CarnacCarnac AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Cunning RacesInnate Racial AbilitiesConstrictor: The Carnac is particularly muscular and flexible, granting them a+3 technique bonus on Grapple checks. They do not need their arms free to grapplean opponent, and suffer no penalty for this.Bite: The Carnac may make a brutal bite attack. They gain a +1 equipment bonus,deal 1d6 damage, have a crit range of 3/6, and attack as a very fast action.Heat Sensation: The Carnac may sense heat, allowing them to see in perfectdarkness and detect invisible creatures. This sensation goes out to 10 meters.Snake Skills: The Carnac is Stealthy, and has a resilient mind. They gain a +1 bonusto Sneak and Autonomy.Advanced Abilities COST: 2TIER123Advanced AbilitiesStriking Bite: The Carnac may make a powerful lunge with their biteattack, moving forward two meters when they bite. They may make agrapple attempt as a free action after a successful bite.Carnac Skills: The Carnac’s bonus in their Autonomy and Sneak checksincreases to +3.Constrictor: The Viper may make a grapple action to begin suffocatingtheir prey. Follow suffocation rules, in the environmental hazards chapter.They suffer a -2 circumstance penalty to all Grit and Autonomy checks ifthey have been unable to breathe for at least 1 round, although they maystill make unarmed attacks as normal. This may not function on charactersthat are very large or larger.“What does it mean to be a Carnac? One could explain,but to do so would be a waste of time. It would be amuch better use of one’s strength to simply swallow theasker whole. That would make a fitting response.”The Carnac has the powerful tail of a snake in place of legs,and is a constrictor, making powerful grapple attacks.The Carnac are cold-blooded and methodical in theirapproach to life. They have little compassion for others,but do have a reputation for keeping their bargains in anodd sense of personal honor. Carnac are quick to strikewhen they see an advantage, and are not afraid to chooseweak prey when given the chance.The Carnac come from the swamps of Sivict, on thesouthern continent of Akei. Sivict cities are hiddendeep within the swamps. They can be small havensin a difficult environment, but are not necessarilyfriendly places.Carnac live as long as humans do, reaching maturity intheir late teens and living until they are nearly a centuryold. They are born from eggs, but most do raise theirown young.55
Leeven“Where am I going? I dunno, but I do knowthat I’m a Leeven! Heh. See what I did there?Anyway, gotta run.”The Leeven is a humanoid rabbit, with tall ears andpowerful legs that allow them to move very quickly.Having a Leeven around is deemed good luck.They make good friends and great company, if onehas the patience, because their short attention spansand excitable natures can make them challenging tothose who prefer peace and quiet.The Leeven come from the continent of Keiraset tothe far south, from a large country called Minova.This old and stable empire is vastly populated with theLeeven, who live in networks of underground warrensbuilt into huge, complicated cities.The Leeven get along with just aboutanybody, for at least a while. Exceptionsare some ofthe more predatory species, such asthe Carnac and other aggressive animal anddemonic races.Leeven are curious and are plagued with wanderlust.They often travel just to see what is over the next hill.They do, however, have a strong sense of community,and so will eventually return to their point of origin.Leeven live as long as most human, generally, althoughmany die young of heart difficulty or foolish decisions.They are born in litters of two to ten.Leeven AbilitiesType Inhuman attributes IncompatibilitiesRace Intuition, Endurance RacesInnate Racial AbilitiesRabbit’s Foot: With exceptional leg-power, the Leeven may kick very hard.When kicking, they gain an equipment bonus of +2, do 3d6 damage, with a critrange of 6/12, and a speed of slow.Rabbit Skills: The Leeven gains a +1 technique bonus to Athletics, Perception andCharm checks. They are exceptionally athletic , perceptive, and are quite charming.Rabbit Run: The Leeven has exceptional endurance. They may run nearly endlesslywithout tiring for hours at a time. They still need to sleep, but otherwise there is nolimit to their physical exertion.Bound: The Leeven may jump 5 meters into the air, vertically or horizontally,as an average action.Rabbit Sprint: When sprinting, Increase their movement speed by one step.Advanced Abilities COST: 2TIER1234Advanced AbilitiesLong Jump: The Rabbit may make a 7 meters, horizontally or vertically,as a slow action.Double Jump: When jumping up a wall with their Bound ability,the Leeven may make one additional bound, either directly up or awayfrom the wall as a free action.Rabbit Skills: The Leeven’s bonus to Athletics, Perception and charmincrease to +3.Superb Kick: The Leeven may choose to use a heavier kick, using anequipment bonus of +1, dealing 3d8 damage, with a crit range of 6/12,and attacking as a very slow action.56
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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
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- 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: AhrlenThe Ahrlen is a winged creatu
- 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
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- 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
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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