Campaign Setting: Myths & LegendsOnce again my Godlike Rules have been updated (now to 3E), to include a bunch of new ideas and thoughts (these are just my thoughts for the first 3E draft). And to expand the function of the possibilities with this setting. As always the function of this setting, is for the “Heroes” to take the roles of Myth while trying to keep them within the confines of the game system. Because of Mythic proportions of the setting, players will be built on 20 pp per PL. For the sake of this setting, I will refer to the players and others as either Mythics or Legends. You will notice a few changes from my original documents, I think I have added quite a few new options that will add flavor to the setting.
Power level Suggestions:Minor Myths (10-11): Minor Myths have risen into the ranks of pantheon either from being Epic Heroes, or from being the children of lesser Myth. And are over-all accepted as having an influence in the cosmic scale of things. Demi Myth can usually command one aspect of the Universe.
Lesser Myth (12-14): Lesser Myths are usually of cosmic origin, and are the bottom rung of the Myth like ladder. However even an Epic could rise this high, but rarely higher. Lesser Myth can usually command at least two aspects of the Universe.
Intermediate Myth (15-17): Intermediate Myth, are powerful beings, with the ability to command several areas of influence. Intermediate Myth can usually control at the very least three aspects.
Greater Myth (18-20): Greater Myths are at the top of the cosmic ladder, and are usually in the ones who have started the Pantheon. The can control at the very least four aspects of the universe.
Epic Heroes (8-9): Are built anywhere from power level 8 to 9. These are the hero’s of myth who have risen to great heights. Epic Heroes have not learned to manipulate cosmic forces, to manipulate reality. But they have many tricks, powers, and devices at their disposal. Though not "Myth" like what is suggested here, they can be used in such a campaign. And can achieve many of the abilities that Myth do have. So they have been included as possible characters (but rules for such characters, should use the normal rules found in Warriors & Warlocks).
Descriptors:Quintessence: Quintessence is not only a measure of a Legends energy; it represents the devotion of his or her worshippers. The greater the Quintessence, the more likely they have a large number of followers. This also works in reverse, should a Myth ever loose followers. They can also loose power because of a loss in faith. Quintessence over all is simply a moot point as a mechanic in Mutants & masterminds, and simply becomes a descriptor. However it can give the GM many opportunities to fluctuate a Legends powers and abilities, dependant on the strength of his followers, or on areas that are particularly strong in Quintessence. Or even from artifacts of great power. Maybe later I may include more detailed rules for this, but for now its function as a descriptor should do well enough.
Fallen or Forsaken: Fallen or Forsaken beings are Mythic or Legendary beings who have taken a darker and evil path. Their powers are “Demonic” or “Necromantic”, or the like. They are the counter part to the Celestial Myths. The Fallen Descriptor takes on the role of the “Infernal” Descriptor.
Celestial: Celestial or Arisen beings are Mythic or Legendary beings which represent the good things in live. Even if they are not fair. Most things happen for a reason. This descriptor takes on the role of the “Divine” descriptor.
The Basic "God" Template:
Abilities [12pp]: All Mythic beings have a far higher endurance level than mortals, as well as a commanding presence, and the wisdom to use their power. Stamina 2, Awareness 2, Presence 2 (this does not apply to the Epic Hero).
Advantages [1pp]: All Mythic beings have the quintessential essence, to manipulate the world and to some degree the reality around them. For everyone but the Epic Hero, the player will be required to take a certain number of Ranks in the Legends Advantage. All mythic beings should have spent at least 1 point in the Spirit Advantage.
Powers [9/15pp]:
Immortality 6 [Immunity 4 (Aging, Disease, Cold, Hot Temperatures) + Immortality 2]
- All Mythic are immune to mundane necessities; they never age, and cannot die from disease, or temperature extremes. They also have a chance of coming back from the dead, should they die. However they can be killed by "Legendary" weapons, which have been infused with power (aka Quintessence).
Senses 3 [Cosmic Awareness (radius, extended)]
- All Legends can sense the energy that is used from most Mythic like beings. For the sake of this document, we call this energy Quintessence.
Cosmic Mastery 1 [This is the divine essence of the Myth, which is often channeled into a particular aspect which they control. The number of aspects a Myth can manipulate is based on the number of ranks in his Spirit Power feat, so an Intermediate Myth can have 3 aspects/descriptors which he can assign to his Quintessence Powers.
Complications:
Quintessence Shifting: Many Mythic beings have a weakness, and in Myths & Legends this is no different. Quintessence is not always a constant thing, like the oceans themselves the ebb and swell. At any time the GM may decide to reduce ALL the players powers by one rank, due to an ebb in the flow of Quintessential energy.
New Advantages:Adoration [Ranked; Requirements: At least 1 rank in the Inspire Advantage] The Mythic's influence, is even greater than many who can inspire such devotion and greatness in others. Now the Mythic can affect a larger number of people. Taking this advantage allows the Mythic to inspire any one of his allies within a range of his Presence score x (10x the rank in this advantage) in feet.
Omniscience [Ranked]: Some Mythic's have the ability to expand their consciousness into the very universe around them. Granting them insight into the mysteries of Reality. This allows the Myth, access to the Inspiration effect from using Hero points.
Spirit [Ranked]: A Legends spirit is a well of stored energy for a Myth, which in terms determines his power and status among other Legends Creatures (but only in part). The GM decides how far a player can purchase in this Feat, depending on what level of Myth he is allowing the players to play (which determines the players Power Level)
Minor Myths = 1 rank
Lesser Myths = 2 ranks
Intermediate Myths = 3 ranks
Greater Myth = 4 ranks
Stature [Ranked]: This advantage provides a +2 bonus to bluff, diplomacy, and Intimidation checks with the Legends followers and minions; Taking this advantage twice raises the bonus to +5. Against those who are not his worshipers, the modifier is one half the normal bonuses. For double the cost per rank, this feat also inspires dedication in any minions within perception range of their Myth, gaining a +2/rank to any checks, that might sway his faith in his Myth.
Quintessence [Ranked]: This is basically the Luck advantage, Mythic Beings don’t require luck to perform the spectacular things. Just pure will and drive. They are forces of the universe.
Quintessential Ritualist: This is very similar to the Ritualist advantage, but is more specific towards the use of Quintessence. And should follow the same rules.
Quintessential Artificer: The Mythic can use his or her Quintessence to create items of great power. By making Expertise (Magic) and Craft checks.
Mythic PowersThere is some staple Myth like powers, which some Myth might want to take. Not every Myth possesses these abilities. But these are common.
Mythic Invulnerability
Mythic Halo
Mythic Presence
Mythic Mask
Mythic Wings
Quintessence Node
Quintessence Mastery
Quintessence Well
Mythic Invulnerability [1/rank]: Many Mythic beings have a grace about them, which makes them extremely hard to kill. And closes their mind to outside influence especially from mortal beings.
This power is essentially, Impervious Toughness Save + Impervious Will Save linked together. With the limited flaw (against mortals only).
Mythic Halo [varies]: The Halo a Mythic being has, is a physical manifestation of that persons personality and their powers. The Halo is a legendary device, that can only be used by those worthy enough to take on the Mythics aspects. Most celestial legends have a bright Halo, while the fallen have a Dark halo.
The halo is an array with the Environmental (light) or Obscure (visual) as its base. Most halo’s have the subtle power feat, allowing them to hide their halo. The Halo can be a source of many powers in and of itself.
Mythic Presence [Awe; 4/rank]: Many Mythic exude a majestic aura, which makes it hard for mortals to be around. This is the Affliction power with the following:
Affliction: Cumulative Perception Area Affliction 1 (1st degree: Entranced, Dazed, 2nd degree: Compelled, Prone, Resisted by: Will, DC 11; Perception Area, Cumulative, Extra Condition, Increased Duration: concentration; Limited Degree)
Mythic Mask: Many Mythic beings are shaped by the thoughts and wills of their followers. While their true forms are quite different. The Divine Mask is often an alternate power of the Divine Presence. It represents their ability to appear exactly as what their followers believe them to look like. And in a way this offers a way to explain Mythic beings which are similar between different cultures.
This is the Morph Power 3 [Broad group (any humanoid); Increased Duration, Uncontrolled (shaped by the will of others). = 18ppMythic Wings: Many mythic beings, but not all may have wings. These can vary quite widely in appearance. From ethereal feathers, to bat like vestiges, or even tentacles (which is more common among fallen beings).
In every case those Mythic Wings provides the Flight power, and may or may not have the drawback “wings” applied to them. Mythic Tails: This is usually a trait only found among the fallen, and can often have more than one. In all cases, tails can be simply vestigial in nature, or can be actual appendages.
Treat this as the Extra Limbs power. In addition, sometimes these tails may have powers of their own!Quintessence Node: Many mythics can forge a well or pool of Quintessence energy and focus it into a physical node of pure energy. This forge allows the Mythic to tap into untold levels of power when necessary. This can be a “Feature” of a Headquarters, or a “Legendary Artifact” .
The Quintessence Mode simulates the Variable Power 1 , which can only be used to increase powers the Mythic already has. The Quintessence Mastery: The Quintessence Mastery Power is essentially the Variable Power. These aspects indicate the kind of descriptors the power can have. If the power the Myth wishes to use doesn't fit with his areas of influence, he cannot use the Quintessence power. GM's, who don't want to use this, can simply go with the Quintessence Array.
Quintessence Array: If you don’t want to use the Quintessence Power listed above. The Quintessence Array is basically a Dynamic Array. This can be a collection of mortal powers and Myth like abilities melded into one. Unlike the magic array, the Quintessence Array can usually fore-go the usual drawbacks of gesture and incantation that most spell casters have. While some Mythics can have both the Quintessence Power and the Quintessence Array, especially if the Quintessence Power is a lower rank.
Quintessence Well: Sometimes Quintessence naturally gathers in the mortal world, such places are always areas of incredible wonder and beauty. However if they have been claimed by a Fallen Mythic, they can be places of foul and dark matter. When a Mythic finds such a place , he can bond with this place. However only one Mythic can bond with such an area at a time. It must be forcibly taken and a new bond created before it can be used again. This can be a feature of a Headquarters, or as a “power” that can be taken away.
The Quintessence Mode simulates the Variable Power 1 , which can only be used to increase powers the Mythic already has., and has the Duration Extra attached to it, as well as the slow flaw. Legendary Artifacts Most Myths are associated with Artifacts of great power, and almost certainly possess one or more. There are no fast or comprehensive rules in this regard but if a GM wishes he can limit the number of Artifacts a player may have, by limiting it to the number of ranks he or she has in their Spirit Feat.
I have broken mortal magical items into three categories, Minor, Major, and Greater. Minor Magical Items usually have powers ranging anywhere from 1 to 3 ranks in them, major Magical Items can have anywhere from 4 to 6 ranks worth of powers in them. While Greater Magical items, which I consider the most powerful possible by mortal hands can have powers ranging from rank 7 to 8 in them. The Major difference between Legendary Artifacts and other Magical Items (that mortals wield), is they can have power ranks above Rank 9.
A truly devious GM can make it difficult for Mortals (those without the Immortal Power suite) to wield such devices. Where as Celestial objects may require willpower checks to force it to work, while Fallen objects may cause Taint or Corruption. Both kinds of objects are difficult to handle, and could also add Complications or Drawbacks to the hapless Epic hero or Epic villain.
Creating Mythical CreaturesI thought I would include a few rules for making Legends or Mythical Creatures using similar rules that have followed on this thread. The easiest way of doing so, is taking any of the base animal templates from the main book and adding the following adjustments with the Mythical Template listed below.
Mythical Creature Template (30+pp to base animal):
Abilities [12pp]: All mythical creatures are smarter, cunning, charismatic, and in general physically more potent than their mundane varieties. Add a +2 to any three abilities (one of these should be a mental ability).
Advantages: Die Hard (mythic creatures are generally harder to kill)
Skills [3pp]: Many mythical creatures are persuasive creatures granting them 2 ranks in Persuasion. 2 Additional ranks in Perception, and 2 ranks in Intimidate. Alternately many mythical creatures might know magic, and if they do give them 4 ranks of Expertise (arcane) . Many mythical creatures might have special knowledge as well, so grant them something specific as necessary.
Powers [9+pp]: Mythical Physiology 6 [Immunity 4 (Aging, Disease, Cold, Hot Temperatures) + Regeneration 2
- All mythical creatures can resist the affects of time, disease, and temperature extremes. And have legendary powers of Regeneration.
Senses 3 [Quintessence Awareness (radius, extended)]
- All mythical creatures can sense others of their kind, as well as god like beings. It is also very common for them to have acute, accurate, and extended senses.
Enhanced Trait (specific Movement Mode)
- All mythics have their nature mode of movement enhanced by 1 rank.
Mythical Power- All mythical creatures are known for either one kind of power or ability, or several abilities. Grant them a number of additional powers as necessary, as either part of an array of magical abilities or as a container. Such powers include Growth for larger sized creatures, magical abilities, invisibility, regeneration, etc.
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