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Character Creation (And Request to Join Information)

Posted by Maze MasterFor group 0
Maze Master
GM, 5 posts
The dice of Zeus
always fall luckily
Thu 10 May 2012
at 14:21
  • msg #1

Character Creation

Dear potential players:

Thank you for your interest in the game. Please note that "Journey to Olympus" uses the Mazes and Minotaurs RPG system. Fortunately, the rules for this are available for free online. I am using the revised 1987 rule system that you can find at this link: http://mazesandminotaurs.free.fr/revised.html

These rules are required for character creation and for play. They are also your reference for inventory, magic and combat.

For your benefit:

Creating a Character
Creating a player-character for Mazes & Minotaurs follows a very simple seven-step process:
Step 1: Select the character’s class.
Step 2: Roll the six basic attributes.
Step 3: Determine name, gender and age.
Step 4: Determine combat scores.
Step 5: Determine other scores.
Step 6: Determine wealth and equipment.
Step 7: Flesh out the character.

Step 1: Class Selection
In M&M, each player-character belongs to a class. A character’s class may reflect his occupation, vocation or social background. These rules describe twelve classes, divided into three broad categories:

Warriors
Amazons, proud and undaunted female warriors
Barbarians, savage warriors from the wild lands
Centaurs, reckless and boisterous men-horses
Nobles, lords and champions of the civilized nations
Spearmen, elite soldiers and brave defenders

Magicians
Elementalists, masters of air, earth, fire or water
Lyrists, divinely inspired poets and musicians
Nymphs, alluring female spirits of Nature
Priests, servants and messengers of the Gods
Sorcerers, masters of illusion and mind magic

Specialists
Hunters, expert trackers and marksmen
Thieves, masters of stealth and subterfuge

A character’s degree of accomplishment in his class is reflected by his level. All player-characters start at level 1 and will gain new levels during the course of the game, up to level 6.

Additional Classes

Above are the base classes as set out in the Mazes and Minotaurs Rule Book. However, there are quite a number of the supplements to the game found at the M&M website for additional character classes. As of 2019-2020, I am opening up almost all of those classes as being available to play for new players:

These are:

1. Archers (Warrior Class) "Archers are elite, military-trained bowmen"
- description found at http://mazesandminotaurs.free.fr/RMM4.pdf, page 5.

2. Cavalrymen (Warrior Class) "A proud Cavalryman and his equally proud battle horse"
- description found at http://mazesandminotaurs.free.fr/RMM4.pdf, page 5.

3. Beastmasters (Magician Class) "magicians who hold mysterious power over the animal kingdom."
- description found at http://mazesandminotaurs.free.fr/RMM4.pdf, p.22

4. Shapeshifter (Magician Class) "Shapeshifters are humans blessed with the innate magical ability to transform their body into a variety of forms, including animal ones."
- description found at http://mazesandminotaurs.free.fr/RMM4.pdf, p.24

5. Sacred Healer (Magician Class) "Sacred Healers are the priestly servants of
Asclepius, the god of medicine."
- description found at http://mazesandminotaurs.free.fr/MISCELL.pdf, p.2

6. Archaeologist (Specialist Class) "Armed with only their wits, intellect and resourcefulness (not to mention a healthy dose of luck), these seekers of lost knowledge explore ancient ruins, mysterious islands and other perilous locales in search of forgotten lore (rather than glory or wealth) – be it in the form of trinkets, texts or treasure (which includes, of course, mythic items).
- description found at http://mazesandminotaurs.free.fr/MQ11.pdf, p.29

7. Assassin (Specialist Class) "Assassins are professional killers skilled in stealth, infiltration and poisoning. Most of them hire their services as freelancers, but some of them are in the (secret) service of a king or powerful organization, such as a secret cult or a politically influential guild."
- description found at http://mazesandminotaurs.free.fr/MQ12.pdf, p.33

8. Mariner (Specialist Class) "Mariners are the best seamen of Mythika. Most of them are members of the Brotherhood of Mariners, a loose organization that tries to enforce the “Code of the Sea”"
- description found at http://mazesandminotaurs.free.fr/TRITONS.pdf, p.6

9. Pankratiast (Warrior Class) "The Pankratiast is an athlete, the undisputed master
of pugilism and wrestling. Punches, kicks, grapples, chokes and takedowns form his arsenal, one he requires no weapons to employ."
- description found at http://mazesandminotaurs.free.fr/MISCELL.pdf, p.4


Step 2: Basic Attributes
A M&M character’s physical and mental capabilities are represented by six attributes:

MIGHT (physical strength)
SKILL (adroitness and martial training)
WITS (alertness and cleverness)
LUCK (good fortune and divine favor)
WILL (resolve and self-discipline)
GRACE (charm and appeal)

Roll 2D6+6 six times and distribute the six scores between your character’s attributes.

In M&M, all player-characters are assumed to be above-average individuals, favored by fortune and fate. For this reason, if the sum of the six scores is less than 75 or if they do not include at least two scores of 13+, simply discard the six scores and roll a new set of attributes; if needed, repeat this procedure until the dice give you a total of 75 points or more with at least two scores over 12.

Once you have generated the six attribute scores, you may lower one of them by 1 or 2 points to increase another score by the same amount. This may only be done once and may not take the increased attribute score over 18.

The two highest scores must always be allotted to the two primary attributes of the character’s class (see Table 1A page 5).

The other scores may be distributed as the player wishes between the character’s other attributes. Each attribute score gives a modifier (‘mod’), which will be used for various calculations (see Table 1B).

Step 3: Name, Gender and Age
The character’s name is chosen by the player – try to find a name that sounds Greek or Mediterranean. A character‘s gender is usually the same as the player’s but exceptions are possible. Some classes also have specific gender restrictions. A character’s starting age is normally rolled on 2D6+15 for Warriors or Specialists and on 2D6+20 for Magicians, except for Nymphs who are ageless.

Step 4: Combat Scores

The combat abilities of a character are reflected by several important scores, all of which are derived from his attributes, as detailed below.

A character’s Melee modifier is applied to all his attack rolls in hand-to-hand combat. It is equal to the sum of the character’s Might modifier (physical strength), Skill modifier (weapon training) and Luck modifier (battle fortune). A character’s Missile mod is applied to all his attack rolls in missile combat. It is equal to the sum of the character’s Skill modifier (accuracy), Wits modifier (alertness) and Luck modifier (lucky shot).

A character’s Initiative score reflects his ability to strike first in combat. This score is equal to 10, plus the character’s Skill modifier (combat training) and Wits modifier (alertness).

A character’s Defense Class reflects how hard he is to hit in combat. A character’s basic Defense Class is equal to 12 plus his Luck modifier. A character’s EDC (Effective Defense Class) is equal to his basic Defense Class plus 2 for each piece of protective equipment: breastplate, helmet, shield.

A character’s Hits Total represents the amount of injury he can take before being killed. It is equal to his Basic Hits (12 for warriors, 10 for specialists and 8 for magicians), modified by his Might mod.

Step 5: Other Scores

Saving Rolls

A character has four saving rolls which may come into play in various adventuring situations. Each saving roll score is equal to the sum of three attribute modifiers (which always include the Luck modifier, as a direct reflection of the character’s good fortune and divine favor).

Athletic Prowess rolls are used when characters attempt actions like climbing, swimming etc. A character’s Athletic Prowess modifier is equal to the sum of his Might modifier (muscles and fitness), Skill modifier (adroitness) and Luck modifier.

Danger Evasion rolls are used to avoid perils and react quickly to unexpected situations. A character’s Danger Evasion modifier is equal to the sum of his Wits modifier (alertness), Skill modifier (reflexes and precision) and Luck modifier.

Mystic Fortitude rolls are used to resist the effects of hostile magic and other supernatural powers. A character’s Mystic Fortitude modifier is equal to the sum of his Will modifier (strength of mind and spirit), Wits modifier (presence of mind) and Luck modifier.

Physical Vigor rolls are used to resist the effects of poison, illness, pain, fatigue and other hardships. A character’s Physical Vigor modifier is equal to the sum of his Might modifier (strength and stamina), Will modifier (willpower) and Luck modifier.

Athletic Prowess = Might mod + Skill mod + Luck mod Danger Evasion = Wits mod + Skill mod + Luck mod Mystic Fortitude = Will mod + Wits mod + Luck mod Physical Vigor = Might mod + Will mod + Luck mod

Personal Charisma

All characters have a Personal Charisma modifier, which reflects their presence, personal aura and natural leadership qualities. A character’s Personal Charisma is equal to the sum of his Will modifier (strength of personality), Grace modifier (natural charm) and Luck modifier. A character’s Personal Charisma will affect other people’s reactions when they first meet him as well as his ability to attract and command henchmen and other followers.

Special Talents
Specialists have a special score which reflects their mastery in their specialty: Hunting for Hunters and Thievery for Thieves.

In both cases, this score is equal to the sum of the character’s mods from his two primary attributes.

A Hunter’s Hunting score is equal to the sum of his Skill and Wits modifiers.
A Thief’s Thievery score is equal to the sum of his Wits and Luck modifiers.

Thus, a first-level Thief with a Wits of 16 (+2) and a Luck of 13 (+1) will have a Thievery score of +3.

Magical Abilities

All magicians also have three additional scores which reflect their magical abilities: Mystic Strength, Power points and a special talent score which varies according to their class.

Step 6: Wealth and Equipment
Each character starts the game with the equipment listed in the description of his class (as well as basic items such as clothes, sandals etc).

Characters also receive a certain amount of money expressed in silver pieces (SP). The silver piece (sp) is the basic currency unit in the world of Mazes & Minotaurs but other types of coins exist:

1 gold coin (gc) = 100 silver pieces (sp) 1 silver piece (sp) = 100 copper pieces (cp)

This starting wealth can be saved for later or spent on extra equipment: see the Standard Price List. See also the rules on Encumbrance later in this chapter for more details about the weight and bulk of weapons, armor and other items.

Step 7: Fleshing Out

M&M characters should be more than a collection of statistics and a list of equipment.
Before play begins, players may choose to add various details to the description of their characters, such as his physical appearance and demeanor, his most notable psychological traits, family matters, personal history and other background elements.
This message was last edited by the GM at 17:43, Mon 28 Sept 2020.
Maze Master
GM, 15 posts
The dice of Zeus
always fall luckily
Sun 20 May 2012
at 18:24
  • msg #2

Re: Character Creation

Application of Rules in Character Creation Process

Here is a sample character and the process I've used to create this character.

1. Class Selection:

I decide to make a "Priest" type character. This is a magician type character.

2. Basic Attributes:

I've rolled 2d6+6 six times:

13:59, Today: Maze Master rolled 15 using 2d6+6.
13:59, Today: Maze Master rolled 11 using 2d6+6.
13:59, Today: Maze Master rolled 12 using 2d6+6.
13:59, Today: Maze Master rolled 12 using 2d6+6.
13:59, Today: Maze Master rolled 14 using 2d6+6.
13:59, Today: Maze Master rolled 8 using 2d6+6.

That's not too bad. While I could roll again because the sum of the scores is less then 75, I'm not going to. Now to allocate the stats.  Given that the Priest's primary attributes are Luck and Will, I'm going to put the two highest numbers to those stats.

Might: 8
Skill: 11
Wits: 12
Luck: 15
Will: 14
Grace: 12

Hmm. I think that I'd like to increase Mr. Pious' Will by 1 point to make that even with his luck and so that I can get an extra point in modifiers relating to WIll. I'm allowed to do so, but I have to decrease the same 1 point from another stat. I think I'll take a point off of "Grace".  My new stats look like this. I've also looked at Table 1B on pg. 5 and have added in notations for the modifiers for the stats below.

Might: 8   Mod -1
Skill: 11   Mod 0
Wits: 12   Mod 0
Luck: 15  Mod +2
Will: 15   Mod +2
Grace: 11 Mod 0

Name, Gender, Age

I'm going to name him "Paul Pious" because I like alliteration.  He is a male, and I've rolled for his age now, using 2d6+20:  14:08, Today: Secret Roll: Maze Master rolled 25 using 2d6+20.

So, I've got a male Priest, 25 years old, who is pretty weak, but strong willed and slightly lucky.
Let's figure out his combat scores

4. Combat Scores

We've got to figure out Paul's:
1. Melee  (Might + Skill + Luck) applied for Paul, this value is 1
2. Missile (Skill + Wits + Luck) this value is 2
3. Initiative (10, + Skill + Wits) this value is 10
4. Defense Class (12 + Luck) this value is 14
5. Hits Total (8 {because he is a magician} + Might) this value is 7

Now to figure out his other scores...

5. Other Scores

Paul has four saving rolls, as well as Personal Charisma. Let's figure it out:

1. Athletic Prowess (Might + Skill + Luck) applied for Paul, this value is 1
2. Danger Evasion (Wits + Skill + Luck) this value is 2
3. Mystic Fortitude (Will + Wits + Luck) this value is 4
4. Physical Vigor (Might + Will + Luck) this value is 1
5. Personal Charisma (Will + Grace + Luck) this value is 2

6. Special Talents and Magical Abilities

As a Priest, Paul is a "Magician" and so has three additional scores to reflect his magical abilities:
1. Mystic Strength
2. Power Points
3. Special Talent (which varies according to class)

In Paul's case, he has a Spiritual Aura bonus which is equal to the sum of his Luck and Will mods, making this value a 4

Now, for his Mystic Strength, it is 12 + his talent bonus.

Applied here, Paul's Mystic Strength is therefore 16.

how about his power points? This is equal to 4 times Paul's level, plus one of his primary attribute modifiers. As a Priest, this is Paul's "Will".  As a level 1 priest, Paul therefore has 6 power points.

1. Mystic Strength (16)
2. Power Points: (6)
3. Spiritual Aura (4)

6. & 7. These are fleshing out the character, by figuring out how much gold they have and making my purchases. For purposes of this demonstration, I won't do so, but I will put up a sample character sheet next, and plug in Paul's values as an example of how your character sheet might look.
This message was last edited by the GM at 18:32, Sun 20 May 2012.
Maze Master
GM, 16 posts
The dice of Zeus
always fall luckily
Sun 20 May 2012
at 18:35
  • msg #3

Re: Character Creation

Example Character Sheet

Player: Maze Master               Gender: Male
Character: Paul Pious             Age: 25
Level:     1                      Patron Deity: Zeus
Hits:      7/7                    Class: Priest
________________________________________________________________________________

Attributes:                       Saving Throws:

Might:  8    Adjustment: -1        Athletic Prowess:  +1
Skill: 11    Adjustment: +0        Danger Evasion:    +2
Wits:  12    Adjustment: +0        Mystic Fortitude:  +4
*Luck:  15   Adjustment: +2        Physical Vigor:    +1
*Will:  15   Adjustment: +2           Other Scores
Grace: 12    Adjustment: +0        Personal Charisma: +2

* = primary attributes

BACKGROUND TALENTS

Find these in the Companion Guide I can select 2 of them.

LANGUAGES

Not selected any additional ones yet, what my character would speak might also depend on my background talents as well.

RESTRICTIONS

Cannot use Armor or Shields. Faith alone will protect Paul Pious!
________________________________________________________________________________

Combat Modifiers:                 Effective Defense Class: 14

Melee:      +1                     Basic Defense Class (12)
Missile:    +2                      + Shield      (-)
Initiative: 10                      + Helmet      (-)
Hits Total: 7/7                     + Breastplate (-)
                                    + Special     (-)

________________________________________________________________________________

Magical Talent   (Spiritual Aura)
Mystic Strength = 12 + Talent    (16)
Power Total = 4 x level + Will mod (6)
Magical Powers:

 Here I would list the spells available to Priests

Power Recovery = Here I would list the rate of recovery that a Priest would have.
________________________________________________________________________________

Common Items:                                 Mythic Items:

Item    Range    Dam     Enc:


________________________________________________________________________________

Current Encumbrance Total =          Wisdom Needed for Next Level:

Enc.  Status         Movement
15    Unencumb.      60 feet/round
20    Encumbered     40 feet/round
30    Heavily Enc.   20 feet/round
This message was lightly edited by the GM at 18:37, Sun 20 May 2012.
Maze Master
GM, 17 posts
The dice of Zeus
always fall luckily
Sun 20 May 2012
at 18:38
  • msg #4

Re: Character Creation

Blank Character Sheet

You are by no means required to use this as your character sheet, but if you wish to make use of it, feel free to do so.


Player:                           Gender:
Character:                        Age:
Level:                            Patron Deity:
Hits:                             Class:
________________________________________________________________________________

Attributes:                       Saving Throws:

Might:       Adjustment: +        Athletic Prowess:  +
Skill:       Adjustment: +        Danger Evasion:    +
Wits:        Adjustment: +        Mystic Fortitude:  +
Luck:        Adjustment: +        Physical Vigor:    +
Will:        Adjustment: +          Other Scores
Grace:       Adjustment: +        Personal Charisma: +

* = primary attributes

BACKGROUND TALENTS

LANGUAGES

RESTRICTIONS

________________________________________________________________________________

Combat Modifiers:                 Effective Defense Class:

Melee:      +                     Basic Defense Class (-)
Missile:    +                     + Shield      (-)
Initiative:                       + Helmet      (-)
Hits Total:  /                    + Breastplate (-)
                                  + Special     (-)

________________________________________________________________________________

Magical Talent   (      )
Mystic Strength = 12 + Talent    (     )
Power Total = 4xlevel + Will mod (     )
Magical Powers:

Power Recovery =
________________________________________________________________________________

Common Items:                                 Mythic Items:

Item    Range    Dam     Enc:


________________________________________________________________________________

Current Encumbrance Total =          Glory/Wisdom/Exp Needed for Next Level:

Enc.  Status         Movement
15    Unencumb.      60 feet/round
20    Encumbered     40 feet/round
30    Heavily Enc.   20 feet/round
This message was last edited by the GM at 18:38, Sun 20 May 2012.
Maze Master
GM, 40 posts
The dice of Zeus
always fall luckily
Mon 21 May 2012
at 14:47
  • msg #5

Re: Character Creation

Languages

By default, characters will be able to read/write/speak Minean.  However, Nobles and all Magicians are entitled to two other additional languages at character creation.  The list of languages is below.

Please Note:

(n) indicates a lack of written form
(w) indicates written form, with same alphabet as Minean.
(d) indicates written form, but different alphabet, learning to both speak, as well as read/write these languages counts as "2" for purposes of selecting your additional language(s).

  - In practice, this means that if you are a Noble or in one of the Magician classes, and want your character to be able to speak and read/write High Khemi (which has a written form that is different than Minean) that will encompass the entire 2 free picks that you have.
  - Another example, if you want your character to know Umbrian, that will only cost you 1 pick to learn how to speak/read/write that language uses the same alphabet as Minean.
_______________________________________________________________________________
Human Languages:

Borean: The language of Hyperborean barbarians and Amazons (n).

Charybdian: The language of the savage tribesmen of the Charybdis jungles (n).

High Khemi: The aristocratic language of the Desert Kingdom’s nobility and priesthood (d).

Low Khemi: The native language of the Desert Kingdom’s commoners (n).

Midian: The tongue of the Land of the South (w).

Minean:  The common tongue of the Land of the Three Cities and the island of Seriphos, used by all the civilized nations surrounding the Middle Sea.

Tritonian: The language of the once mighty empire of Tritonis (d).

Umbrian:  The native language of the ancient kingdom of Umbria. (w)

Stygian: The ancient language of the Stygian Empire… as well as the ‘native tongue’ of the Underworld (d).

Nonhuman Languages

Aerian: The native language of Icarians, Hawkmen and other aerial Folks (n).

Atlantean: The ancient language of Atlantis (d).

Gaian: The native language of Nymphs, Centaurs and other Folks tied to
life and nature (n).

Merian: The common tongue of Mermaids, Tritons and other speaking sea Folks (n).

Subterranian: The native language of Derros, Obsidians and other underground Folks (d).

_______________________________________________________________________________
This message was last edited by the GM at 17:34, Sat 06 May 2017.
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