MinotaurMinotaur AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Endurance RacesInnate Racial AbilitiesBull’s Horns: The Minotaur has the features of a bull, including the bull’s headand massive horns. While in a grapple, they can make a Melee attack with theirforehead and/or horns. They gain an equipment bonus of +2, and deal 3d6 damage,with a crit value of 6/12.Bull’s Strength: The Minotaur is very muscular. They gain a +1 technique bonus toAthletics and Grit checks.Limitless Endurance: The Minotaur does not tire from physical activity. They maysprint, climb, swim, or perform any other activity without tiring. They still mustsleep each day, but they are otherwise fine.Steady Stance: The Minotaur gains a +1 technique bonus to any check made toresist forced movement or initiative damage.Advanced Abilities COST: 2TIER1234Advanced AbilitiesBeast Tackle: Make a tackle attack at the end of a full move, also usingtheir Horn Smash. They gain a +2 tech bonus to the Grapple check.Short Tackle: As above, but if the Minotaur has had at least two spacesto run, they may make their tackle before they reach the end of their fullmove. If their Grapple is successful they may continue moving, pushingtheir opponent back to the last spaces of their move.Minotaur Skills: As above, but a +3 technique bonus to Grit and Athletics,as well as to resist forced movement or initiative damage.Heavy Weapons: The Minotaur may wield a weapon that is particularlylarge for their size. Any weapon that has a naturally larger version, such asa dagger to a shortsword or a mace to a maul, uses those statistics. If not,it increases it’s damage die by one step, such as from 2d10 to 2d12 or even2d12 to 2d14. An oversized weapon automatically reduces it’s Melee and/or Thrown equipment bonus by 1. Oversized heavy shields increase theirparry modifier by 1, but increase their move penalty by 2.Solid Fall: If they can land on their feet, they take no falling damage.The Minotaur has the body of a man, but the head, horns,and brute strength of a bull, and are much more resilient.They are heavily muscled, and a coarse fur covers theirbodies. Typically brown or black in color, they aresignificantly larger than the average human,standing between seven and nine feet tall.The Minotaur is proud and brash, andhas a strong competitive streak. They lovecontests of physical strength. They hailfrom the mountainous kingdom ofPereth to the far south on the continentof Akei. Their mountain forts areisolated from the outside world,and are places of peace and order.On Neiral, the Minotaurs findtheir home in the city of Ricter,on the eastern part of thecontinent. Minotaurkings have reigned therefor several hundred years.Minotaur make loyal friends andpowerful allies, both personally andpolitically. They are noble and kindby nature, and most often travel to usetheir considerable strength for the benefitof others Minotaur live as long as humans do,reaching maturity in their late teens and livinguntil they are nearly a century old.“To stand in a Minotaur’s path is to play atbeing a rug. Expect to be treated as such.”57
Ra'SharanRa’Sharan AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Agility RacesInnate Racial AbilitiesFang and Claw: The Ra’Sharan has sharp teeth and claws. They may use a bite orclaw attack. They attack as a fast action, with an equipment bonus of +1. They deal1d8 damage, with a crit value of 3/6. The bite attack may only be used while in agrapple, and the neither attack may parry.Cat’s Eyes: The Ra’Sharan may see very well in darkness, only needing a minimallight source to see normally. This does not allow them to see in absolute darkness.Beast’s Fortitude: The Ra’Sharan gains a +1 technique bonusto Intimidate, Grit and Athletics checks.Advanced Abilities COST: 2TIERAdvanced Abilities1 Feline Climb: The Ra’Sharan may climb up any surface on which theycan sink their claws, (most wood, but not most stone,) without makingan Athletics check. They suffer a -2 movement penalty while doing so.2 Fearsome Determination: The Ra’Sharan no longer suffers the normalpenalties for being in critical state.3 Greater Catfall: Reduce falling damage by 10.4 Feline Skills: The Ra’Sharan’s bonuses to Athletics, Intimidate andGrit increase to +3.Catfall: The Ra’Sharan always lands on their feet. Reduce fallingdamage by 5 meters.Catspeak: The Ra’Sharan may communicate freely with normal felines.The Ra’Sharan is the tiger animal race, with agreat cat’s fur, claws and fangs, but withthe body structure that is mostly human.They stand taller than human, six to sevenfeet on average, and are widely built and thicklymuscled. The Ra’Sharan are solitary andcontemplative creatures,appreciative of peace and serenity, but witha capacity for aggression, especially overquestions of personal honor. Outside theirhome, the Ra’Sharan is a rare creature,with a certain quiet mystique.They are from the country of Yumara,on the far continent of Kierest. Yumarais a quiet haven of forest and mountain,where honor and artistry are highly valued.The Ra’Sharan keep fair relations with theirneighbors. They dislike conflict, but havebeen known to defend their borderswith ferocity.Ra’Sharan live as long as humans do,reaching maturity in their late teens andliving until they are nearly a century old.“Life is to be met with serenity, focus,patience and appreciation. The life ofthe Ra’sharan is a balance of action andobservation, of strength in arms and clarityof the soul.”58
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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
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- 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: Leeven“Where am I going? I dunno,
- 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
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- Page 105 and 106: Bow TechniquesProviding fast and lo
- Page 107 and 108: 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