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This product requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc.
The Dungeons & Dragons, Third Edition Core Books, and/or the d20 Modern Roleplaying Game , published by
Wizards of the Coast, Inc., are recommended for this purpose.
BA00206: Mythic Heroes. Copyright 2005, Bad Axe Games, LLC. www.badaxegames.com
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Mythic Heroes
The shared myth known as “The Hero’s Journey” is
certainly not new to the realms of storytelling. The shared
myth, proposed by Jung and expounded on in great detail
by Joseph Campbell, is likely already familiar to most fans
of fantasy and science fiction.
It is for GMs and players who wish to bring a mythic or epic
feel to their campaign. There is a sense of cooperation
among the players as well as their characters, a sense of
purpose that leads them to the ‘conclusion’ of the GMs
tale.
This work attempts to bring the magic of that shared
myth to your d20 gaming table. Each of the players at
the table adopts one of seven familiar archetypes for his
or her player character. When these archetypes come
together, the sum is greater than the parts, enabling the
group to persevere against the obstacles presented by the
GM. When the “journey” is complete, each of the players
will have played a significant role in the unfolding of yet
another myth.
This book can be adopted by any GM running a d20
campaign. As with the shared myth, the genre is not
important: you can use these rules with a fantasy, modern,
or even future setting with equal ease.
These rules allow the characters to accomplish truly
mythic tasks. They are particularly suited to low-
magic campaigns where fantastic tasks are not already
accomplished on a regular basis through the use of spells
and magic items. You can, of course, use these rules in
even a high-magic, high-fantasy game; you will simply note
that the player characters are yet another step above the
rest of the campaign world in terms of fantastic abilities.
Who Is This Book For?
This book is for GMs and players who want to play truly
mythic heroes: heroes who draw inspiration from and
follow in the footsteps of other legendary heroes such
as Heracles, Theseus, Odysseus, King Arthur, Beowulf,
Gilgamesh, and Samson, along with all of the supporting
characters who help or hinder them along their
adventures.
Finally and most simply put, these rules require the
campaign to use Action Points.
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Action Points
Action points differentiate heroes from ordinary
characters: by spending action points, you can activate
heroic abilities, improve the results of your die rolls,
recover after combat, and more.
By spending an action point, if you successfully strike the
opponent, your weapon deals damage normally, as if it
had all the criteria necessary (magic, silver, good, etc.) to
bypass DR.
A character can spend an action point to do any of the
following:
Usually, you will want to make your attack roll first, and
spend the action point after confirming that the attack
was successful. In this case, you gain the benefits of
Heroic Strike only for that single attack.
Improve a d20 Check
This is the most common use of action points. You can
spend an action point to improve a single d20 roll used
to make an attack, a skill check, an ability check, a level
check, or a saving throw.
If you are able to attack more than once in a round, you
may choose to spend the action point before your first
attack. In this case, you gain the benefit of Heroic Strike
for all of your attacks in the round, but you will not have
the advantage of knowing whether or not any of those
attacks will actually hit.
When you spend an action point in this way, you roll an
action die (usually, a d6) and add the result of the action
die to the result of your d20 roll to help meet or exceed
the target number.
Improve Your Defense
You may spend an action point at any time to improve your
AC by the amount rolled on the action die. You can even
choose to spend an action point after the GM has rolled his
attack roll, but before he has informed you of the result of
the attack.
A character can even decide to spend the action point to
alter a d20 roll after the roll is made—but only before
the GM reveals the result of that roll (whether the roll
succeeded or failed).
A character can’t use an action point on a skill check
or ability check when he or she is taking 10 or taking
20 (it may only be used to improve a random roll); and
you cannot use an action point on a d20 roll that is not
a “check” to determine success or failure (for example,
when rolling initiative).
This bonus lasts until the start of your next turn and
applies to all attacks against you. You may not spend
an action point in this way if your AC has already been
increased by spending an action point.
Confirm a Critical Hit
If your attack roll is a natural 20, you score an automatic
hit, and you may be able to spend an action point to turn
the hit into a critical hit.
Activate a Heroic Ability
You can activate a feat, a class talent, or class
feature with a number of uses per day, or for which
the expenditure of 1 action point is required. When a
character spends 1 action point to use a class feature, he
or she gains the benefit of the feature but doesn’t actually
roll an action die. In this case, the action point is not
a bonus to a d20 roll, it is merely spent to activate the
ability. If the ability is usable a certain number of times
per day, spending the action point does not count as one
of your daily uses.
If the roll is a critical threat and result of your attack roll
would ordinarily hit the target , then you may spend an
action point to turn the strike into a critical hit.
If you require an automatic hit to strike the target— that
is, a natural 20 plus the total of your roll plus all bonuses
still does not equal or exceed the target’s AC— you cannot
spend an action point to confirm a critical hit.
Confirm a Critical Success with a Skill
If you roll a “natural 20” on a skill check, you can spend
an action point to turn a skill check into a critical success.
The results of a critical success are better than a “normal”
success; see the Skill and Combat Challenges chapter for
details.
Emulate a Feat
A player may spend an action point to gain the benefits
of a normal feat he does not have, provided he meets
the prerequisites. For example, a character who already
has Power Attack may spend an action point to gain the
benefits of Cleave. When you use an action point in this
way, the benefits last for but a single round (until the start
of your next action).
Healing After Combat
Immediately after any combat, you may spend an action
point to heal a number of hit points equal to the amount
rolled on the die.
Make a Heroic Strike
You can spend an action point to “strike true” against an
opponent with damage reduction.
In low-magic campaigns where magical healing is in short
supply, it is recommend that an action point spent to heal
after combat be an exploding action die (see below).
This option is particularly important in low-magic
campaigns, when the GM wishes to use monsters with
Damage Reduction (vampires, lycanthropes, demons,
golems, etc.) but magic weapons are in short supply (or
even non-existent).
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Spending Multiple Action Points
You may spend more than one action point in a round, but
never more than one action point for the same purpose.
For example, you could spend an action point to activate
an ability, and another action point to improve a die roll,
but you could not spend two action points to improve the
same die roll or to activate the same ability twice in a
round.
Gaining Action Points During Play
There are a number of ways you can actually gain action
points during play. The GM does not have action points
to spend; instead, he can “spend” an action point by
awarding an action point to one of the players. Most of
the time, action points are gained as a “consolation prize”
when the GM inflicts some calamity upon your character,
usually as a result of a bad roll on your part or a stroke of
luck on your enemies’ behalf.
Replenishing Action Points
You begin play with a number of action points equal to 5 +
one-half your character level (round down). Thus, 1st level
characters begin play with only 5 action points.
Activate a Critical Failure with a Skill
At his discretion, the GM may award you 1 action point in
order to activate a critical failure for a skill check (see
Appendix).
Your GM decides how often your supply of action points
replenishes, according to the desired threat level of the
campaign:
Activate a Critical Hit
At his discretion, the GM may award you 1 action point to
activate a critical threat scored against your character.
x Each Game Session: In this variant, designed to keep the
action flowing (and the characters alive) your action points
replenish at the beginning of each session of play.
Activate a Critical Miss
When you make an attack roll and get a natural 1 (the
d20 actually shows 1) your attack automatically misses. In
addition, this is a threat for a critical miss.
xx Each Character Level: In this variant, your action
points replenish only when you gain a level. Each time you
gain a level, your action points “reset” to 5 + one-half
your new character level.
If your attack roll would normally hit (despite rolling a
1) the attack simply misses. The GM may not activate a
critical miss.
In either of these first two variants, if you have more
action points already (because you have gained action
points during play— see below) you may keep the higher
total.
However, if your attack roll is a 1 and would normally have
resulted in a miss despite being an automatic miss, at
his discretion, the GM may award you 1 action point and
activate a critical miss.
xxx Never Replenish: In this grim variant, your action
points never replenish. They represent the finite amount
of luck that your hero can rely on. The only way to gain
action points in this variant is to have them awarded to
you by the GM.
The GM is free to determine the effect of a critical miss
as he sees fit. Some common examples include dropping
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