Tinek“Life is all about precision. It’s about knowing whatyour goals are and how to get them in the most directway possible. A single well-placed arrow can destroy akingdom as easily as ten armies.”The Tinek is largely human in form, but boasts a wealthof long, sharp pines mixed among their hair andoccasionally down their back and arms. They frequentlyshed these spines, but are able to regrow them over thecourse of a few hours. Because of this, they tend to havehigh metabolisms and voracious appetites, eating justabout anything they can get a hold of, including bothplants and meats.Thanks to their natural defenses, the Tinek are a relaxedspecies, mixing well with others. They have a curiousand friendly nature, but are not easily riled. Their eventempers make them good companions, while their quillsmake them challenging enemies.Tinek live as long as humans do, reaching maturity intheir late teens and living until they are nearly a centuryold. They are slightly smaller in stature than humanbeings, averaging just over 5 feet tall, and tend to befairly athletic.In their homeland on the southern continent of Akei,Tinek are commonly found as merchants and traders.They tend to be shrewd and tough, and are readilycapable of defending themselves when threatened.Advanced Abilities COST: 2TIERAdvanced Abilities1 Quill Expert: Thrown attacks made with quills are granted +1 techniquebonus. This includes the Quill explosion ability.Tinek AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Endurance RacesInnate Racial AbilitiesSpiky: The Tinek may grow up to 20 spines, like those of a hedgehog or a porcupine.They must rest for the night to grow these spines. Once used, the quills cannot bere-used, but can be re-grown.Grapplespike: If they are grappled successfully, 1d4 quills become stuck in theiropponent. Each quill does 1d4 damage. When inside a grapple, the character canmake a very fast action to trigger this effect.Throw Quill: The Tinek may make a Thrown attack, shedding one quill. Thesedeal 1d4 damage, with a crit of 2/4 and an equipment bonus of +2. This requiresan empty hand to do the throwing. Once Thrown, the quill may not be re-used,but can be re-grown.2 Doublethrow: The Tinek may throw two quills at once. This requires twoempty hands, and neither can crit.3 Very Spiky: As Spiky, but they may grow up to 40 spines.4 Quadruple Throw: The Tinek may fire up to four quills at once, at a-2 penalty. This requires two empty hands, and none of these can crit.5 Grapplespike: As Grapplespike, but when grappling, their opponent isstuck with 2d4 quills.6 Quill Fury: The Tinek may fire up to six quills at once at a -4 penalty.This requires two empty hands, and none of these can crit.7 Quill Master: As Quill Expert, but the Tinek gains a +3 technique bonus totheir Thrown skill.8 Quill Explosion: As a very slow action, the Tinek may expend 10 quills tomake a single Thrown attack, defended by all individuals within 5 meters.Any who fail do defend suffer 6d4 damage from the quills.59
Cucacharan“Humans are pink, wiggly, and disgusting. They wrapthemselves in the skins of other animals, then sweatand slime all over themselves. It’s strange that they tasteso good, but then again, what doesn’t taste good whenfried and buttered?”Cucacharan AbilitiesType Inhuman attributes IncompatibilitiesRace Endurance, Willpower RacesInnate Racial AbilitiesUnhallowed: As a demonic creature, the Cucacharan cannot walk on holy ground,such as a churchyard or dedicated cemetery without suffering 2 feedback per round.Skitter: The Cucacharan may move at normal movement speeds while prone.They can stand from being prone as a free action.Unkillable: The Cucacharan cannot be killed through normal damage. They mustbe incinerated or pulled apart in order to die, and even that is not guaranteed tokill them.Resilient: The Cucacharan is exceptionally resilient. They gain a +1 techniquebonus to Grit and Autonomy.Demonsight: The Cucacharan may see in any darkness as thought it werenormal light.Carapace: The Cucacharan have a thin carapace, which absorbs impact. They havean armor of 3, with a movement penalty of 1.Foul Presence: For any non-Cucacharan, the Cucacharan’s First Impression islowered by three steps.The Cucacharan is a foul demonic race crafted by the eldestof demons to act as foot-soldiers in the never-endingwars of the Thulyet continent. Their faces are horrifyingand they have chitinous plates, a naturally armoredexoskeleton. Cucas are designed for slavery and war.Their lives are short, lasting a few decades at most,but they have a vague, in-born communal memorythat makes them more aware and sly than theyoften let on. They are born in clutches of thousandsof eggs, but most don’t survive to adolescence, due tothe cannibalism of their own kind. Despite this,their numbers in the demon lands are truly vast.Cucacharan tend to prefer warmer climates, and have avery difficult time relating to those from more normalregions. Cucacharan adventure to escape servitude or tolearn and pass knowledge down to other Cucas.Advanced Abilities COST: 2TIER1234Advanced AbilitiesThick Carapace: The Cucacharan’s Armor is increased to 4, with amovement penalty of 2.Wall Crawl: The Cucacharan gains a +4 bonus to Athletics skills madefor climbing.Tough Skills: The Cucacharan’s bonus to Grit and Autonomy increaseto +3. They are intensely tough.Hard Shell: The Cucacharan’s Armor increases in thickness, increasing to anarmor value of 5, with a move penalty of 3.60
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What is The Mayhem Game?Mayhem is a
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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
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- 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
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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 and 58: Leeven“Where am I going? I dunno,
- Page 59: Ra'SharanRa’Sharan AbilitiesType
- 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
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- 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
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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