For example, a character wielding a dagger and a longsword maynot do so effectively, since the dagger has a speed of very fast,and the longsword has a speed of average. If the longsword isactive, they can switch to the dagger as an instant action andvise verse. A character wielding a dagger and a sabre, on theother hand, can use either weapon without switching.A character may wish to simplify their options bywielding two identical weapons. On the other hand,a player may wish to capitalize on this mechanic bywielding a very offensive weapon in one hand, such asa battleaxe, while wielding a very defensive weapon inthe other, such as a shield. A storyteller should track thecharacter’s strong and weak sides to engage this tactic inan interesting (lethal) way.Longer rangesWeapons that have a range of 1 can only reach adjacentspaces. Weapons with a range greater than 1 can reachthat many spaces away from the player, as shown inthese diagrams.Occupied SpacesA human-sized character occupies one space on themap, but larger creatures could occupy more. Their shapeshould reflect the spaces they occupy. Swarms of smallcreatures may be best served by tracking mob statistics,rather than individual health and attacks. More than onesmall creature can share a single space.A character can move through allied spaces freely,but not through opposing occupied spaces. Charactersfighting in tight quarters, or occupying the same spacecould face a circumstance penalty.The Blind SpotNearly every creature or character has a blind spot,a space directly behind them that they cannot see ordefend effectively. If attacked from this space they cannotParry, but they may Dodge. Attacks made from this spacealso apply as surprise attacks, explained in the AdditionalTactics section later in this chapter.Weapon attack & draw SpeedEvery weapon has an attack speed, listed in that weapon’sentry. To draw that weapon requires a separate action,at the same speed as a normal attack. Even weapons thatare not drawn, such as a war-hammer or staff, must bereadied before they can be used. A player may also drawa weapon while moving, using whichever action speedis slower.33
Melee AttacksThe premier method for dealing damage and death in the Mayhem game is the use of melee attacks.34Melee AttacksA Melee attack is any attack where you swing, stab,smash or cut someone in hand-to-hand combat. To makea melee attack, first make a Melee skill check includingall appropriate bonuses.To review, this means rolling the Strength skill die, and addingthe character’s skill level and an equipment bonus, if one appliesfor the specifi c weapon being wielded. If using some kind of acombat maneuver or magic, they might also add a techniquebonus, or even a circumstance bonus if there is some other strategicadvantage, such as whelming or surprise attack.To help keep the game moving quickly, these statisticsshould be written down before-hand on the character sheet.A player then rolls a die and adds a single total, with onlyoccasional bonuses or penalties.For example, Spike the Thug wishes to attack with a sabre. Spikehas a strength of 10, so he rolls a d10. He has 9 levels in hisMelee skill, and his sabre has a Melee Equipment bonus of +1,which is totalled on his character sheet as +10. Rolling a 9, histotal attack stands at a value of 19, which will be the diffi cultyfor his opponent to Parry. If he had any additional technique orcircumstance bonuses or penalties, those might apply to raise orlower that number accordingly, which could change.Parrying Melee AttacksThe primary method of defending against a Melee attackis to use the Parry skill. Roll a parry skill roll, includingthe skill level and other bonuses or penalties as trackedon the character sheet. Parrying an attack requires notime on the combat clock.For example, Cynthia tries to defend Spike’s attack with a shield.Cynthia has a strength of 8 giving her a skill die of d8. With aparry skill of 10, and a shield’s equipment bonus of +2, for atotal of +12. She will roll d8 +12. Cynthia rolls a 4 and adds12, for a fi nal parry skill check of 16.Counting DamageIn order to hit a target, an attacking character needs toroll at least as well as their opponent. (Ties favor theattacker.) If a character hits, they deal the standarddamage for that weapon.To continue our example, Spike’s sabre attack rolled a 19.Cynthia’s shield parry rolled a 16, so Spike hits. Sabre damageis 1d8. Had he been swinging a greatsword, Spike’s preferredweapon, he would have rolled 2d10.Critical hitsAn attack that hits particularly well can crit or evendouble-crit, dealing extra damage. Each weapon hascrit values, listed as two numbers together. If a weaponhits by at least the first number, it deals one additionaldamage die. If the weapon hits by the second number,or double-crits, it instead deals two extra damagedice. The crit values are listed on the weapons entry,from 3/6 to as high as 6/12.Keep in mind that even though some weapons havemultiple damage dice as their base damage, they onlyadd one extra die for a crit, or two for a double-crit.Spike’s sabre has crit values of 3/6. Spike’s attack roll was 19,which is 3 more than Cynthia’s defense (16), which is enoughfor him to crit and get one extra damage die, for a total of 2d8damage. Had Spike hit by a margin of 6 or better, he could haverolled as much as 3d8 damage.Dodging Melee AttacksDodging a melee attack is a little harder than parrying.Melee weapons can be dodged, but an additional-4 circumstance penalty is applied to the Dodge check.ArmorIf a character is listed to have an Armor value, reduce alldamage by that number.Weapon choice: Style & TacticsBy comparing speed, range, damage, crit values and dodgeor parry bonuses, it is easy to see how much a character’sweapon will affect the strategy and style of their play.Spike’s sabre is much faster, parries better, and scores more criticalhits than his greatsword, and is one-handed, leaving his otherhand available for a shield or second weapon. Spike still prefersthe 2d10 base damage of the two-handed greatsword. Cynthia, onthe other hand, would likely prefer the more fi nesse-based sabre,blocking with the shield and following up with fast sabre slashes.When comparing options, choose the best weapon based on yourown character.’s style
- 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 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
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GheistGHEIST Abilities COST: 20Type
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VampireVAMPIRE Abilities COST: 20Ty
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Chapter SixAttribute AbilitiesMuscl
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Strength AbilitiesStrength abilitie
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Intelligence AbilitiesThe Intellige
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Endurance AbilitiesWhen the dust of
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Charisma AbilitiesIn civilized soci
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Chapter SevenWeapon TechniquesThe c
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Heavy Axe TechniquesNothing hits ha
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Light Axe TechniquesA hatchet maint
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Bow TechniquesProviding fast and lo
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Crossbow TechniquesThe Crossbow kee
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Dagger TechniquesThe Dagger is a fa
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Scythe TechniquesOriginally a farme
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Spear TechniquesOne of the oldest,
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Heavy Sword TechniquesCombining the
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Light Sword TechniquesThe Light Swo
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Unarmed and Grapple TechniquesUnarm
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Whip TechniquesThe Whip is a utilit
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Winged CombatThe capacity to move t
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Chapter EIGHTElemental MagicThe Syl
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Other StatisticsSpeed, Range, and D
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ExtinguishHeat FieldPersistent Flar
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Armageddon FlareThird Circle Fire S
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Glacier BurstFirst Circle Ice Spell
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AvalancheThird Circle Ice Spell COS
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CorrodeQuicksandMeteoriteFirst Circ
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Acid Bath IIIThird Circle Earth Spe
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LightningFirst Circle Wind Spell CO
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Cutting Gale IIIThird Circle Wind S
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PoisonFirst Circle Plant Spell COST
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WoodcraftSecond Circle Plant Spell
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Gravity CrushFirst Circle Void Spel
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Gravity Crush IIIThird Circle Void
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Chapter NINEThe WorldStepping down
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The Six Pillars of CreationSix of t
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The Balance of the WorldThe combina
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SEVEN AGESAges Ascendant Races Even
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Last, there is the matter of perspe
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overly organized cities or civiliza
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The Kingdom of DavirPOPULATION LANG
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The KitkeThe Eastern CIty-StatesThe
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low crime-rates and have nearly era
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The Free People of DenPOPULATION LA
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The Ethean PlainsThe Ethean plains
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The City of Belbe LeldePOPULATION L
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The Demonic RealmsIn the western bo
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heavily, and so are filled with che
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The Sublime HavensThe DIVINE REALMS
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The FAEThe Fae keep their hearts cl
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Chapter TENStorytellingAn old, scar
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There are a variety of ways to do t
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THREE PRIMARY SETTINGSA role-playin
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190APOCALYPSE NOWBetween Demons, Un
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to make them interesting and unique
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Tricks & TipsThere are entire books
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Conversion from the D20 System And
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The transition of skills from one s
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IndexAbility Stacking 89, 99Acrobat
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Character:Race:Campaign:StrengthTot