In my last post, I started the process of making an "iconic" party for Mythras, similar to the ones available in D&D and Pathfinder. In this post, I will finish the process for each of the characters, and give you some rationale on why I went the way I did. I've broken down the points at each stage to make it clear which ones I felt were important.
A note to Mythras players - D&D characters tend to be much more focused than Mythras characters, and I've opted towards this mindset for the sake of communicating familiarity. I've also opted to deviate from the pregenerated Kara, Anathaym, and Mju as presented in Sariniya's Curse. Your Mythras May Vary and all :)
Kara
In many ways, Kara is the easiest of the characters. She has a cult already in the book (Myceras, p210) and doesn't need a lot of equipment. In this, we lean into the story that Myceras is the god of the herd.
Characteristics
STR 8 CON 10 SIZ 12 DEX 13 INT 13 POW 15 CHA 14
Culture - Conceal 5, Deceit 10, Drive 5, Influence 15, Insight 15, Locale 5, Willpower 10, Courtesy 10, Lore (Herding) 15, Musicianship 10.
Career - Dance 10, Deceit 10, Influence 10, Insight 10, Locale 5, Willpower 10, Devotion (Myceras) 15, Exhort 15, Folk Magic 15
Bonus - Devotion (Myceras) 15, Exhort 15, Folk Magic 15, Endurance 15, Evade 15, Willpower 10, First Aid 15, Perception 15, Sing 10, Lore (Herding) 15, Influence 10
Cult Assumptions
I defined the advancement requirements for the non-military portion of the order a bit different. This is implied in the text for the cult, but I formalized it into requiring initiates to have 50% in devotion, exhort, Lore (Herding), Insight, Influence. In particular, Lore (Herding) is used to tend to the Sacred Herd of Myceras, and a task that many initiates take on as part of their training.
In addition to the folk magic spells Bladesharp, Coordination, and Might which can be taught to lay members, I've given Kara Light (in Myceras' role as a bringer of truth), Vigor (to emulates the endurance of the bull), and Beastcall (Cattle).
For theism spells, I've chosen the 3 initiate level spells from Myceras - Berserk, Sacred Band, and Shield. Those of you who play a lot of D&D will note a lack of healing spells. Don't discount Sacred Band as an alternative. Mythras also has a slightly different gameplay cycle, and returns to town are fairly expected to recharge your devotional pools. Once Kara becomes an Acolyte and can Consecrate, she will have more freedom to move about.
Equipment
Kara doesn't really use weapons, as Myceras requires initiates to stop martial pursuits. However, she does have a fine suit of AP 3 armor provided to her by the cult. This is a nod to suits of armor generally coming in the starting equipment of new characters in d20 games. In Mythras you would roll on the table, and likely get a partial set. Otherwise, give her standard Mythras equipment.
Anathaym
A starting member of the Scarlet Spears, Anathaym is pretty simple. The one true complexity here is that she needs some definition in a Brotherhood. We define the first 2 levels here, with an eye towards Anathaym's role in the party and in the world.
Characteristics
STR 15 CON 14 SIZ 12 DEX 13 INT 12 POW 10 CHA 8
Culture - Conceal 10, Deceit 10, Drive 10, Influence 5, Insight 10, Locale 5, Willpower 10. Lore (Geography) 5, Courtesy 10, Streetwise 10. Combat Style (Citizen Legionary - spear, shield, shortsword, sling; Formation Fighting) 15
Career - Athletics 15, Brawn 15, Endurance 15, Evade 10, Unarmed 5; Combat Style (Citizen Legionary) 15, Lore (Military History) 5, Lore (Strategy and Tactics) 15, Survival 5
Bonus - Lore (S&T) 15, Brawn 15, Athletics 15, Evade 15, Endurance 15, Combat Style 15, Lore (Military History) 10, Lore (geography) 5, Willpower 10, Unarmed 10, Insight 10, Folk Magic (bonus skill) 15 (Bladesharp, Coordination)
Cult Assumptions
There is no definition of the Scarlet Spears. What we will say is that Associates (the equivalent of lay people) are the citizen militia, and are taught the Citizen Legionary combat style. They drill a couple of times a month and work together as a unit and are provided with a shield, spear, and sling. Exceptional Members, or those who dedicate themselves to the defense of the city, are invited become Apprentices.
Anathaym is one of these Apprentices. As with all of Apprentices of the Scarlet Spears, she receives a full set of AP 4 armor and a shortsword showing her station. She additionally receives training in the Shield Wall trait (Added to her style) as well as the custom trait Shield Rush
Shield Rush - when using your shield to Bash, step up the damage die for the purposes of determining Knockback.
Additional advancement provides additional benefits, of course.
Anathaym is also a lay person in the cult of Myceras, where her sister is an initiate. She's learned the folk magic spells of Bladesharp, Coordination, and Might
Equipment
Mju
Characteristics
STR 14 CON 13 SIZ 8 DEX 15 INT 10 POW 12 CHA 12 Culture - Endurance 10, First Aid 5, Locale 5, Perception 15, Stealth 15, Athletics 10, Drive 5. Navigate 5, Survival 5, Track 10. Combat style (Wagon-rider: Dagger, Staff, Shortbow, Shortsword, Skirmisher) 10 Career - Athletics 5, Endurance 5, Evade 15, Insight 5, Perception 15, Willpower 10; Sleight 15, Meditation 15, Mysticism 15 Bonus - Combat Style (cultural) 15, Conceal 10, Deceit 15, Evade 15, Lockpicking 15, stealth 15, mysticism 15, meditation 15, sleight 15, Willpower 10
Cult Assumptions
The major alteration I made here is that I allowed Sleight to be a career skill for a Mystic. As it is a cultural school, I felt it not overly stretching it to allow him access. Mju gains access to the Student level talents of Augment Perception, Augment Stealth, Invoke Adhesion, and Invoke Dark Sight. His cult has also allowed him to add the trait of Assassination to his Wagon-rider style.
Equipment
Mju needs very little, having been provided a suit of AP2 armor by his cult and a few weapons. Otherwise, as standard Mythras equipment.Kratos
Kratos requires the most work, because we are essentially inventing everything whole cloth - story, cult, and so on. We've defined a new Cult who has a role to oversee the herd. This is specifically outside of the direct worship of Myceras, but has unique abilities to counter the influence of his serpent demon adversary. I didn't specifically put in a Geas here, but putting in that sort of thing really can add a lot of flavor. D&D's "wizards can't wear armor" would be a fantastic sort of geas, but with Mythras, we can make them quite different. One note in here - I didn't give Kratos as much Invocation as I could have, in part to reflect the story as told before. He's a bit new, but he got to retain his shaping knowledge. You can also see that his history is reflected in his language and lore. This should make him an excellent defender against the dark spawn of Yethis.Characteristics
STR 10 CON 13 SIZ 12 DEX 12 INT 15 POW 14 CHA 8
Culture - Conceal 5, Deceit 15, Drive 5, Influence 5, Insight 5, Locale 5, Willpower 15, Courtesy 10, Language (any) 15, Lore (Yethis-spawn) 15, Combat style (cultural) 5
Career - Deceit 10, Influence 10, Insight 10, Perception 10, Willpower 10, Folk Magic 15, Invocation (Shepherd of Myceras) 15, Shaping 15
Bonus - Endurance 10, Evade 10, Influence 10, Insight 10, Perception 10, Stealth 15, Willpower 10, Courtesy 15, Invocation 5, Shaping 15, Folk Magic 15, Language (Servants of Yethis) 15, Lore (Yethis-Spawn) 10
Cult Assumptions
As the Shepherds are a little different from a Medical order, we'll alter the skill list a bit. I give it 3 professional skills (2 of which are casting) and 2 standard skills - Lore (Yethis-spawn), willpower, invocation, shaping, perception.
And while Myceras removed his knowledge of Yethis's dark sorcery, he still retains his knowledge of darker folk magics. Not as corrupting by any means, and should allow him to take a more active, aggressive role in stamping out evils. He gains Witchsight, Knock, Disruption, Darkness, Phantasm, and Repair.
For sorcery, the runes highlighted on the floor of the temple teach him the spells Regenerate, Repulse (Serpents), and Palsy. Of note, I (as GM) decide that palsy also removes pain from the affected limb, which makes it useful in easing the suffering of those with traumatic injuries.
Equipment
Kratos gets standard equipment for a Freeman. While he could wear armor (unlike a D&D wizard), he chooses to leave his chest and back bare, displaying the mark of his station.