mytix
mytix
Arcane Backgrounds 13
Optional rules 18
Interesting places 22
Monarchs 39
Adventure generation 43
Alternate campaigns 48
New creatures 51
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This game references the Savage Worlds game system, available from Pinnacle Entertainment
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copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
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2
The Mythix
Companion
3
Ancestries
Beastfolk
Onagers
Names and customs
4
Centaurs
5
Other tauric beasts
Rabbitfolk - Lagans
6
Player characters Lagans
7
Apefolk
Wulflings
8
9
Constructs
Galateans
10
Elder beings
Banes
11
12
Arcane
Additions
Cyborg
Technological backgrounds
13
Inventor
Jumper
14
Power Variant: Decipher
Weapon maker
Roboticist
15
Magic music
Deadly instruments
16
Additional minor enchant- Armor
ments Animalistic
Weapons
Charged
Medical assistance
Power defense
Destructive
Slow Fall
Maintenance (minor)
Transformative
Telekinetically attuned (minor)
17
Optional
Rules
Sidekicks
Non-Combat Sidekicks
18
Non-Sapient Sidekicks
Advancement options
Transformation
19
Power-ups
20
Faster Advancement
Retraining
21
Interesting
Places
Ehtoian lands
22
Ehtoian government
23
Ehtoian Dualism
Ehtoian Fusionists
24
Talking animals
25
Interesting places and cities
26
The Legion of Evil
Glacion
27
Euclidia
C'pona
28
Apelands
Glamazonia
29
Farina
30
Toaon, city of monuments
Prismopolis
The government
31
Prismopolis military
Economy
Auxiliaries
32
Wulfheim
Gods' Trash
33
The High King of Wulfheim
34
Interesting places:
Wulfheim jarls
35
AEon Battlestation
Polly
36
Defensive systems
AEon TV
Life of Roamers
37
38
Leaders &
Monarchs
King Primus
39
Hindrances: Vengeful (Minor), Obligation (to
his kingdom), Stubborn.
Edges: Noble, Investigator, Command, Fervor
Gear: Rapier (Str+d4, +1 to Parry).
Queen Gemini
40
King Eagle and Head Librarian
Grahona
41
Attributes: Agility d8, Smarts d10, Spirit d8,
Strength d10, Vigor d8
Skills: Fighting d10, Intimidation d8, Battle d10,
Notice d8, Persuasion d8, Shooting d8
Pace: 8; Flight Pace: 20; Parry: 7; Toughness: 8 (2)
Hindrances: Stubborn, Loyal (to Bird-folk),
Outsider (to humans)
Edges: Command, Strong Willed, Combat Reflexes
Gear: Birdolan armor (Armor 2), Birdolan sword
(Str+d8), Birdolan pistol (Range: 10/20/40,
Damage: 2d6+1)
Maliq the Red
42
Adventure
Generation
(d6) Who’s the villain?
1-3 Lord Maldorus
4-5 Maldorus’ generals
6 Someone or something else
The Hook
43
Card Verb Noun
2 Kill Hero
3 Kidnap Beast
4 Steal Country
5 Trick City
1d20 Location
6 Control Item
1 Prismopolis and environs
7 Destroy Friend
2 Wulfheim – wildernesss
8 Frighten Money
3 Wulfheim - cities and holds
9 Humiliate Famous person
4 Bear Forest
10 Weaken Government
5 Birdolan Cliffs
J Create Machine
6 Great Library
Q Investigate Substance
7 Black Mountains
K Curse Rival
8 Black Fortress
A Free Enemy
9 Red Badlands
Jokers mean that the element is random and
10 Al'Ushindi wilderness unpredictable - for instance the enemy wants to
11 Aswago "steal" anything - maybe they desperately need
money? Maybe they want to just mess with
12 Al'Ushindi cities some substance?
13 Great Fire Desert A pair of Jokers can mean that the enemy has no
14 Pale Sea plans. Perhaps they are driven by random im-
pulses or are forced to do it thanks to a natural
15 Corsaria disaster.
16 Ehtoian Lands The Confrontation
17 Gorn Island
18 Lost Kwinkalley
19 Aeon Battlestation
20 Dragon Ruins
44
2: Unexpected Allies: In addition to the
main villain and their minions, there are
other lesser villains present in the scene who
The planning phase might be persuaded to ally with the heroes.
However, it's also possible for an unknown
force to intervene and cause both the heroes
and villains to lose.
3: A dumb mistake: As befits a Saturday
Morning Cartoon adventure, someone, usu-
ally a sidekick or minor villain, makes an
easily avoidable mistake that complicates
the situation for the heroes: for example for-
gets to lock the door and lets the monsters
inside. Sometimes this mistake can benefit
the heroes, but more often than not, it will
make their task harder and less predictable..
4: Sabotage: It's easy to confuse with a
The twist to the plan dumb mistake… and some seemingly dumb
sidekicks or secret spies for the villains can
use this to their benefit. However, sabotage
is always a purposeful act and typically
harms the people and the place as well.
45
5-6: A recurring character: A character who
has appeared before in the campaign,
whether it's an ally or rival, makes an ap-
pearance.
7-8: A guardian: It's worth remembering
that not all guardians have to work for the
villain, and some may be created by noble
beings to keep both good and evil forces at
bay. much like some defensive stations or
defenders of the Dragon Ruins.
9-10: Chaos: Unpredictable event accompanies
the situation: perhaps it's an environmental
complication, but more often the villain tries to
set up the situation so that the characters don't
have a chance of getting to them.
Jack: Another place, another time: The he-
roes need to leave the location. Roll again in
the location table - perhaps the previous
place was a distraction and the real game
must be settled on another continent.
Queen: Time for education: A lot of super-
hero cartoons were supposed to be educa-
tional. Once in a while the authors of the
scripts remembered that and inserted a
problem easy to overcome with elementary
school knowledge: perhaps an acidic blob
can be neutralized by lye, or a computer can
be trapped in an infinite loop.
King: Two points of view. A lot of series were
there to teach children the value of conform-
ity and confirm that the complainers are al-
ways wrong. However, in this adventure, the
player characters will have to make a contro-
versial decision.
Look at Hindrances of the characters in the
party: For instance, a lovable rogue like
Rashid might have a different perspective
than a character like Raven who believes in
the law.
Ace: A twist. Draw another pair of cards: it
turns out that the villain's plan was just a
distraction for the other one!
46
Joker: A problem solved. This is it. A chance Diamonds: Traps and tricks. Nothing like a
of one in a million. A weird opportunity that good deathtrap to get the blood flowing.
can help heroes achieve success and even The villain has set up a clever trap or obsta-
change the war effort. If you have no idea, cle that the heroes must overcome. This
draw another card – it's unusual and can could be anything from a complex puzzle to
simply resolve the plot of an episode. a deadly trap. Once in a while the villain
could trap one of the characters: but don't
The Finale overdo it!
Clubs: Damned if we do, Damned if we
don't. The defeat of the villain means that
something bad will happen to the heroes'
side - for instance if the heroes defeat a fleet
of Gorn pirates, the sea monsters that the pi-
rates were fighting might attack Corsaria.
This presents a dilemma for the heroes, as
defeating the villain will have negative con-
sequences for their allies.
Joker: Break the game. Sometimes, it's okay
to break Savage Worlds rules to create a
Spades: A new gadget. Villain has an ace in his unique and interesting challenge for the
sleeve, an useful magic item; you can create a players. However, it's important to also come
real magic item or use one from Supers or Fan- up with a believable reason for why the vil-
tasy Companion, or add an enchanted gadget. lain has this ability within the game's world.
Hearts: Defeat them, my pet! The villain For example, the villain may have an free
has captured a powerful monster. Depend- Soak roll for any Wound they receive, but he
ing on the creature, the heroes might learn should also have a clear weakness or cost as-
about it earlier. It might not serve the master sociated with this ability. Ultimately, the goal
willingly, and power like beast friend might is to create a villain that is challenging to de-
turn it against Maldorus' forces! feat but not impossible, and whose abilities
make sense within the game's universe.
47
Alternate
Campaigns
48
Mythix: Toy Wars
49
Sales and random events
50
New
Creatures
The least and lesser
demons
51
single attack, it does not spawn a new imp.
• Size -3: Splitting imps are the size of
housecats, They're small and human-sized
enemies are at -4 to hit them.
• Weakness (Fire): Splitting imps are
vulnerable to fire and take double damage
from it.
• Claws: Str+d6 damage
Dragonling
52
grant them +2 Natural Armor.
• Bite: Str+d4
• Breath Weapon: Dragonlings can exhale a
small flame that can singe clothing or cause
minor burns. This is treated as a Ranged Attributes: Agility d8, Smarts d4, Spirit d6,
Attack using Athletics with a range of 3/6/12 Strength d10, Vigor d8
and deals 1d8 fire damage. Targets can Skills: Agility d8, Fighting d8, Intimidation d10,
make an Agility roll to halve the damage. Notice d6, Stealth d6
• Demonic Nature: Dragonlings are demons, Pace: 8; Parry: 4; Toughness: 10 (2)
which makes them immune to disease and Edges: Berserk, Rabble-Rouser
poison, and grants them the ability to see in Special Abilities:
complete darkness. They're not intrinsically • Four Arms: Roarers possess four arms,
hostile to humans, however. granting them one attack without a multi-
action penalty and +2 to Parry.
Roarer and The Terror of Farina • Smash: Str+d8.
• Two mouths: Roarers can make two bite
attacks (Str+d4 damage),and talk and bite
in the same time.
• Size +2: Roarers are big-almost as big as Gorn!
• Gibberling Snarl: Roarers can Support
themselves when using Imagination-based
Tests with no multi-action penalty.
• Distraction: Roarers are easily distracted,
and are at -1 to resist such Tests.
53
Drolls
54
In Savage Worlds it's easy to make a creature
Giant, just by increasing its size. Above a certain
threshold, its attacks and armor could become
Heavy.
Mixups
Giant Beastfolk
55
To create a mixup creature, simply add new
monster traits to an existing being. With
Pegataurs, you can use the Griffin stats, with the
ability to make an attack with an improvised
club using the human hands, for example.
Simurghs
56