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mytix

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mytix

mytix
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
You are on page 1/ 56

NEW ANCESTRIES, LOCATIONS

AND CREATURES FOR OUR


RETRO-CARTOON TECHNOFANTASY SETTING
Table of Contents
Ancestries 4

Arcane Backgrounds 13

Optional rules 18

Interesting places 22

Monarchs 39

Adventure generation 43

Alternate campaigns 48

New creatures 51

Author: Jakub Osiejewski


Editing: Brajan Ż. Papierz and Martin Falaguerra
Layout: Jakub Osiejewski
Artists:
Stock Art licenced from Freepik (upklyak, tinuviek, ddraw, freepik, Anie Prajoedi,
juliyamorohovskaya, vectorpocket, sustainableart, liuzishan, grandfailure, vectorpouch,
krizvector, stuvv, user12673800, vadarshop, gienlee, eko07, jdrv and others).
This product contains assets that were, wholly or in part, procedurally generated with the aid of
creative software(s) powered by machine learning.

Other art was drawn from public domain sources like picryl or freepik, or made public thanks to
CC0 and other free licences.
Trademarks mentioned in the text belong to their owner.

This game references the Savage Worlds game system, available from Pinnacle Entertainment
Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are
copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.

©2023 GRAmel Books Piotr Koryś, All related marks and logos are trademarks of GRAmel
Books Piotr Koryś. All Rights Reserved.

2
The Mythix
Companion

Introduction How to include this in-


formation?

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

New Edge: Jolt

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)

Transforming (minor) Enchantment Properties Cost


Charged Swaps attributes 250
Destructive Destroys objects 500
Maintenance (m) Fixes things 200
Telekinetic (m) Easier moved 300
Transforming (m) Can change 100
Vampiric Vampiric Benny for victory 450
Animalistic +2 to animal rolls 250
Med. assistance +1 to Healing 200
Power defense +4 to defending 250
Slow fall Reduces damage 150
Transformative Can be worn by 100
shapeshifters

17
Optional
Rules
Sidekicks

Non-Combat Sidekicks

18
Non-Sapient Sidekicks

Advancement options

Transformation

19
Power-ups

Inclusive power ups

20
Faster Advancement

Retraining

21
Interesting
Places
Ehtoian lands

Ehtoians and Ehtoian lands

Time and space

22
Ehtoian government

Ehtoian villages and cities

23
Ehtoian Dualism

Ehtoian Fusionists

The cult of Etizator

24
Talking animals

People of Ehtoian Lands

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

Wulfheim towns, farms and holds

34
Interesting places:

Wulfheim jarls

35
AEon Battlestation

Polly

36
Defensive systems

AEon TV

Life of Roamers

37
38
Leaders &
Monarchs
King Primus

Attributes: Agility d8, Smarts d8, Spirit d6,


Strength d6, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d8,
Persuasion d8, Research d8, Riding d6,
Shooting d6, Stealth d6, Taunt d8
Pace: 6; Parry: 7; Toughness: 6

39
Hindrances: Vengeful (Minor), Obligation (to
his kingdom), Stubborn.
Edges: Noble, Investigator, Command, Fervor
Gear: Rapier (Str+d4, +1 to Parry).
Queen Gemini

Attributes: Agility d10, Smarts d12, Spirit d8,


Strength d6, Vigor d8
Skills: Fighting d10, Shooting d8, Notice d10,
Persuasion d12, Stealth d8, Thievery d8, Weird
Science d8, Repair d6, Science d8, Occult d6.
Hindrances: Overconfident (Major), Curious
(Minor) Quirk: Always argues with herself
Secret Insider Knowledge (Minor), Vow (to contemplate both magic and
technology)
Edges: Arcane Background (Weird Science),
Level Headed. Charismatic, Aristocrat, Artificer.
Powers [15 PP]: bolt, boost/lower Trait, deflection,
teleport, sloth/speed.
Queen Nabi

40
King Eagle and Head Librarian
Grahona

Attributes: Agility d6, Smarts d10, Spirit d8,


Strength d6, Vigor d6
Skills: Fighting d10, Academia d10, Notice d8,
Persuasion d8, Riding d6, Shooting d6
Pace: 6; Parry: 9, Toughness: 5 (6 with armor)
Hindrances: Loyal, Overconfident, Stubborn
Edges: Connections (Ushindi tribes and cities),Level
Headed,Aristocrat,Strong Willed
Gear: ceremonial armor (+1 Toughness),
ceremonial spear (Str+d6), short sword (Str+d6),
shield (+1 Parry)

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

Attributes: Agility d8 Smarts d8 Spirit d6


Strength d8 Vigor d6
Skills: Athletics d8, Fighting d8, Intimidation d6
Notice d8, Persuasion d6, Shooting d8, Stealth
d8, Survival d8
Pace: 8 Parry: 6 Toughness: 5
Hindrances: Outsider (Minor), Wanted (Minor),
Heroic.
Edges: Acrobat, Brave, Quick
Gear: Scimitar (Str+d8) energy pistol (Range:
10/20/40, Damage: 2d6, RoF: 1, Shots: 1, AP: 2)
Leather Armor (+1)

42
Adventure
Generation
(d6) Who’s the villain?
1-3 Lord Maldorus
4-5 Maldorus’ generals
6 Someone or something else

The Hook

Secret Insider Knowledge

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

Mythix - on the other side


of screen

48
Mythix: Toy Wars

49
Sales and random events

Mythix and Toy Troopers cross-


over spectacular

50
New
Creatures
The least and lesser
demons

The splitting imp

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

Attributes: Agility d8, Smarts d4 (A), Spirit d6,


Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6,
Stealth d6 Attributes: Agility d6, Smarts d6 (A), Spirit d6,
Pace: 6; Parry: 5; Toughness: 2 Strength d6, Vigor d6
Hindrances: Bloodthirsty, Yellow Skills: Athletics d8, Fighting d8, Notice d6,
Special Abilities: Stealth d6
• Splitting: When a splitting imp is Shaken by Pace: 6; Flight Pace: 12; Parry: 6; Toughness: 5 (2)
any weapon, the original Imp is Shaken, but a Special Abilities:
new imp appears next to it. The new imps act • Size -2: Dragonlings are small, which grants
on the same Initiative card and split again. If their enemies -1 to hit them in combat.
the imp is Wounded (eliminated) with a • Dragon-like features: . Their thick scales

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

Attributes: Agility d8, Smarts d6, Spirit d6,


Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Taunt d8,
Stealth d8
Pace: 8; Parry: 6; Toughness: 7 (5)
Edges: Humiliate. Wild Card Drolls (pack
leaders) might have Provoke and Rabble-Rouser
as well.
Special Abilities:
• Thick Skinned: Drolls have tough hides that
make them resistant to damage. They have Attributes: Agility d8, Smarts d8, Spirit d8,
a natural Armor of +2. Strength d12+2, Vigor d10
• Thin Skinned: At the beginning of an Skills: Athletics d8, Fighting d10, Intimidation
encounter involving drolls, have each player d8, Notice d8, Occult d8, Stealth d8, Survival d8
draw a card. Players who draw jokers and Pace: 8+d8; Parry: 7; Toughness: 14 (4)
the highest card in the party receive the
Bolster and Retort Edge versus drolls in this Hindrances: Arrogant, Ruthless
encounter - but they don't realize this until Edges: Aristocrat, Command, Calculating,
they actually Taunt the creatures. Fervor, Frenzy
• Pack Mockery: Drolls are not just used to Special Abilities:
hunting and attacking together but also to • Chitinous armor: Combined with worn
vicious mockery of victims. Drolls gain +1 for armor on their human parts, Scorpikor
every successful Test their allies made to their nobles have +4 armor.
Taunt rolls until the end of the encounter, up • Size +3: The Nobles are large with a massive
to +4. scorpion build.
• Centauroid Build: Scorpikor Nobles have six
Scorpion Nobles legs and a centauroid build, giving them a
+2 bonus to resist being knocked down, a
Pace of 8 and a d8 running die. They can't
cross some terrain, however.
• Stinger Tail: The Scorpikor Noble's stinger
tail is a natural weapon that inflicts Str+d6
damage with a 2 AP Reach of 2. Most Nobles
deal at least Mild poison.

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

• Pincers: The Scorpikor Noble has one pair of


massive pincers on its lower set of hands.
They are considered natural weapons and
inflict Str+d6 damage. Unlike the regular
Scorpikors, they don't have the All Thumbs
Hindrance using their other hands.

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

Attributes: Agility d6, Smarts d8 (A), Spirit d12,


Strength d12+4, Vigor d10
Skills: Athletics d10, Fighting d8, Intimidation
d6, Notice d8, Survival d6
Pace: 6 (Flight Pace 24), Parry :6 Toughness: 13
Special Abilities:
• Flight: Simurghs have wingspans that can
reach up to 60 feet, allowing them to fly at
incredible speeds. They have a flight pace of
24.
• Wind Control: Simurghs have the ability to
control the winds around them. They can
spend an action to make a Smarts roll,
which can be opposed by a Vigor roll from
any creature within a Large Burst Template
centered on the Simurgh. Success means
the creature is knocked prone and suffers a -
2 penalty to all actions on their next turn. A
raise on the rocs’ roll means that the enemy
is Stunned.
• Huge: Simughs have Size 8, which makes
them Huge. they're massive, and can take +2
extra Wounds. Human sized enemies are at
+4 to hit them. Since they're birds, they don't
have Heavy Armor.
• Swat: Simurghs are only at -2 to hit Human-
sized enemies.

56

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