 172: The Free People of DenPOPULATION LA
- Page 173 and 174: The Ethean PlainsThe Ethean plains
- Page 175 and 176: The City of Belbe LeldePOPULATION L
- Page 177 and 178: The Demonic RealmsIn the western bo
- Page 179 and 180: heavily, and so are filled with che
- Page 181 and 182: The Sublime HavensThe DIVINE REALMS
- Page 183 and 184: The FAEThe Fae keep their hearts cl
- Page 185 and 186: Chapter TENStorytellingAn old, scar
- Page 187 and 188: There are a variety of ways to do t
- Page 189 and 190: THREE PRIMARY SETTINGSA role-playin
- Page 191 and 192: 190APOCALYPSE NOWBetween Demons, Un
- Page 193: to make them interesting and unique
- Page 197 and 198: Conversion from the D20 System And
- Page 199 and 200: The transition of skills from one s
- Page 201 and 202: IndexAbility Stacking 89, 99Acrobat
- Page 203 and 204: Character:Race:Campaign:StrengthTot