Mythic Greece - The Gods Themselves

Copyright Daniel M Myers © 2003-4

Edited by Peter Mork for The Guild Companion

"Most Greek gods are no match for great human heroes, but because they cannot die, they will always return to harass player characters."

Foreword

This article is an addendum for Mythic Greece: The Age of Heroes, a Rolemaster campaign based on Greek Mythology during the Bronze Age. While the campaign is by far the best role-playing campaign written on Greek Mythology, it lacks comprehensive individual stats for one of the more interesting aspects of Greek Mythology, the Greek gods. Perhaps most intriguing is that the gods possess great powers and responsibilities but frequently act in childish or hedonistic ways. The gods are controlled by their emotions and often intervene, without permission and for their own amusement into the lives of mortals. In Mythic Greece: The Age of Heroes, gods play an intricate role-playing function; they act as Watchers, personal saviors, and Hunters, nemeses. This addendum fleshes out the godsí powers and provides individual stats. While it does not contain individual stats for all the gods mentioned in the Rolemaster Campaign and in Greek Mythology (there are far too many to enumerate!), it does provide stats for the most popular and interesting Greek gods such as Pan, god of shepherds and Hecate, the goddess of the underworld.

The first part of this addendum expands the description of the Greek godsí innate powers. The second part provides individual statistics for some of the better-known gods. While these two sections do provide a brief description of the godsí characteristics and personalities, Mythic Greece: The Age of Heroes contains detailed information on the godsí histories, personalities, appearances, and specialties (refer to section 12.5 in the campaign book). This addendum is primarily concerned with the godsí powers and stats.

Introduction

Most Greek gods are no match for great human heroes. For example, Heracles and Diomedes have defeated gods in single combat on a number of occasions and other mortals have defeated gods in tests of skills such as music and crafts, proving that gods are far from being omnipotent.

What gods do have going for them is their immortality and magical abilities. Because Greek gods cannot die, they will always return to harass player characters. Gods also have magical abilities, which allow them to move effortlessly across great distances, grant player characters special powers, and perceive events anywhere on the world. In addition, Greek gods possess an immense array of magical skills and spells, which makes them either a great watcher or a traitorous hunter.

It should be noted (from section 15.1.1) that "a god's spells do not work (he cannot cast them) if he is hurt." This occurs whenever he has taken 10 or more hits or any critical strike that does more than stun. This does not apply to spells (or abilities) that require no power points.

Description of Powers

The following sections provide descriptions of magical abilities for average Greek gods. Some gods, such as nymphs will have few abilities, while others, like Zeus, will have more. If you don't like some ability given to the gods or you want to provide a god with additional powers not listed, change these abilities to accommodate your campaign.

The gods have a variety of powers available to them. The powers are divided into two types: godly powers and godly spells. Godly powers are basic innate powers that the god possesses. The latter, godly spells, differ from godly powers in two significant ways: Godly spells do not function if the god is injured (as described above), and second, godly spells require 10 power points.

Godly Powers

Below are godly powers that a basic god possesses. The Game Master may decide to add or delete powers depending on the god's level of power. Some gods described later in the addendum may have additional godly powers, which are specific to their sphere of influence, in addition to those listed below.

  • Life Support - It's not that the gods don't breathe, it's that they can safely breathe any atmosphere. The sole exception is an atmosphere, gas or chemical, meant to be an attack. Gods are immune to vacuums, pressure (so they can function at great ocean depths), radiation, extreme heat or cold, diseases, and age.
  • Regeneration - This power is straightforward: gods heal at ten times the normal rate of humans due to the ichor that serves as their blood. Ichor is what gives the gods their powers. This also includes the recovery of power points at ten times the normal rate.
  • Languages - Gods speak all languages.
  • Apt Magic-Use - Unless stated otherwise, gods can use a number of spells in the same round. However, the sum of the spells involved may not exceed the gods' level. For example, a 50th lvl god could simultaneously cast five 10th level spells or ten 5th level spells in the same round. This does not apply to Godly spells; only one can be cast per round, nor can gods cast spells in conjunction with Godly spells during a single round.

Godly Spells

Unlike normal spells, Godly spells are part of the god's innate ability and therefore have certain properties that increase the god's overall powers. Godly spells require no preparations and cannot fail. In addition, godly spells can simultaneously concentrate on a number of targets whose total levels do not exceed his own. For purposes of spell resistance, all godly spells are treated as Channeling spells and are equal to the god's level (i.e., a 50th level god will have 50th level godly spells).

Godly spells will not function if the god is injured (as described above). The god cannot cast godly spells again until he is healed. Godly spells require 10 power points.

Listed below are the godly spells of an average god. A GM should modify the godly spells depending on the godís strength.

  • Clairsentience - Gods can perceive events anywhere on the world; they have full senses of sight, hearing, and smell wherever they choose to direct those senses. This power, like many of the spells to be described later, does not function when the god is injured or imprisoned. Magic, or the protection of another god, can also limit this power. For example, Hera could not penetrate Zeus' location or disguise when he carried off the beautiful maiden, Europa.
  • Shift shape - Gods can shift into any sort of animal, monster or specific person and can emulate the natural abilities of the shape being assumed. For example, a god turning into a bird will acquire wings and the ability to talk to birds. Gods can improve on nature, and take on abilities up to twice as powerful as the normal creature's abilities. The gods can also become much larger or smaller if they please. An injured god cannot shape shift, but a god who has changed his shape and is then wounded will stay in his current shape. GMs may choose to modify this spell.
  • Boon - With this power, the gods can grant a hero one special statistic or immortality power. A list can be found in section 1.3 of Mythic Greece, The Age of Heroes. A GM might decide to regulate this power by only granting one godly power to a hero or a GM might want to select the special powers from the list provided in section 1.3.3 Spell Powers.
  • Transform Others - Gods are notorious for turning offending humans into inanimate objects, insects, plants, birds, etc. This is not a combat-effective power, as it takes a full minute to cast, but this power is quite effective when used for punishing transgressors.
  • Creation - Gods can summon monsters as they choose, and can create all-new species of animals and monsters. This is best represented as a Summon spell. The basic god can only create animals whose level is one fourth of the god's level. For example, Pan would only be able to create a seventh level wolf. The GM might want to reduce the creatureís level if any abnormal powers are added to the animal. E.g., a 40th level god can create a 10th level bull or a 5th level bull that can breathe fire.
  • Guide and Deflection - Gods can temporally improve or deflect the aim of a mortal's weapon (±50 OB).
  • Ignite Emotions - Gods can affect the emotions of mortals by filling them with anger, lust, jealousy, calmness, disdain, etc. But this power does not let them issue specific commands, and use of this power often goes awry. For example, a god might infect a nymph with desire, only to see a comely satyr wander across her field of vision before the god can approach her. Or, the god might strike a king with rage just before he is to meet someone the god wants him to attack only to have someone else walk in on the king first. Such events can lead to unwanted and inexplicable wars and disaster, so gods should be careful when using this power.
  • Step from Place to Place - The gods can move effortlessly between places, but usually have to do so in steps of several hundred miles at a time. The special effects of this power often involve whirlwinds whisking the gods away, or the gods growing pale and misty, then stepping from land to land. This godly spell requires 20 power points.
  • Heal at Distance - Gods use this power to help critically injured heroes, and also to heal one another (yes, they have regenerative powers, but regeneration plus a healing spell means they feel better faster). This power is invisible to the eye, so heroes often donít notice that they are healing until the healing process is almost complete. This power works in conjunction with the healing spells available to gods. In other words, a god without any Blood clotting spells cannot prevent a hero from dying of bleeding.
  • Conceal things in Darkness - Gods use this power to make getaways, to enable their favorite mortals to make getaways, or to conceal their activities. The standard special effect is a field of fog suddenly descending over the area. This power is of limited utility against other gods. But a quick-moving god can use this power to have a hero whisk a wounded favorite off to safety before another god can figure out what happened. This is useful when one god wants to save a mortal form the deadly intentions of another god.

Loose Ends

This section covers some ambiguities on game mechanics for the gods listed in the following section.

The gods listed are of such power that they possess all the godly powers and godly spells listed in the above sections. Some will have additional godly powers.

Spell Resistance - A godís power is not derived from experience but from the amount of pure ichor they have flowing through their veins. However, for purposes of spell resistance, take the level listed, which represents the god's overall power.

Other Godly Powers - These are additional godly powers that the god possesses. Often they are tied to the godsí sphere of influence (e.g., a sea god will have the power to control and move water).

Offensive Bonus (OB) - The OB listed does not include their weapons' bonuses.

Defensive Bonus (DB) - The DB listed is for normal everyday encounters. Obviously, if the gods are at war, they will be wearing battle gear.

Items - The listed items represent clothing or instruments that a god would typically be carrying on any given day. Logic, imagination, and research were used in creating items. If the game master feels that an item is inappropriate or should have additional powers, free feel to change things.

Sharpness - Any item ëof Sharpnessí can cut through stone. It modifies MERP criticals by +10 and increases RM criticals by one severity.

The Gods

Since Mythic Greece: The Age of Heroes never provided individual stats for the gods, this section provides stats for the better-known gods. For a more detailed description of the godís histories, personalities, appearances, and specialties refer to Mythic Greece: The Age of Heroes, section 12.5.

Pan

Pan is the patron of shepherds and the forest. He spends his time reveling with nymphs and other forest folk and helping hunters. He is a joyous, lusty, easy-going and mischievous god who loves afternoon naps. Obverse to all things civilized, he is often scorned by other gods for his lack of metropolitan manners. He is heavily worshipped in the rural areas of Hellas such as Arcadia. Pan appears as a tall, well-built Satyr with dark curly hair.

Pan lvl hits DB Shd OB MOB MM

40

400

No/70

N

120st

110sl

70

Other Godly Powers Great Shout - all those within ear shot must resist a 20th lvl shout of fear, calm, or hold spell.

Lore - Pan can look at any plant or touch any rock and ascertain its nature and origin.

Wine-Endowment - Pan can make all wine vines within 40' radius grow at whatever pace he desires and heal the ills of any wine vine within 40' by concentrating upon it.

Strength of Form - Pan is treated as a Large Creature.

Ramming - Pan may ram an opponent with his head for additional attack of 90LBa. This attack includes an additional Impact critical.

Stats

ST 105

AG 110

CO 105

IG 80

IT 90

PR 100

AP 95

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 50, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 15, Summons 30, Life Mastery 50, Protections 20 (blesses only), Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Disease15, Curses 20, Path Mastery 10, Lore 10, Way of the Voice 30, Holy Vision 50 (except god is giving, not receiving, answers), Time's Bridge 30, Herb Mastery 30, Plant Mastery 50, Animal Mastery 50

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 10, Mind Destruction 10, Mentalism Channeling Imbedding 10

Mentalism - Future Visions 30 (except god is granting, not receiving, visions, and dreams), Controlling Songs 50, Sound Projection 30, Mind Death 9, Mind Disease 6, Confusing Ways 50

Power Points: 160 (×4)

Skills

Acrobatic 100, Animal Handling 75, Animal Healing 100, Animal Training 90, Cookery 50, Ambush 20, Base Spells 40, Crafting 50, Dance 100, Foraging 100, Music (Pan pipes) 130, Directed Spells 110, First Aid 100, Juggling 50, Swimming 75 , Stalk & Hide 120 , Perception 80, Gambling 50, Geography 100, Public Speaking 50, Singing 65, Story Telling 40, Seduction 120, Bard craft 50, Forest Lore 80, Gardening 50, Herb Lore 100, Magical Ritual 55, Horticulture 60, Mimery 80, Mediation 60, Mystical Places Lore 60, Smithing 50, Star-gazing 80, Trading 50, Trickery 110, Track 75, Tumbling 80, Weather-Watching 75, Wine Making 120, Wood Crafts 60, Wrestling 130, Arcadian Lore 120, Animal Lore 100, Hellas Lore 60, Music Lore 120, Poison Lore 40, Forest Folk Lore 100

Principal Items

Staff (Old Staff) - A simple gnarled oak staff, it functions as a +30 weapon and doubles the healing rate of spells cast for healing fruits, vines, and grapes.

Pan's Pipes (Syrinx) - A normal band of cut red reeds tied by string. These mystical pipes contain numerous powers; while playing, it provides user with a +30 bonus to music skills and to all bardic spells; the pipes function as a ×4 PP multiplier; and it allows the user to ignite any number of emotions in the desired target(s): confusion, fear, calm, anger, or lust. The number of targets cannot exceed the user's level. For purposes of RR, the emotions act as 20th level Channeling spells. These spells are not permanent.

Ares

Ares is the patron of war, especially the cruelty and bloodlust aspects of war. He is a very handsome, well-built, youthful man. He is brutal, violent, and has a constant thirst for bloodshed and causing wars. Because of this, he often meddles in the affairs of mortals. He is most noted for his sudden rages and violent behavior. He is stubborn and shows poor judgement when battle-lust consumes him. Most gods, including his parents, Zeus and Hera, dislike him. Ares always wears armor and carries his weapons.

Ares lvl hits DB Shd OB MOB MM

70

500

Ch/80

Y

160sp

160sp

60

Other Godly Powers Weapon Mastery - Ares is a master of weaponry. To him, all weapons are similar. Additionally attacks against his rear are treated as flank attacks, while those against his flanks yield no bonus for the attacking foe.

Battle-lust - When in combat Ares is often seized by battle-lust. His hits are increased by 50% and his OB increased by +30 while his DB decreases by -50. While in this frenzy Ares cannot parry.

Battle Cry - Ares also has the power to induce battle-rage in his favored warriors with his battle cry to all warriors within earshot. Hits are increased by 20% and OBs by +25 while DBs decrease by ñ50. Like Ares, while in this frenzy, they cannot parry.

Stats

ST 110

AG 105

CO 110

IG 80

IT 95

PR 110

AP 101

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 15, Summons 30, Life Mastery 50, Protections 20 (blesses only), Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Disease15, Curses 20, Way of the Voice 10, Holy Vision 50 (except god is giving, not receiving, answers)

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 10, Mind Destruction 10, Mentalism Channeling Imbedding 10

Mentalism - Attack Avoidance 25, Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Mind Death 9, Mind Disease 6, Confusing Ways 6, Anticipation

Power Points: 280

Skills

Acrobatic 100, Administration 60, Animal Handling 85, Animal Training 75, Athlete Games 100, Armor Evaluation 75, Ambush 15, Boxing 160, Charioteer (Riding) 150, Base Spells 40, Dance 50, Diplomacy 25, Foraging 50, Directed Spells 120, Leadership 60, Meditation 80, First Aid 40, Frenzy 100, Fletching 60, Leather Working 50, Swimming 140 , Stalk & Hide 70 , Perception 80, Gambling 50, Public Speaking 80, Military Tactics 80, Sailing 50, Subduing 50, Signaling 60, Singing 50, Seduction 80, Bard craft 50, Trickery 75, Track 75, Trading 40, Tumbling 100, Wrestling 160, Weapon Appraisal 80, Military History Lore 100, World Geography 70, Thracian Lore 75,

Principal Items

Spear of Sharpness - Appears as a run-of-the-mill battle worn spear but it is of enchanted make. It possesses the following powers: provides +30 to OB. It causes additional 1ñ10 hits; whenever a critical is scored there is a 10% chance of an infection on the wound. It has thrice the normal range.

Battle-Helm - This magical helmet is +30 to DB and negates 50% of all head criticals. It is made in such a way that it does not inhibit the range of sight of the wielder

Hecate

Hecate is the patron of enchantments and of the underworld, though neither evil nor friendly. She is a dark and mysterious goddess who appears as a beautiful woman with dark hair and pearly skin reminiscent of moonlight. She is a good friend of Persephone, wife of Hades, god of the underworld. Originally a moon goddess under the reign of the titans, she was sent to the Underworld by Hera's wrath. She still visits the earth's surface at night, especially when the moon shines brightly. She has children by various godly fathers some include the Empusae, vampiric-like monsters.

Hecate lvl hits DB Shd OB MOB MM

50

400

No/45

N

90ss

100da

35

Other Godly Powers Spell Mastery - Hecate is a master of magic. The ranges, effect radii, and effect diameters of spells cast by Hecate are doubled. A spell that normally has a "touch" range has a range of 5' in the hands of Hecate. This rule does not apply to spells imbedded in an item and cast by Hecate.

Undead Mastery - Since Hecate is the patron of the underworld; she has a special affinity for Undead spirits. Any Undead spirit she encounters, she instantly knows the Undead's life history (when the Undead was alive). She can also repel and control any Undead spirit at will up to Class IV Undead.

Herb Lore - Hecate can look at any plant and ascertain its nature and herbal/poison properties.

Presence - Hecate's presence is such that those coming within sight of Hecate must make a RR versus a 3rd lvl spell. Those failing by 25 or less will begin to feel very uncomfortable; those failing by 50 or less will begin to feel a sense of dread (all actions taken in near Hecate receive ñ10) and; those failing by 50 or more will begin to fear her.

Stats

ST 95

AG 100

CO 100

IG 90

IT 100

PR 105

AP 103

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 30, Summons 30, Sound Ways 30, Life Mastery 50, Protections 30 (blesses only), Purification 30, Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Curses 50, Repulsions 20, Way of the Voice 20, Holy Vision 50 (except god is giving, not receiving, answers); Necromancy 30, Disease 30, Dark Lore 20, Star Sense 10, Starlights 20, Far Voice 20, Calm Spirits 10, Detection Mastery 20, Natures Lore 10, Item Lore 20;

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 30, Mind Destruction 30, Mentalism Channeling Imbedding 10; Delving Ways 20, Spell Reins 30, Lore 30, Sound Control 30

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Mind Death 30, Mind Attack 30, Mind Disease 30, Confusing Ways 10, Mind Mastery 15, Mind Speech 50, Mind Attack 20

Power Points: 200 ×3

Skills

Acrobatic 100, Acting 60, Administration 40, Animal Handling 70, Animal Training 55 (for creatures of the Underworld 120 e.g., Hell Hounds), Animal Healing 60, Astronomy 60, Alchemy 60Appraisal 50, Charioteer (Riding) 100, Cookery 75, Crafting 60, Base Spells 55, Dance 80, Diplomacy 60, Foraging 50, Directed Spells 175, Integration 50, Hypnosis 100, Leather Working 40, Swimming 80 , Stalk & Hide 120 , First Aid 80, Perception 80, Gambling 30 , Public Speaking 70, Scrying 70, Spell Artistry 80, Power Projection 70, Research 50, Singing 70, Seduction 80, Stargazing 100, Bard craft 50, Trickery 100, Track 55, Tumbling 100, Wrestling 100, Weather-watching 75, Hellas Lore 120, Potion Lore 120, Demon Lore 80, Magic Ritual 120, Undead lore 120, Poison Lore 100, Herb Lore 70, Monster Lore 80, Underworld Lore 100, Geography 70

Principal Items

Hecate's Dagger of Sharpness - This ebony magical dagger is +30 and strikes as a short sword. When delivering a critical it leaves a wound that bleeds 2ñ3 hits per round and there is a 10% chance of infection. It is also 'of Sharpness.'

Crescent Moon Amulet - Amulet appears as a black band with an ivory crescent moon as a headpiece. The amulet functions as a ×3 PP multiplier and provides a wearer with perfect night vision when there is starlight or moonlight present. It also protects the wearer as if the person was wearing a helmet and negates 30% of all head criticals, (+20 to DB).

Hades

Hades is master of the underworld, land of the dead. He is also called Aidoneus (in Greek) or Pluto (in Latin), which means 'wealth' since all the gems, and precious metals in the earth are his. Hades remains nearly always in the Underworld. Hades, brother of Zeus and Poseidon, was given dominion over the Underworld after the gods' victory over the Titans. He is content to hold sway in this realm and jealously guards all who enter, not permitting them to leave. On rare occasions he comes to the surface often wearing his magical cap (actually a small helmet) of invisibility. Hades is strongly faithful to Persephone, a daughter of Demeter, goddess of fertility. He often is gloomy and aloof to mortals, but very kind and caring to his wife. He appears as a majestic man with dark stern features, dressed in black.

Hades lvl hits DB Shd OB MOB MM

80

550

Pl/90

N

165ma

130bw

35

Other Godly Powers Undead Mastery - Since Hades is the ruler of the underworld, he has a special affinity for Undead spirits. Any Undead spirit he encounters, he instantly knows the Undead's life history (when the Undead was alive). He can also repel and control any Undead spirit at will.

Lore - Hades can touch any rock and ascertain its nature, origin, and worth.

Ward of Tartarus - Within the confines of the Underworld, Hades can sense any presence whenever he chooses to focus his.

Stats

ST 106

AG 100

CO 110

IG 100

IT 90

PR 115

AP 100

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 50, Inner Walls 20, Summons 30, Sound Ways 50, Life Mastery 50, Protections 30 (blesses only), Repulsion 20, Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Path Mastery 10, Disease 20, Curses 30, Way of the Voice 10, Holy Vision 50 (except god is giving, not receiving, answers); Necromancy 50, Dark Lore 15, Sound Control 30, Item Lore 50

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 50, Living Change 20, Spirit Mastery 10, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 20, Mind Destruction 20, Mentalism Channeling Imbedding 10

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Mind Death 20, Mind Disease 50, Confusing Ways 10, Damage Resistance 20, Anticipations 10

Power Points: 320

Skills

Acrobatic 100, Acting 40, Administration 100, Animal Handling 70, Animal Training 50, Appraisal 140, Architecture 50, Alchemy 60, Athletic Games 75, Caving 100, Climbing 120, Charioteer (Riding) 150, Base Spells 60, Foraging 100, Engineering 50, Directed Spells 150, Diplomacy 80, Leather Working 50, Military Tactics 45, Mathematics 50, Swimming 140 , Stalk & Hide 70, Stone Crafts 65, Perception 110, Gambling 50 , Public Speaking 70, Mediation 50, Seduction 50, Smithing 65, Bard craft 50, Trickery 75, Track 75, Tumbling 100, Wrestling 140, World History 100, Monster Lore 100, Underworld Lore 100, World Geography 70, Stone Lore 70, Undead Lore 75, Trading 55, Metal Lore 100, Chemistry 60, Demon Lore 80

Principal Items

Hades' Helmet - A small black helmet with gold rims, enchanted to +30 DB, which allows its wearer to become invisible. This helmet, often referred to as a cap, was loaned to Perseus to assist him in his quests.

Black Rod - The rod is a symbol of Hadesí reign over the underworld. It is made of an ebony alloy of near indestructible material with a huge dark emerald set at the head with a ring of small jewels adorning the base of the emerald. The enchanted rod can be wielded as a mace with +30 to OB. In addition to the normal damage, the target struck must resist an 'Absolution Pure' of 10th level. The target soul is torn from the target's body and flows to Tartarus, the Underworld. This power is only useable once a day.

Hades Keys - These keys acts as the master keys for all locks. Once inserted in a keyhole the key will modify itself to open any non-enchanted lock and will magically undo any trap associated with the lock or opening the lock. Enchanted locks must resist a 5th level spell to avoid being opened.

Hephaestus

Hephaestus is the patron of beneficial fire, craftsmanship and smiths. He is crippled in both legs, has a misshapen back, and is a rather homely looking god with a dark heavy beard, and a thick chest and neck. He usually carries a heavy cane to assist him in walking, although when necessary he can move quickly. He is marvelously creative and inventive, and so highly skilled with metalworking that he constructs magical devices and machines of all descriptions. It is Hephaestus who built the palaces of the gods on Mount Olympus. He is the son of Zeus and Hera and is married to Aphrodite. Although they do not have children, he has sired many children among mortals, who have become great craftsmen or inventors.

Hephaestus lvl hits DB Shd OB MOB MM

70

500

Ch/55

N

155wh

120wh

20

Other Godly Powers Earth Lore - Hephaestus knows the origin and properties of all inorganic substances. He can also locate the source of any inorganic material within a seventy miles radius.

Master Smith - Hephaestus is an incredible craftsman. All craftsman activities take only one fourth of the normal time necessary to construct the object. His skill is such that objects created by him possess a +30 bonus.

Immune to Heat - Hephaestus is immune to extreme temperatures of heat such as heat from volcanoes (e.g., fireballs and fireboltsÖ).

Stats

ST 120

AG 100

CO 110

IG 105

IT 90

PR 110

AP 80

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 6, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 15, Summons 30, Sound Ways 30, Life Mastery 50, Protections 20 (blesses only), Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Disease15, Curses 20, Way of the Voice 10, Holy Vision 50 (except god is giving, not receiving, answers)

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Physical Erosion 10, Mind Destruction 10, Unbarring Ways 14, Fire Law 8, knows all Alchemist Base Spell list to 50

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Mind Death 9, Mind Disease 6, Confusing Ways 6, Delving 8, Item Lore 50

Power Points: 280

Skills

Architecture & Crafts (all) 120, Appraisal 130, Administration 90, Alchemy 90, Climbing 100, Charioteer (Riding) 100, Chemistry 70, Crafts 120, Cookery 25, Caving 100, Base Spells 50, Engineering 100, Gimmickry 70, Lock Making 110, Disarm Traps 125, Foraging 50, Falsification 70, Fletching 75, First Aid 55, Directed Spells 120, Mathematics 75, Machination 90, Research 100, Leather Working 100, Rope Making 100, Sculpting 100, Smithing 150, Swimming 100 , Stalk & Hide 60 , Trap building 130, Perception 100, Gambling 50 , Physics 60, Public Speaking 60, Metallurgist 100, Sailing 50, Singing 50, Trading 120, Trickery 80, Track 75, Tumbling 100, Wrestling 120, Wood carving 100, Stone-carving 130, World Geography 100, Stone Lore 100, Metal Lore 100

Principal Items

Forge & Tools - Hephaestus possesses numerous forges throughout the world. However his two main forges are at Mt. Etna and the isle of Lemnos. Legends have it that a subterranean connection exists between the Lipari Islands and Mt. Etna. The forges contain +30 enchanted tools, which enable him to create items at triple the rate for a smith or alchemist (that is in addition to his great skill).

Hammer - Forging hammer that can be used as a +30 war hammer made of steel inlaid with gold and silver designs. It is enchanted to be harder than any substance and yields an additional Impact critical. The hammer can be thrown at thrice its normal range and will return to the wielder upon command. In the hands of Hephaestus, the weapon will not fumble.

Smith's Tunic - An enchanted sleeveless leather tunic with geometric designs, which protects as +30 Chain Armor but encumbers as nothing.

Hermes

Hermes is the patron of trickery, travel, gambling, and eloquence. Hermes represents the ultimate in cunning and agility, plus great resourcefulness. He is also the patron of thieves, merchants, and travelers, and often acts as the servant of other gods. He functions as a messenger for Zeus and acts as a guide for the dead to the underworld; he shares this task with Death. Hermes appears as an athletic youthful-looking god with short curly hair and friendly features. He wears a cloak, a round winged hat, winged sandals, and carries a winged staff. He is the son of Maia, a nymph, and Zeus.

Hermes lvl hits DB Shd OB MOB MM

65

500

No/100

N

140sw

150sp

70

Other Godly Powers Cross Roads - Hermes can stand at any crossroad and determine the final location of each intersecting roads and the direction of north.

Undead Mastery - Since Hermes conducts souls to the underworld, he has a special affinity for Undead spirits. Any Undead spirit he encounters, he instantly knows the Undead's life history (when the Undead was alive). He can also repel and control any Undead spirit at will up to Class III Undead.

Appraisal - Hermes can determine the quality and worth of any handicraft when entering negotiations.

Power Efficiency - Like Hecate, Hermes is the patron of magic and luck. As such when casting any spell, he expends only half the normal number of power points.

Stats

ST 105

AG 110

CO 105

IG 90

IT 100

PR 110

AP 104

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 20, Summons 30, Sound Ways 30, Life Mastery 50, Path Mastery 15, Protections 20 (blesses only), Repulsions 10, Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Disease 20, Curses 20, Dark Lore 30, Way of the Voice 10, Holy Vision 50 (except god is giving, not receiving, answers), Necromancy 50

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Unbarring Ways 10, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 20, Mind Destruction 20, Mentalism Channeling Imbedding 10

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Sound Control 30, Speed 50, Mind Death 10, Mind Disease 10, Confusing Ways 10

Power Points: 260 ×3PP

Skills

Acrobatic 150, Acting 100, Administration 50, Animal Handling 70, Alchemy 60, Appraisal 80, Boxing 120, Charioteer (Riding) 150, Disarm Trap 150, Disguises 120, Base Spells 60, Dance 100, Diplomacy 60, Falsification 100, Foraging 50, Herding 75, Directed Spells 150, Lock Picking 100, Lock Making 60, Streetwise 60, Swimming 140 , Stalk & Hide 130 , Perception 80, Gambling 90 , Public Speaking 100, Military Tactics 20, Music 100, Scrying 60, Spell Artistry 60, Divinations 60, Research 60, Sailing 80, Singing 80, Seduction 80, Bard craft 100, Trickery 150, Trading 100, Track 100, Trap Building 110, Tumbling 100, Wrestling 120, Weather-watching 45, Herb Lore 50, Poison 60, Region Lore 120, Underworld Lore 75, Magic Ritual 100, Geography 70

Principal Items

Sword of Sharpness - A long golden sword with an ivory handle, it is powerfully enchanted to +30. It is indestructible, and has the Sharpness enchantment.

Magic Wallet - It appears to be a lion-skin bag, but allows Hermes to store any number of items weighing up to 200 lbs. by minimizing them to fit into the bag. The bag always weighs 2.5 lbs. no matter how many items are stored in it.

Winged Sandals - These sandals are golden in color and allow the wearer to fly at the base rate of 75í/rnd, following the normal stamina rules for walking.

Winged Helmet - It appears as a round silver disc with small white wings on either side. This enchanted helmet negates 50% of all head critical and provides +30 to DB.

White Caduceus - A long white alloy rod entwined by two serpents with wings attached underneath their heads. The rod acts as ×3 PP multiplier and allows the user the free use (up to 150PP/day) of Surface Ways, Concussion's Ways, and Purification to 15th level.

Hera

Hera is the patron of marriage, feminine strength, and queen of the heavens. Hera is noted for her jealousy and quick temper, as well as her cleverness and intrigue. She is the wife of Zeus, and the mother of Ares and Hephaestus, among other gods. She has devoted much of her time to punishing Zeusí infidelities. Despite his infidelities, she remains devoted to her husband. She appears as a queenly dignified and beautiful woman. She typically dresses in long Achaean robes. She carries a scepter with a cuckoo on top as symbol of her power.

Hera lvl hits DB Shd OB MOB MM

75

525

RL/50

N

110cl

-- --

35

Other Godly Powers Midwifery - Hera is the patron of midwifery; any women giving birth within a projected 75 miles radii will have no complications during birth and the child will be free of infections and birth defects.

Voice of Authority - Hera can speak with such authority that anyone within hearing distance or target will respond to her voice. Target(s) within hearing distance must make a RR versus a 20th level Channeling attack, lest they be commanded. The enchantment is often in form of a simple command such as 'get away from the fire' or 'go home' and must be within the target's ability. The enchantments are never in the form to inflict harm on oneself or on others.

Power Efficiency - When casting any spell, she expends only half the normal number of power points.

Stats

ST 120

AG 100

CO 105

IG 95

IT 100

PR 120

AP 120

Spell lists Channeling - Spell Defense 50, Detection Mastery 50, Light's Way 11, Concussion's Ways 30, Nature's Law 10, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Locating Ways 30, Channel 50, Summons 30, Sound Ways 30, Life Mastery 50, Protections 50 (blesses only), Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Plant Mastery 20, Herb Mastery 20, Disease 20, Curses 30, Way of the Voice 30, Holy Vision 50 (except god is giving, not receiving, answers), Midwifery 20

Essence - Essence's Perceptions 50, Physical Enhancement 15 (goes not cost the god Power Points), Living Change 20, Spirit Mastery 20, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 20, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 20, Mind Destruction 30, Mentalism Channeling Imbedding 10

Mentalism - Attack Avoidance 15, Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Mind Death 30, Mind Disease 30, Confusing Ways 30

Power Points: 370 ×4 PP

Skills

Acrobatic 80, Administration 120, Animal Handling 100, Charioteer (Riding) 80, Cookery 100, Base Spells 75, Diagnostic 80, Dance 110, Diplomacy 80, Farming 100, Foraging 120, Family Counsel 150 (from the wife point of view), Frenzy 60, Directed Spells 175, Horticulture 100, Leather Working 80, Magical Rituals 70, Music 50, Midwife 150, Needle Work & Sewing 120, Surgery 80, Swimming 100 , Stalk & Hide 70 , Perception 110, Pottery 80, Public Speaking 100, Singing 110, Seduction 100, Bard craft 70, Trickery 90, Track 75, Tumbling 100, Wrestling 150, Weather Watching 100, Regional Lore 120, Herb Lore 120, World Geography 70

Principal items

Robes - Woven by Hephaestus, the robes provide Hera protection, as Rigid Leather +30 but do not encumber her movements.

Cuckoo Specter - This jeweled specter has an alabaster cuckoo on top of it with tiny gems of various colors sprinkled on the birdís tail. It functions as a symbol of her power and reign as queen of the heavens. This enchanted specter functions as ×4 PP multiplier, provides continuous Aura, and cast +30 shock bolts 5 times per day.

Athena

Athena is noted for her brilliance, especially in two areas: on the battlefield, where she is the best strategist and tactician of the gods, and in creative skills and crafts, where she is a master of pottery, weaving, shipbuilding, and horse-training. She is prudent, wise and peace-loving; she is always striving for a peaceful settlement and a return to creativity. In appearance, she is a statuesque woman of great beauty who wears a helmet and carries a shield, and spear. She is a virgin and has no lovers. She dislikes Ares and has a friendly rivalry with Hephaestus in many crafts.

Athena lvl hits DB Shd OB MOB MM

70

500

Ch/75

Y

175sp

175sp

35

Other Godly Powers Weapon Mastery - Athena is a master of weaponry. To her, all weapons are similar. Additionally attacks against her rear are treated as flank attacks, while those against her flanks yield no bonus for the attacking foe.

Master Craftswoman - Athena is an incredible craftswoman. All crafts activities take only one fifth of the normal time necessary to construct the object. Her skill is such that objects created by her carries a +25 bonus.

Stats

ST 120

AG 100

CO 100

IG 102

IT 100

PR 120

AP 120

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 15, Summons 30, Sound Ways 30, Inner Walls 10, Life Mastery 50, Protections 50 (blesses only), Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Disease 15, Curses 25, Way of the Voice 30, Holy Vision 50 (except god is giving, not receiving, answers)

Essence - Essence's Perceptions 25, Physical Enhancement 15 (does not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 30, Guises 14, Physical Erosion 20, Mind Destruction 20, All Alchemist Base Spell List 30

Mentalism - Attack Avoidance 30, Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Mind Death 15, Mind Disease 15, Mind Speech 15, Confusing Ways 15, Item Lore 30

Power Points: 280

Skills

Ambush 15, Acrobatic 100, Administration 110, Animal Handling (horses) 150, Animal Handling 100, Appraisal 70, Architecture 90, Boxing 175, Carpentry 100, Charioteer (Riding) 170, Chemistry 70, Crafts (all) 100, Cookery 70, Base Spells 50, Diagnostics 55, Disarm Traps 100, Diplomacy 120, First Aid 70, Foraging 80, Directed Spells 120, Engineering 100, Leather Working 100, Military Organization 100, Machination 60, Swimming 130 , Stalk & Hide 70 , Perception 120, Pottery 100, Physics 60, Philosophy 70, Gambling 35, Public Speaking 100, Smithing 120, Mathematics 80, Military Tactics 120, Siege Engineering 100, Surgery 75, Sailing 80, Signaling 75, Shipbuilding 100, Star-Gazing 70, Stone-Craving 75, Trickery 75, Track 105, Trap Building 90, Trading 70, Tumbling 120, Wrestling 175, Weather-Watching 70, Monster Lore 80, Military History Lore 120, World Geography 100

Principal Items

Aegis/Gorgonion - A fabulous shield blessed by Athena, made from an indestructible material and enchanted to +30. It is silver in appearance and weighs only half the weight of a normal shield. Its inner wall can be used as a mirror. The face of Medusa is merged onto the cover of the shield, granting it even greater powers. A cloak made of goatskin normally covers the front of the shield. When revealed, those viewing the encrusted Medusa must make a 20th Fear Spell RR. Those failing by more than 75 will die of a heart attack, those failing by 50ñ74 will become stunned with fear for 1ñ30 rounds, those failing by 25ñ49 will flee in panic, and those failing by 1ñ24 will become filled with fear, all actions are at ñ25.

Spear of Sharpness - A magnificent spear decorated with gold and silver vines running up the shaft sprouting leaves. Crafted by Athena, this spear is of Sharpness and is enchanted to +25. It possesses the following powers: an additional Impact critical to all critical strikes of equal severity; it has thrice the normal range and when cast it returns to the user.

Helmet - This magical helmet was crafted by Athena and provides +25 to DB. It provides the following powers. It negates 30% of all head criticals and is made in such a way that it does not inhibit the range of sight of the wielder. In addition, it provides the wearer with a continuous Aura spell.

Achaean Robes - The robe was woven by Athena. It protects as if it were Chain Armor but encumbers as nothing. It provides +25 to DB.

Palladiums - These stone statues provide protection and security for cities and temples that worship her. They come in various shapes and sizes. The majority are representations of Athena. Most contain no magical powers and were made with the sole purpose of inspiring the inhabitants of the besieged city to fight harder. A few are magically endowed. The powers vary but can be any defensive enchantment from making the walls stronger to providing the city defenders with +5 to +10 to DB.

Apollo

Apollo is a peculiar god. He is a patron of healing and yet brings peaceful death to young men with his bow-shots. He urges mankind to practice moderation and self-restraint and yet he is as randy and hedonistic as any male god in Olympus. Apollo is noted for his loftiness and self-centered personality but occasionally can be very generous. He is a master of bow and loves to hunt. He is a noteworthy musician, and associated with the Muses. Apollo is the physical ideal of beautiful young men. He is a beardless youthful looking god with delicate features and thick blonde hair. He rarely wears clothes. His parents are Zeus and Leto, a goddess of darkness and nature.

Apollo lvl Hits DB Shd OB MOB MM

70

500

No/50

N

150sw

190bw

60

Other Godly Powers Healing Mastery - Apollo is the patron of healing. As such healing spells have double the duration. He can absolve anyone of any disease or poison that afflicts them.

Aim - Apollo can shoot any bow up to 700' without range penalty, using his normal bow OB. He may shoot any arrow twice that distance with an OB penalty of ñ50.

Master of the Hunt - Apollo can track any wild creature across any solid surface (including stream beds), so long as he can find any one of the creature's tracks, which has been made within the preceding 140 hours.

Silence - Should Apollo concentrate, he makes absolutely no noise when moving outdoors.

Light-Weaving - Apollo has absolute control over all light within 140' of his person. He can direct the manner of, and place of, its entry into Mythic Greece.

Stats

ST 105

AG 105

CO 110

IG 90

IT 100

PR 110

AP 105

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 15, Calm Spirits 30, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 20, Summons 30, Life Mastery 50, Protections 30 (blesses only), Purification 30, Surface Ways 50, Bone Ways 50, Muscle Ways 50, Organ Ways 50, Blood Ways 50, Herb Mastery 20, Nature Lore 15, Nature's Movement 10, Nature's Way 15, Disease 15, Curses 20, Way of the Voice 20, Holy Vision 50 (except god is giving, not receiving, answers), Star Light 20, Starsense 20, Time Bridge 50

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 20, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 25, Light Molding 15, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 10, Mind Destruction 10, Mentalism Channeling Imbedding 10

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Brilliance 18, Mind Master 15, Presence 15, Mind Merge 20, Mind Control 20, Sense Control 15, Mind Attack 10, Past Visions 15, Future Visions 20 (expect god is giving, not receiving, answers), True Sight 10, Lore 20, Controlling Songs 10, Mind Death 15, Mind Disease 10, Confusing Ways 10

Power Points: 280×3

Skills

Acrobatic 120, Administration 100, Animal Handling 110, Ambush 30, Acting 100, Appraisal 60, Architecture 80, Astronomy 80, Athletic Games 70, Cookery 60, Diplomacy 75, First Aid 120, Boxing 150, Charioteer (Riding) 160, Base Spells 60, Dance 100, Foraging 150, Directed Spells 160, Leather Working 50, Swimming 120 , Herding 120, Leadership 130, Stalk & Hide 110 , Perception 80, Philosophy 80, Sanity Healing Lore 100, Trading 50, Herding 50, Mediation 80, Mnemonics 0, Divinations 110, Magical Ritual 50, Disguises 80, Painting80, Sculpting 50, Gambling 50 , Public Speaking 100, Military Tactics 70, Music (Lyre) 130, Sailing 100, Singing 120, Seduction 100, Star Gazing 100, Surgeon 70, Weather Watching 100, Wood Craft 65, Trap building 80, Bard craft 150, Trickery 95, Track 125, Tumbling 120, Wrestling 140, Animal Lore 50, Forest Folk Lore 60, Herb Lore 80, Poison Lore 60, History Lore 100, Geography 120

Principal Items

Golden Bow - Made of a hard golden substance, this bow actually shimmers with light when an arrow is drawn. It is blessed by Apollo (treat as if Holy) and adds +30 to OB. It has twice the normal range of bows and in the hands of Apollo it cannot be fumbled.

Golden Sword - This magical sword is inlaid with golden designs and provides the users with a bonus of +30 to OB. It shimmers with a golden aura when drawn. It provides an extra heat critical.

White Lyre - This lyre is similar to the one given to Orpheus by Apollo. It appears as a magical, silver-coated lyre with an ivory base. It grants the user +30 to Bard spell rolls, doubles the range of songs and Bard spells, and functions as a ×3 PP multiplier for Bards.

Artemis

She is the chaste girl of nature, who runs through the wilderness in close attunement with it, loving and hunting the animals found there. Artemis is reserved and unapproachable, gentle with animals, especially young ones, but with a passion for the hunt. She is the protectress of young girls, enjoys music and dance, but is harsh and vindictive, especially towards men who lust for her or her followers who succumb to the love-snares laid by men. Artemis is the sister of Apollo, and they share many traits. She appears as a slender young girl with fair features and hair. Unlike her brother, she wears a running dress and laced boots. She also helps Hera with her midwifery duties.

Artemis lvl Hits DB Shd OB MOB MM

65

500

RL/80

N

110sp

160bw

65

Other Godly Powers Aim - Artemis can shoot any bow up to 700' without range penalty, using her normal bow OB. She may shoot any arrow twice that distance with an OB penalty of ñ50.

Mistress of the Hunt - Artemis can track any wild creature across any solid surface (including stream beds), so long as she can find any one of the creature's tracks, which has been made within the preceding 130 hours.

Befriend Beasts - Artemis can tame any wild beast as if it was her most loyal friend. She needs only to see and call to the beast (range 200'). In order to affect previously tamed, domesticated, or evil beasts she must touch the creature (which then receives a RR).

Silence - Should Artemis concentrate, she makes absolutely no noise when moving outdoors.

Stats

ST 105

AG 107

CO 110

IG 90

IT 100

PR 110

AP 110

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 7, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Calm Spirits 20, Channel 15, Summons 30, Life Mastery 50, Protections 30 (blesses only), Purification 30, Surface Ways 50, Animal Mastery 20, Nature Lore 15, Nature's Movement 10, Nature's Way 15, Disease 15, Curses 20, Way of the Voice 20, Holy Vision 50 (except god is giving, not receiving, answers), Star Light 30, Starsense 20, Midwifery 10

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 15, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 10, Mind Destruction 10, Mentalism Channeling Imbedding 10

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Mind Master 15, Presence 15, Mind Merge 20, Mind Control 20, Sense Control 15, Mind Attack 10, Past Visions 15, Future Visions 20 (expect god is giving, not receiving, answers), True Sight 10, Lore 20, Controlling Songs 10, Mind Death 15, Mind Disease 10, Confusing Ways 10

Power Points: 260

Skills

Acrobatic 100, Acting 75, Administration 40, Animal Handling 120, Astronomy 50, Boxing 70, Charioteer (Riding) 150, Cookery 55, Base Spells 55, Dance 120, Foraging 110, First Aid 80, Directed Spells 120, Herding 70, Leather Working 50, Swimming 140 , Stalk & Hide 110 , Perception 80, Gambling 30, Philosophy 50, Public Speaking 70, Signaling 75, Midwifery 90, Military Tactics 20, Sailing 50, Singing 80, Surgeon 50, Star-gazing 90, Seduction 80, Bard craft 50, Trickery 75, Track 150, Tumbling 100, Trap-building 70, Weather Watching 0, Woodcrafts 100, Wood-carving 55, Wrestling 120, Animal Lore 80, Herb Lore 80, Forest Folk Lore 60, World Geography 70

Principal Items

Silver Bow - Made of silver and oak, this bow actually shimmers with silvery light when an arrow is drawn. It is Holy and adds +30 to OB. It has twice the normal range of bows and in the hands of Artemis it cannot be fumbled

Hunter's Tunic - This tunic magically blends itself with its surrounding and adds +20 to stalking and hiding. It is also magically toughened to protect as Rigid Leather but encumbers as nothing.

Aphrodite

Aphrodite represents the allurement of beauty, love, as well as passion. Aphrodite is the wife of Hephaestus, though she has bedded numerous other gods, including Ares and Hermes. She is a woman of astonishing beauty. She is ivory-skinned, golden-haired, and perfectly formed. She wears an Achaean robe decorated with a girdle, upon which are embroidered various magical symbols.

Aphrodite lvl hits DB Shd OB MOB MM

65

500

SL/45

N

- -

- -

35

Other Godly Powers Charm - Aphrodite possesses an innate power to instill desire, passion, desire or love and can also infect the opposite emotion in any person she sees. But this power does not let her issue specific commands, and use of this power often goes awry. Aphrodite might infect a satyr with desire, only to see a comely nymph wander across her field of vision before intended recipient can approach her or instill loathe or disgust on a king only to have his daughter come visit him; such events can lead to unwanted and inexplicable wars and disaster, so Aphrodite tends to be careful when using this power although less careful than other gods. This power functions as a 20th lvl spell.

Power Efficiency - When casting any spell, she expends only half the normal number of power points.

Stats

ST 75

AG 100

CO 105

IG 90

IT 100

PR 120

AP 120

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 11, Concussion's Ways 30, Nature's Law 50, Plant Mastery 50, Animal Mastery 50, Barrier Law 15, Locating Ways 15, Herb Master 10, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 15, Summons 30, Sound Ways 30, Life Mastery 50, Protections 20 (blesses only), Surface Ways 50, Nature's Movement 10, Nature's Protection 50, Disease15, Curses 20, Way of the Voice 10, Holy Vision 50 (except god is giving, not receiving, answers);

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 25, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 20, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 15, Mind Destruction 15, Mentalism Channeling Imbedding 10;

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 50, Mind Death 15, Mind Disease 20, Confusing Ways 20

Power Points: 260

Skills

Acrobatic 100, Acting 120, Administration 20, Animal Handling 50, Appraisal 60, Climbing 90, Charioteer (Riding) 100, Cookery 75, First Aid 55, Base Spells 70, Dance 150, Foraging 60, Directed Spells 160, Lie Perception 60, Diagnostic 55, Music 70, Leather Working 50, Philosophy 45, Swimming 140 , Stalk & Hide 100 , Perception 80, Gambling 50 , Public Speaking 100, Sailing 100, Singing 140, Seduction 160, Bard craft 150, Trickery 125, Track 55, Tumbling 120, Wrestling 110, Herb Lore 50, Geography 70

Principal Items

Golden Girdle - This girdle has the power to cause viewers to fall in love with its wearer (i.e., her); it acts as a 20th lvl charm spell.

Aphrodite's Robes - This robe can change at will to any design, color, shape or material for any occasion. In doing so, the robe often enhances the wearerís attractiveness; add +30 to Seduction. It also protects the wearer as if she were wearing Soft Leather but encumbers as nothing.

Poseidon

He is the powerful god of the sea, as well as all lakes and rivers. He is also the god of the earth and can shake and split earth. Thus he is the god of earthquakes. Although Poseidon was granted dominion over the sea after the victory of the gods over the Titans, he has always used his power over water to attempt to extend his realm to include land. He has been in frequent conflict with many of the gods with his attempts to extend his reach, including Zeus, his brother, Athena, Hera and Dionysus. Poseidon is noted not only for this greed, but also his violent rage. Although married to Amphitrite, he had numerous liaisons resulting in a number of offspring, including heroes and monsters. Poseidon appears as a majestic-looking mature god with thick hair and a beard. He tends to wear golden armor and carries a trident.

Poseidon lvl hits DB Shd OB MOB MM

75

550

Ch/65

N

210sp

155sp

70

Other Godly Powers Water-form - Poseidon can move and breathe with equal ease on land or water. He can merge with waves and travel five times as fast the currents will carry him or, he can swim at up to 250' per round.

Water-Weaving - Poseidon has absolute control of all water within a range of 150 feet. He can also create waves of up to 150 feet in height across any water surface in which he resides, within a range of 150 miles.

Water-Senses - While in a body of water, Poseidon can concentrate in a particular direction and hear or see anything that is within the water inside a range of 150 miles or adjacent to the water within a range of 150'.

Isle-moving - Poseidon can move or raise or create any island with a radius of less than or equal to 65 miles. When an island is raised it takes Poseidon one hour per radius mile to accomplish the deed and requires all of his PP. To move an island, it requires a quarter of Poseidonís PPs and a period equal to one day per 100 miles the isle is moved.

Earth-Weaving - Poseidon needs only to concentrate in order to move and mold the earth of a 75 mile radius. The movement must be continuous and confined to a speed of a walking human. It also requires a number of PPs equal to the cubic square miles of material. (This is how Poseidon causes minor tremors.)

Stats

ST 130

AG 100

CO 110

IG 90

IT 95

PR 110

AP 100

Spell lists Channeling - Spell Defense 50, Detection Mastery 50, Light's Way 11, Concussion's Ways 50, Nature's Law 20, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 20, Summons 30 (Sea Animals and Horse only), Sound Ways 30, Life Mastery 50, Protections 30 (blesses only), Surface Ways 50, Nature's Movement 20 (only water related spells), Nature's Protection 50, Disease 20, Curses 30, Moving Ways 15; Nature's Way 15; Way of the Voice 20, Holy Vision 50 (except god is giving, not receiving, answers); Animal Mastery 50 (Only sea animals); Barrier Law 50

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 20, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 15, Mind Destruction 15, Mentalism Channeling Imbedding 15; Water Law 50, Wind Law 30 (only "Storm Call" Spell); Fluid Destruction 20; Earth Law 30

Mentalism - Gas Manipulation 20 (water related spells only); Liquid Manipulation 20; Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 10, Mind Death 15, Mind Disease 15, Confusing Ways 15

Power Points: 300

Skills

Acrobatic 100, Administration 60, Animal Handling 100 (horses and sea animals), Appraisal 75; Caving 55; Diplomacy 60, Disguises 60, First Aid 60, Boxing 200, Charioteer (Riding) 180, Base Spells 75, Foraging 100, Directed Spells 160, Leadership 60, Leather Working 100, Swimming 170 , Stalk & Hide 90 , Navigation 100, Rope Mastery 75, Smithing 55, Perception 100, Gambling 80 , Public Speaking 70, Magical Ritual 60, Military Tactics 70, Sailing 120, Singing 50, Shipwright 55, Seduction 110, Bard craft 50, Trickery 105, Track 125, Trap Building 100, Tumbling 120, Wrestling 200, Weather Watching 100, Sea Lore 100, Herb Lore 55, Animal Lore 60, Horse Lore 100, Stone Lore 60, Sea Nymph Lore 75, Sea Animals 70, World Geography 100

Principal Items

Trident of Poseidon - A large enchanted trident was created by the Telchians, a mysterious order of wizards who magically worked brass and iron to create the Trident of Poseidon. The Trident functions as a +20 enchanted spear but delivers an additional Puncture critical. The trident is able to cast Water Bolt ×3/day. It can also be thrown twice its normal range without penalty and will always return to the caster. In addition to these powers, the trident can cause minor tremors whenever its butt stomps the ground. It can only do this but once a day.

Sea Armor - Poseidon often wears his golden breastplate armor inlaid with sea creatures. This armor acts as Chain Armor but wears as Soft Leather. It provides +30 to DB.

Zeus

Zeus is the patron of the heavens including rain and clouds, and the ruler of Greek gods. He is the protector of laws, and the dispenser of justice. He is a wise and compassionate ruler but is readily distracted, especially by women mortals, nymphs, or goddesses. Zeus is the husband of Hera, with whom he constantly bickers, mostly over his infidelities. He has fathered countless children with goddesses, nymphs, princesses, and shepherds. Hera has punished a few of these children harshly. Several great heroes have Zeus as a father including Heracles and Achilles. Zeus appears as a large, mature, majestic Achaean-looking god. He possesses thick curly hair and beard and wears an oak leaf crown and a Cretan kilt.

Zeus lvl hits DB Shd OB MOB MM

95

570

Ch/75

N

230sp

180sp

40

Other Godly Powers Metis - Zeus has Metis, goddess of wisdom, within him. Metis can make its own perception rolls and gives him counsel.

Air Weaving - Zeus as patron of the heavens has absolute control over the air throughout Mythic Greece. He can control weather patterns and wind conditions.

Electricity Immunity - Zeus is immune to all electric attacks.

Strength of Form - Zeus is treated as a Large Creature.

Stats

ST 140

AG 105

CO 110

IG 95

IT 115

PR 110

AP 105

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 15, Concussion's Ways 30, Barrier Law 20 (only air related spells), Animal Mastery 50, Nature's Law 20, Blood Law 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 20, Summons 30, Sound Ways 30, Weather Ways 50, Life Mastery 50, Protections 20 (blesses only), Surface Ways 50, Nature's Movement 15, Nature's Protection 50, Natureís Ways 30, Disease 15, Curses 20, Time's Bridge 30, Way of the Voice 10, Holy Vision 50 (except god is giving, not receiving, answers);

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Light Molding 30, Spirit Mastery 15, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Wind Law 30, Guises 14, Gas Destruction 30, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 15, Mind Destruction 15, Mentalism Channeling Imbedding 10;

Mentalism - Future Visions 30 (except god is granting, not receiving, visions, and dreams), Controlling Songs 15, Gas Manipulation 50 (air related spells only), Movement 10 (no Fly spells), Item Lore 20, True Perception 30, Solid Alteration 30, Gas Alteration 50, Mind Death 15, Mind Disease 15, Confusing Ways 15

Power Points: 380 (×4)

Skills

Acrobatic 50, Acting 70, Administration 120, Animal Handling (Avian) 100, Appraisal 60, Astronomy 100, Architecture 50, Caving 60, Charioteer (Riding) 200, Divination 100, Base Spells 80, Dance 50, Disguises 100, Diplomacy 55, First Aid 50, Foraging 150, Directed Spells 150, Leather Working 100, Philosophy 75, Swimming 170 , Stalk & Hide 120 , Perception 80, Gambling 80 , Public Speaking 100, Military Tactics 80, Sailing 50, Singing 80, Seduction 120, Star-Gazing 120, Bard craft 80, Trickery 125, Track 115, Tumbling 100, Weather Watching 120, Wrestling 220, World History 100, Avian Lore 100, Military History Lore 100, World Geography 70

Metisís Skills- Perception 100, Research 70, Magical Ritual 100, Spell Mastery 75, Herb Lore 55, Animal 55

Principal Items

Lightning Spears - Made by Hephaestus, these spears resembled a 'live' lightning bolt and are treated as such but inflict ×2 damage. Zeus tends to hurdle these lightning bolts from afar. They have thrice the normal range of a spear.

Kingly Scepter - This is Zeus' symbol of authority. The scepter shimmers with a silvery light, and confers upon its holder a continuous True Aura. It strikes as a +30 mace and it is blessed by Zeus (treat as Holy).

Oak Leaf Crown - The crown of oak leaves protects the wearer as if it were a +30 helmet but encumbers as nothing. It also aids the wearer in all Seer or Astrologer spells with a +30 bonus. It functions as a ×4PP multiplier

Cretan Kilt - An enchanted sleeveless silky kilt, which protects as +30 Chain Armor but encumbers as nothing.

Dionysus

Dionysus is the youngest member of the Olympians, a supreme council of 12 Greek gods. He is the patron of wine, vegetation, and animal communication. Dionysus is a happy and fun-loving god, who strives for physical pleasures of all descriptions, but he is also plagued by periodic madness, which often arrives without warning. Dionysus continually tries to gain new followers, and often makes a harsh example of those who deny his divinity. He has gained many followers among the non-human races. Dionysus appears as a handsome beardless youth wearing nothing but panther-skin in the style of a Cretan kilt. He often carries plenty of wine, a lyre, and a thyrsus. He often shape-changes into animals.

Dionysus lvl hits DB Shd OB MOB MM

55

450

RL/60

N

110st

100lb

40

Other Godly Powers Madness - Dionysus possess an innate power to instill madness or frenzies in any person he sees. But this power does not let Dionysus issue specific commands, and use of this power often goes awry. This power functions as a 20th lvl spell.

Befriend Beasts - Dionysus can tame any wild beast as if it were his most loyal friend. He needs only to see and call to the beast (range 200'). In order to affect previously tamed, domesticated, or evil beasts he must touch the creature (which then receives a RR).

Herb Lore - Dionysus can look at any plant and ascertain its nature and herbal/poison properties.

Plant-Endowment - Dionysus can make all wine vines within 40' radius grow at whatever pace he desires and heal the ills of any wine vine within 40' by concentrating upon it.

Stats

ST 103

AG 105

CO 105

IG 88

IT 101

PR 105

AP 105

Spell lists Channeling - Spell Defense 50, Detection Mastery 30, Light's Way 6, Concussion's Ways 30, Barrier Law 10 (only earth related spells), Nature's Law 50, Blood Law 50, Plant Mastery 50, Herb Mastery 50, Animal Mastery 50, Bone Law 50, Organ Law 50, Muscle Law 50, Nerve Law 50, Creations 50, Channel 20, Summons 30, Sound Ways 30, Life Mastery 50, Protections 20 (blesses only), Surface Ways 50, Moving Ways 10, Nature Guises 15, Nature Way 10, Nature's Movement 15, Nature's Protection 50, Disease 20, Curses 20, Way of the Voice 10, Holy Vision 50 (except god is giving, not receiving, answers)

Essence - Essence's Perceptions 25, Physical Enhancement 15 (goes not cost the god Power Points), 10, Living Change 20, Spirit Mastery 6, Lofty Bridge 13 (no Fly spells), Spell Enhancement 50, Shield Mastery 15, Guises 14, Enchanting Ways 10, Essence Imbedding 10, Physical Erosion 15, Mind Destruction 20, Mentalism Channeling Imbedding 10

Mentalism - Future Visions 25 (except god is granting, not receiving, visions, and dreams), Controlling Songs 20, Mind Death 20, Mind Disease 20, Confusing Ways 20

Power Points: 220 ×3PP

Skills

Acrobatic 100, Administration 60, Animal Handling 100, Acting 60, Diplomacy 60, Disguises 60, Cookery 50, Agriculture 80, Charioteer (Riding) 150, Base Spells 50, Dance 50, Foraging 50, Directed Spells 100, Leather Working 50, Swimming 110 , Stalk & Hide 70 , Perception 80, Gambling 50 , Public Speaking 50, Magical Ritual 50, Horticulture 100, Frenzy 60, Leadership 20, beast Mastery 60, Divinations 50, Weather Watching 70, Philosophy 70, Hypnosis 55, Music 95, Mediation 60, Sailing 50, Singing 80, Seduction 80, Bard craft 80, Sanity Healing Lore 60, Trickery 75, Track 75, Tumbling 100, Wood Crafts 50, Wrestling 100, Poison Lore 50, Wine Lore 110, Feline Lore 60, Herb Lore 100, World Geography 70

Principal Items

Dionysusí Lyre - This mystical lyre has numerous powers; while playing, it provides the user with a +20 bonus to music skills and to all bardic spells; the lyre functions as a ×3 PP multiplier; and it allows the user to ignite any number of emotions in the desired target(s): confusing, fear, calm, anger, or lust. The number of targets cannot exceed the user's level. For purposes of RR, the emotions act as 20th level Channeling spells. These spells are not permanent.

Thyrsus - Functions as Dionysusí staff. This enchanted staff as the following powers: free use of Herb and Plant Mastery to 10th level (100PP/day) and provides +20 to OB.

Panther Skin Kilt - This panther skin kilt has been magically hardened and protects like Rigid Leather with a +20 to DB.

Bibliography

  • Allston, Aaron. Mythic Greece: The Age of Heroes. Charlottesville, VA: Iron Crown Enterprises, 1992.
  • Charlton, S. Coleman, et al. Middle-Earth Role Playing, Second Edition. Charlottesville, VA: Iron Crown Enterprises, 1994.
  • Powell, Barry. Classical Myth. New York: Prentice-Hall, 1995.
  • Graves, Robert. The Greek Myth. New York: Penguin Books, 1960.
  • Bell, Robert. Dictionary of Classical Mythology; Symbols, Attributes & Associations. Oxford, 1982.

Motion Pictures

  • Clash of the Titans (MGM/UA, 1981), directed by Desmond Davis.