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  The Roleplaying Game of Heroic Adventure in the Mythic Age – Revised Edition 
   
   
  Legendary Games Studio
  Legendary Games Studio
  Legendary Games Studio
  Legendary Games Studio    
      
   
   
   
   
   
  
   
  2 
  MAZES & minotaurs 
   
  THE ROLEPLAYING GAME OF HEROIC ADVENTURE IN THE MYTHIC AGE 
   
  BOOK ONE : PLAYERS MANUAL 
   
   
   
   
   
   
   
   
   
   
  Credits 
   
  Original Concept : Paul Elliott 
   
  Original Game Design : Olivier Legrand 
   
  Extra Material : Luigi Castellani, Reid San Filippo. 
   
  Revised Edition Supervisor : Olivier Legrand. 
   
  Cover Art : © Luigi Castellani (d’après Liz Danforth) 
   
  Interior Art : Diverse Hands.  
   
  Some illustrations © copyright Clipart.com  
   
  All text contents © Legendary Games Studio. 
   
  A Hearty Minotaurian Salute to the whole M&M 
  legion of faithful hoplites, especially (in alphabetical 
  order) Luigi Castellani, Hoplite Nomad, Guy Hoyle, 
  John Marron, Carlos de la Cruz, Lyzi Shadow, Carl 
  David Quaif, Jeff Rients, Emmanuel “Croquefer” 
  Roudier, Reid "Reidzilla" San Filippo, Erik Sieurin, 
  Matt Staggs, Garry “Doc” Weinberger, Joseph C. 
  Wolf and, of course, Paul Elliott. Additional special 
  thanks to Sergio Mascarenhas, game expert 
  extraordinaire (and very nice guy). 
  Original M&M Dedication : This game is dedicated 
  to Ray Harryhausen. The authors also wish to thank 
  Gary Gygax & Dave Arneson, Ken St-André, Greg 
  Stafford & Steve Perrin, Ian Livingstone & Steve 
  Jackson, Dave Morris & Oliver Johnson… and all 
  the other explorers of legends, without whom this 
  game would never have existed. What a weird and 
  wonderful odyssey it has been ! 
   
  Revised Edition Dedication : This new book is 
  dedicated to all the gamers on this planet who have 
  contributed to the whole Mazes & Minotaurs 
  experience by their talent, inspiration, dedication, 
  support or critical advice.  The original M&M rules 
  were written by a French gamer from an original 
  concept created by a British gamer. Since then, the 
  game has been enriched by creative contributions 
  from American, Italian, Swedish and Spanish 
  gamers and has sparked the interest of people all 
  over the world, from Portugal to Germany, Poland, 
  Israel, Canada, Greece…  making the Mazes & 
  Minotaurs odyssey a truly unique and international 
  experience. Gamers from all countries unite !!! 
   
  MAZES & MINOTAURS 
  Revised Second Edition 
   
  Book I : Players Manual 
  Includes full rules on character creation (with 12 
  classes !), combat and magic. 
   
  Book II : Maze Masters Guide 
  Includes chapters on mythic lore, creatures and 
  game mastering, background on the world of 
  Mythika and a catalogue of mythic items ! 
   
  Book III : Creature Compendium 
  Amazing collection of more than 150 folks, 
  beasts, monsters, spirits and other creatures, 
  including special variants and subspecies. 
   
  Coming Soon : M&M  Companion 
  Tons of new options for revised M&M, including 
  secondary skills, Homeric combat, influencing 
  NPCs, chariots and more ! 
   
   
  Legendary Games Studio 
   
  
   
  3 
   
  Second Edition Foreword 
   
  So here we are, in 1987…  Fifteen years (Holy 
  Zeus, 15 years !!!) have passed since the Mazes & 
  Minotaurs roleplaying game was first published by 
  a small company called Legendary Games Studio. 
   
  Since those early (and almost mythical) days, 
  roleplaying games have become a major hobby as 
  well as an established part of modern pop culture, 
  alongside with comic books, fantasy novels and 
  science-fiction movies.  
   
  Back in 1972, when Paul Elliott and I were working 
  on the original M&M game, a lot of people kept on 
  telling us how silly our idea was and how our game 
  would never get published because nobody would 
  ever be interested in some sort of unrealistic 
  “adventure wargame”… But our weird little game 
  finally got published and caught the imagination of 
  thousands of people around the planet.  
   
  Then, during the first years of the M&M odyssey, the 
  same oracles kept on telling that roleplaying games 
  were just a fad and would never survive the 
  eighties. Wrong again. The rolegaming community 
  prospered and here we are, 15 years after, with a 
  new, fully revised version of the M&M rules. 
   
  This second edition of Mazes & Minotaurs takes the 
  form of three core books : The Players Manual 
  (which you are currently reading), The Maze 
  Masters Guide and The Creature Compendium.  
   
  This basic trilogy will be followed by a fourth book, 
  the Mazes & Minotaurs Companion, which will 
  offer a variety of options to expand the basic game. 
   
  But why a new version, you ask ?  And what does 
  “revised” mean, anyway ? 
   
  First, a word to all M&M veterans : it is still the same 
  game ! Nobles and priests, centaurs and sorcerers, 
  cyclops and chimeras and, of course, mazes and 
  minotaurs, they’re all here ! The game system is the 
  same too – except that we have streamlined, 
  clarified and, well, revised a few things here and 
  there, not to change the game but to make it better.  
   
  This new edition also incorporates revised material 
  originally published in the first edition supplements, 
  from the venerable Men & Monsters and Myth & 
  Magic to the more recent Unveiled Addenda and 
  Herkatoteratos…  along with new, never-before-
  published stuff, including background material on 
  the world of Mythika (which shall be revealed in the 
  forthcoming Maze Masters Guide) ! 
   
  We also hope that this new edition will bring a whole 
  new generation of heroic gamers to the mythical 
  world of Mazes & Minotaurs…  Adventure awaits !  
   
  Let the Odyssey begin… again ! 
   
  Olivier Legrand 
   
  Table of Contents 
   
  I : CHARACTERS  
   
   
   
  Creating a Character 
   
   
      4 
   
  Warrior Classes  
   
   
      9 
   
  Specialist Classes 
   
   
     12 
   
  Magician Classes 
   
   
     13 
   
  Patron Deities 
   
   
   
     16 
   
  Character Levels 
   
   
     17 
   
  Encumbrance 
   
   
   
     18 
   
  II : COMBAT 
   
  Sequence of Action 
   
   
     20 
   
  Surprise 
   
   
   
     20 
   
  Movement  
   
   
   
     20 
   
  Melee Combat 
   
   
   
     21 
   
  Melee Weapons  
   
   
     22 
   
  Damage & Injury 
   
   
     23 
   
  Special Tactics   
   
   
     24 
   
  Special Situations 
   
   
     25 
   
  Missile Combat  
   
   
     26 
   
  Unarmed Combat  
   
   
     26 
   
  III : MAGIC 
   
  Basic Concepts   
   
   
     28 
   
  Magical Talents   
   
   
     28 
   
  Mystic Strength & Power  
   
     29 
   
  Using Magic  
   
   
   
     29 
   
  Resisting Magic  
   
   
     29 
   
  Power Recovery   
   
   
     29 
   
  Divine Prodigies   
   
   
     30 
   
  Elemental Magic  
   
   
     32 
   
  Nature’s Gifts   
   
   
     35 
   
  Poetic Magic  
   
   
   
     37 
   
  Sorcery  
   
   
   
     39 
   
  IV : ADVENTURING 
   
  Travel & Movement  
   
   
     42 
   
  Ships & Sailing   
   
   
     42 
   
  Feats & Perils 
   
   
   
     44 
   
  NPCs & Reactions 
   
   
     46 
   
  Followers 
   
   
   
     47 
   
  Advancement 
   
   
   
     48 
   
   
   
  
   
  4 
  I : CHARACTERS 
   
  Creating a Character 
   
  Creating a player-character for Mazes & Minotaurs 
  follows a very simple seven-step process : 
   
  Step 1 : Select the character’s class. 
   
  Step 2 : Roll the six basic attributes. 
   
  Step 3 : Determine name, gender and age. 
   
  Step 4 : Determine combat scores. 
   
  Step 5 : Determine other scores. 
   
  Step 6 : Determine wealth and equipment. 
   
  Step 7 : Flesh out the character. 
   
  Step 1 : Class Selection 
   
  In M&M, each player-character belongs to a class. A 
  character’s class may reflect his occupation, 
  vocation or social background. These rules describe 
  twelve classes, divided into three broad categories :  
   
  Warriors 
   
  Amazons, proud and undaunted female warriors 
   
  Barbarians, savage warriors from the wild lands 
   
  Centaurs, reckless and boisterous men-horses 
   
  Nobles, lords and champions of the civilized nations 
   
  Spearmen, elite soldiers and brave defenders 
   
  Magicians 
   
  Elementalists, masters of air, earth, fire or water 
   
  Lyrists, divinely inspired poets and musicians 
   
  Nymphs, alluring female spirits of Nature 
   
  Priests, servants and messengers of the Gods 
   
  Sorcerers, masters of illusion and mind magic 
   
  Specialists 
   
  Hunters, expert trackers and marksmen 
   
  Thieves, masters of stealth and subterfuge 
   
  A character’s degree of accomplishment in his class 
  is reflected by his level. All player-characters start at 
  level 1 and will gain new levels during the course of 
  the game, up to level 6.  
   
  Step 2 : Basic Attributes 
   
  A M&M character’s physical and mental capabilities 
  are represented by six attributes : 
   
  MIGHT (physical strength) 
   
  SKILL (adroitness and martial training) 
   
  WITS (alertness and cleverness) 
   
  LUCK (good fortune and divine favor) 
   
  WILL (resolve and self-discipline) 
   
  GRACE (charm and appeal) 
   
   
   
   
  A Noble warrior ready for Adventure ! 
   
  Roll 2D6+6 six times and distribute the six scores 
  betwee, your character’s attributes.  
   
  In M&M, all player-characters are assumed to be 
  above-average individuals, favored by fortune and 
  fate. For this reason, if the sum of the six scores is 
  less than 75 or if they do not include at least two 
  scores of 13+, simply discard the six scores and roll 
  a new set of attributes; if needed, repeat this 
  procedure until the dice give you a total of 75 points 
  or more with at least two scores over 12.  
   
  Once you have generated the six attribute scores, 
  you may lower one of them by 1 or 2 points to 
  increase another score by the same amount. This 
  may only be done once and may not take the 
  increased attribute score over 18. 
   
  The two highest scores must always be alloted to 
  the two primary attributes of the character’s class 
  (see Table 1A next page).  
   
  The other scores may be distributed as the player 
  wishes between the character’s other attributes. 
   
  Each attribute score gives a modifier (‘mod’), which 
  will be used for various calculations (see Table 1B).  
  
   
  5 
   
   
  A typical group of adventurers, from left to right : Pyros the Spearman, Lythia the Huntres, Faros the Noble and Xenon the Elementalist 
   
  Table 1A : Primary Attributes 
   
  Amazons 
   
  Skill & Grace 
   
  Barbarians 
   
  Might & Will 
   
  Centaurs 
   
  Might & Skill 
   
   
  Elementalists  
  Will & Wits 
   
  Hunters 
   
  Skill & Wits 
   
  Lyrists  
   
  Grace & Luck 
   
  Nobles 
   
  Luck & Other * 
   
  Nymphs 
   
  Grace & Luck 
   
  Priests 
   
  Luck & Will 
   
  Sorcerers 
   
  Will & Wits 
   
  Spearmen 
   
  Skill & Will 
   
  Thieves 
   
  Wits & Luck 
   
  * See description of class for more details. 
   
   
  Table 1B : Attribute Scores 
   
  Score  
  Description 
  Mod 
   
  1-2 
   
  Abysmal  
  -4 
   
  3-4 
   
  Pathetic  
  -3 
   
  5-6 
   
  Inferior  
  -2 
   
   
  7-8 
   
  Poor 
   
  -1 
   
   
  9-12  
  Average  
  0 
   
  13-14  
  Good 
   
  +1 
   
   
  15-16  
  Superior  
  +2 
   
  17-18  
  Exceptional 
  +3 
   
  19-20  
  Extraordinary 
  +4 
   
   
   
  Step 3 : Name, Gender & Age 
   
  The character’s name is chosen by the player – try 
  to find a name that sounds Greek or Mediterranean. 
   
  A character‘s gender is usually the same as the 
  player’s but exceptions are possible. Some classes 
  also have specific gender restrictions.  
   
  A character’s starting age is normally rolled on 
  2D6+15 for Warriors or Specialists and on 2D6+20 
  for Magicians, except for Nymphs who are ageless. 
  Step 4 : Combat Scores 
   
  The combat abilities of a character are reflected by 
  several important scores, all of which are derived 
  from his attributes, as detailed below. 
   
  A character Melee modifier is applied to all his 
  attack rolls in hand-to-hand combat. It is equal to 
  the sum of the character’s Might modifier (physical 
  strength), Skill modifier (weapon training) and Luck 
  modifier (battle fortune).  
   
  A character’s Missile mod is applied to all his attack 
  rolls in missile combat. It is equal to the sum of the 
  character’s Skill modifier (accuracy), Wits modifier 
  (alertness) and Luck modifier (lucky shot).  
   
  A character’s Initiative score reflects his ability to 
  strike first in combat. This score is equal to 10, plus 
  the character’s Skill modifier (combat training) and 
  Wits modifier (alertness). 
   
  A character’s Defense Class reflects how hard he 
  is to hit in combat. A character’s basic Defense 
  Class is equal to 12 plus his Luck modifier. A 
  character’s EDC (Effective Defense Class) is equal 
  to his basic Defense Class plus 2 for each piece of 
  protective equipment : breastplate, helmet, shield. 
   
  A character’s Hits Total represents the amount of 
  injury he can take before being killed. It is equal to 
  his Basic Hits (12 for warriors, 10 for specialists and 
  8 for magicians), modified by his Might mod. 
   
   
  Combat Scores 
   
  Melee = Might mod + Skill mod + Luck mod 
   
  Missile = Skill mod + Wits mod + Luck mod 
   
  Initiative = 10 + Skill mod + Wits mod  
   
  Defense Class = 12 + Luck mod + armor 
   
  Hits Total = Basic Hits + Might mod 
   
  
   
  6 
  Step 5 : Other Scores 
   
  Saving Rolls 
   
  A character has four saving rolls which may come 
  into play in various adventuring situations.  
   
  Each saving roll score is equal to the sum of three 
  attribute modifiers (which always include the Luck 
  modifier, as a direct reflection of the character’s 
  good fortune and divine favor).  
   
  Athletic Prowess rolls are used when characters 
  attempt actions like climbing, swimming etc. A 
  character’s Athletic Prowess modifier is equal to the 
  sum of his Might modifier (muscles and fitness), 
  Skill modifier (adroitness) and Luck modifier. 
   
  Danger Evasion rolls are used to avoid perils and 
  react quickly to unexpected situations. A character’s 
  Danger Evasion modifier is equal to the sum of his 
  Wits modifier (alertness), Will modifier (resolve and 
  self-discipline) and Luck modifier. 
   
  Mystic Fortitude rolls are used to resist the effects 
  of hostile magic and other supernatural powers. A 
  character’s Mystic Fortitude modifier is equal to the 
  sum of his Will modifier (strength of mind and spirit), 
  Grace modifier (aura) and Luck modifier. 
   
  Physical Vigor rolls are used to resist the effects of 
  poison, illness, pain, fatigue and other hardships. A 
  character’s Physical Vigor modifier is equal to the 
  sum of his Might modifier (strength and stamina), 
  Will modifier (willpower) and Luck modifier. 
   
  Athletic Prowess = Might md + Skill md + Luck md 
   
  Danger Evasion = Wits md + Will md + Luck md 
   
  Mystic Fortitude = Will md + Grace md + Luck md 
   
  Physical Vigor = Might md + Will md + Luck md 
   
   
  Saving Rolls in Play 
   
  All saving rolls follow the same procedure :  
   
  Roll 1D20, add the appropriate saving roll 
  modifier and compare the final result to the 
  required target number. This target number will 
  vary according to the type of roll or to the 
  situation : the higher the target number, the 
  higher the danger or challenge. 
   
  If the final result is equal to or higher than the 
  target number, the saving roll is successful.  
   
  If the final result is lower than the target 
  number, the saving roll fails.  
   
  Chapter IV (Adventuring) has detailed rules on 
  the various types of saving rolls. 
   
   
   
  Sometimes, a high Personal Charisma  
  may be as useful as a high Hits total 
   
  Personal Charisma 
   
  All characters have a Personal Charisma modifier, 
  which reflects their presence, personal aura and 
  natural leadership qualities. 
   
  A character’s Personal Charisma is equal to the 
  sum of his Will modifier (strength of personality), 
  Grace modifier (natural charm) and Luck modifier. 
   
  A character’s Personal Charisma will affect other 
  people’s reactions when they first meet him as well 
  as his ability to attract and command henchmen and 
  other followers. 
   
  Special Talents 
   
  Specialists have a special score which reflects their 
  mastery in their specialty : Hunting for Hunters and 
  Thievery for Thieves.  
   
  In both cases, this score is equal to the sum of the 
  character’s mods from his two primary attributes. 
   
  A Hunter’s Hunting score is equal to the sum of his 
  Skill and Wits modifiers. 
   
  A Thief’s Thievery score is equal to the sum of his 
  Wits and Luck modifiers.  
   
  Thus, a first-level Thief with a Wits of 16 (+2) and a 
  Luck of 13 (+1) will have a Thievery score of +3.  
   
  See chapter IV (Adventuring) for more details on the 
  special talents of Thieves and Hunters. 
   
  Magical Abilities 
   
  All magicians also have three additional scores 
  which reflect their magical abilities : Mystic Strength, 
  Power points and a special talent score which varies 
  according to their class. 
   
  These magical abilities and their various game uses 
  are described in detail in chapter III. 
  
   
  7 
   
   
  Two adventurers going through the Equipment phase 
   
  Step 6 : Wealth & Equipment 
   
  Each character starts the game with the equipment 
  listed in the description of his class (as well as basic 
  items such as clothes, sandals etc).  
   
  Characters also receive a  certain amount of money 
  expressed in silver pieces (SP). The silver piece 
  (sp) is the basic currency unit in the world of Mazes 
  & Minotaurs but other types of coins exist : 
   
  1 gold coin (gc) = 100 silver pieces (sp) 
   
  1 silver piece (sp) = 100 copper pieces (cp) 
   
  This starting wealth can be saved for later or spent 
  on extra equipment :  see the Standard Price List. 
   
  See also the rules on Encumbrance later in this 
  chapter for more details about the weight and bulk 
  of weapons, armor and other items. 
   
  Step 7 : Fleshing Out 
   
  M&M characters should be more than a collection of 
  statistics and a list of equipment.  
   
  Before play begins, players may choose to add 
  various details to the description of their characters, 
  such as his physical appearance and demeanor, his 
  most notable psychological traits, family matters, 
  personal history and other background elements. 
   
  The player should also consider his character’s 
  religious attitudes and preferences. See the Maze 
  Masters Guide for more on deities and religion. 
   
  The Mazes & Minotaurs Companion also contains 
  various optional rules that may add life and color to 
  a character, including background skills. 
   
   
   
  Standard Price List   
   
  Melee Weapons 
   
  Dagger……………………………………..15 sp 
   
  Mace…………………………………..……30 sp 
   
  Axe………………………………………….30 sp 
   
  Spear………………………………….……30 sp 
   
  Sword……………………………………….60 sp 
   
  Missile Weapons 
   
  Bow…………….…….……………………...40 sp 
   
  Javelin……………….………………………30 sp 
   
  Sling…………………………………………..5 sp 
   
  Arrows (six)…………………………………..6 sp 
   
  Slingshot (ten)………………………............2 sp 
   
  Armor 
   
  Helmet………………………………………75  sp 
   
  Breastplate…………………………..........150 sp 
   
  Shield………………………………….........75 sp 
   
  Travel & Expeditions 
   
  Rowing boat………………………………….3 gc 
   
  Small sailing ship…………………………..30 gc 
   
  Merchant ship…………...……………...…150 gc 
   
  Warship / galley……………………………300 gc 
   
  Horse………………………….………………6 gc 
   
  Mule………………………….………………..1 gc 
   
  Staff…………………… ……………………..5 sp 
   
  Flask of oil…………………………………..10 sp 
   
  Torch…………………………………….……2 sp 
   
  Flint & tinder………………………………….5 sp 
   
  Rope (30 feet)………………………………15 sp 
   
  Bedroll……………………………………….25 sp 
   
  Rations (one day)………………..…………..2 sp 
   
  Waterskin……………………………………..2 sp 
   
  Food & Lodging 
   
  Night’s lodging…………………..……….2-10 sp* 
   
  One meal (including wine)………………..2-5 sp* 
   
  Jug of wine…………………………………1-3 sp* 
   
  * prices vary with quality  
   
   
   
   
  
   
  8 
   
  Sample Character  
   
  Pyros the Spearman 
   
   
   
   
   
   
  Step 1 : Class Selection 
   
  Sam decides to create his first M&M character. 
  He wants to play a Spearman. 
   
  Step 2 : Attributes 
   
  Sam begins by rolling six scores on 2D6+6. He 
  gets the following scores  : 13, 17, 13, 15, 8 and 
  10. This gives a total of 76, making this set of 
  attributes suitable for a player-character. Sam 
  decides to let the scores as they are. 
   
  Sam must put his two best scores (17 and 15) 
  in the primary attributes of his character’s class, 
  which means Skill (17) and Will (15).  
   
  Sam then decides to put his two 13s in Might 
  and Luck to create a good all-round fighter. He 
  puts 10 in Wits, making his character a 
  moderately bright fellow, and saves his lowest 
  score (8) for Grace, since it is not a very 
  important trait for Spearmen. In the end, this 
  gives him the following scores and mods : 
   
  MIGHT = 13 (+1) 
  SKILL = 18 (+3) 
   
  LUCK = 13 (+1) 
  WILL = 15 (+2) 
   
  WITS = 10 (0)  
  GRACE = 8 (-1) 
   
  Step 3 : Name, Age & Gender 
   
  Sam decides to call his character Pyros. Pyros 
  is male (all Spearmen are). Sam then rolls 
  2D6+15 for his character’s age : his 2D6 roll is 
  8, which makes Pyros 23 years old.  
  Step 4 : Combat Scores 
   
  Next, Sam records Pyros’s combat scores : 
   
  Melee +5 (Might +1, Skill +3, Luck +1). 
   
  Missile +4 (Skill +3, Wits 0, Luck +1). 
   
  Pyros’ Skill mod of +3 and Wits mod of 0 give 
  him a basic Initiative score of 13. 
   
  Pyros’ Luck modifier of +1 gives him a basic 
  Defense Class of 13. His breastplate, helmet 
  and shield give him a +6 bonus, so his EDC is 
  19. Since Pyros is a Spearman, his EDC is 
  increased by his Skill mod (+3) when fighting 
  with spear and shield, for a final EDC of 22. 
   
  Pyros’ Might mod of +2 gives him 14 Hits.  
   
  Step 5 : Other Scores 
   
  Sam then calculates Pyros’ saving roll mods :  
   
  Athletic Prowess +5 (+1 from Might, +3 from 
  Skill and +1 from Luck) 
   
  Physical Vigor +4 (+1 from Might, +2 from Will 
  and +1 from Luck) 
   
  Danger Evasion +3 (nothing from Wits, +2 
  from Will and +1 from Luck)  
   
  Mystic Fortitude +2 (+2 from Will, -1 from 
  Grace and +1 from Luck) 
   
  For Personal Charisma, Pyros’ high Will (+2), 
  low Grace (-1) and good Luck (+1) give him a 
  very decent bonus of +2.  
   
  Step 6 : Wealth & Equipment 
   
  As a Spearman, Pyros starts with the following 
  equipment : a spear, a sword, a dagger, a 
  shield, a helmet and a breasplate. His 3D6 roll 
  for money is a measly 7, which gives him a very 
  modest starting wealth of 70 silver pieces.  
   
  Step 7 : Fleshing Out 
   
  Right now, Pyros is little more than a collection 
  of numbers – but these numbers may help Sam 
  define his character’s overall personality.  
   
  Pyros’ Skill, Might, Will and Luck make him a 
  superior warrior and probably a good leader too 
  (even though his Personal Charisma could be 
  better). Sam interprets Pyros’ low Grace and 
  average Wits as a lack of social polish and 
  intellectual finesse : Pyros is a disciplined, self-
  confident but unrefined fighter, with little talent 
  or inclination for subtle tricks or social nuances.  
   
  On a more physical side, Pyros high Might and 
  low Grace could also be interpreted as a broad 
  and muscular body frame : Pyros is probably 
  not very attractive but then, who really needs 
  charm with a Skill score of 17 ? 
   
   
  
   
  9 
  Character Classes 
   
  Class Categories 
   
  This chapter details the twelve classes available to 
  player-characters. These classes are divided into 
  three different groups, as listed below : 
   
  Warriors 
  Magicians 
  Specialists 
   
  Amazons 
  Elementalists 
  Hunters 
   
  Barbarians 
  Lyrists  
  Thieves 
   
  Centaurs 
  Nymphs  
   
  Nobles  
  Priests 
   
  Spearmen 
  Sorcerers 
   
  Some classes represent professions (Spearmen, 
  Thieves, Hunters etc) or vocations (Priests, Lyrists, 
  Sorcerers, Elementalists), while others reflect a 
  privileged social status (Nobles) or a special origin 
  (Barbarians, Amazons, Centaurs, Nymphs). 
   
  Description Format 
   
  Each class is described using the following format :  
   
  Primary Attributes : Each class has two primary 
  attributes which represent the character’s forte and 
  must receive his two highest scores. 
   
  Gender :  Some classes have gender restrictions. 
   
  Basic Hits : The character’s starting Hits total at 
  first level. This is equal to 12 for warriors, 10 for 
  specialists and 8 for magicians and must be 
  modified by the character’s Might mod (if any). 
   
  Magic : Each magician class has its own Realm of 
  magic as well as its own magic talent bonus, which 
  is equal to the sum of its two primary attribute mods. 
  Magicians also have a Mystic Strength score and a 
  Power total which reflect the amount of magical 
  energy they can use. 
   
  Special Abilities : Warriors and specialists receive 
  two special advantages which are usually tied to 
  their primary attributes. 
   
  Weapon of Choice : Warriors and specialists must 
  select a specific weapon type as their weapon of 
  choice (see chapter II for more details on Combat). 
   
  Level Benefits :  Each level beyond the first gives 
  various bonuses to a character’s abilities, including 
  his combat scores, Hits total and saving rolls. 
   
  Possessions :  Equipment and starting wealth. 
   
  Restrictions : Magicians and specialists may be 
  subject to special restrictions regarding armor use.  
   
   
   
   
  A beautiful (but deadly) Amazon warrior 
   
  Warrior Classes 
   
  AMAZONS 
   
  Amazons are female warriors ; they may be seen as 
  the feminine equivalents of Barbarians but rely more 
  on skill and grace than on brute strength. 
   
  Primary Attributes : Skill and Grace 
   
  Gender : All Amazons are female (obviously). 
   
  Basic Hits : 12 
   
  Deadly Shot : Amazons add their Skill mod to their 
  damage roll when using a bow. 
   
  Battle Grace : Amazons add their Grace mod to 
  their EDC against melee attacks, unless they are 
  surprised or wearing a breastplate. 
   
  Weapon of Choice : All Amazons must select the 
  bow as their weapon of choice. 
   
  Level Benefits : Each level beyond the first gives 
  an Amazon +4 Hits, +1 to Luck and +2 to another 
  attribute score, chosen by the player. 
   
  Possessions : Amazons start with a dagger, a 
  primary melee weapon (such as a sword or a 
  spear), a shield, a bow and 12 arrows, and a 
  starting wealth of 3D6 x 5 silver pieces. 
  
   
  10 
   
   
  A mighty Barbarian swinging his two-handed sword 
   
  BARBARIANS 
   
  Barbarians are savage warriors from uncivilized 
  lands - or regarded as such by members of the 
  dominant Greek-like culture. In the fantasy world of 
  Mythika, most Barbarian player-characters come 
  from the northern wild lands of Hyperborea. In other 
  universes, they may include Celts, Goths, Cimbrians 
  and, of course, Cimmerians. 
   
  Barbarians are born fighters, whose ferocity in battle 
  largely makes up for their lack of military discipline. 
   
  Primary Attributes : Might and Will 
   
  Gender : All Barbarian warriors are male. 
   
  Basic Hits = 12 
   
  Battle Might : Barbarians add their Might mod to 
  their damage when using their barbarian melee 
  weapons (see chapter II for more details).  
   
  Battle Fury : Barbarians add their Will modifier to 
  their EDC against melee attacks, unless they are 
  surprised or wearing a breastplate. 
   
  Weapon of Choice : Any barbarian weapon. Most 
  Barbarians prefer axes or swords.  
   
  Level Benefits : Each level beyond the first gives a 
  Barbarian +4 Hits, +1 to Luck and +2 to Might, Will 
  or Skill (player’s choice). 
   
  Possessions : Barbarians start with a dagger, their 
  melee Weapon of Choice, a missile weapon (bow + 
  12 arrows OR 3 javelins OR sling + 12 stones) and 
  a shield. Starting wealth is 3D6 x 5 silver pieces. 
  CENTAURS 
   
  Centaurs are the famous men-horses of legend, 
  well-known for their recklessness and fiery temper. 
  Centaur player-characters are assumed to belong to 
  the nobler (or less beastly) breeds of their race. 
   
  Primary Attribute : Might and Skill. 
   
  Gender : Player character Centaurs can only be 
  male. Female Centaurs (called centaurides) are far 
  quieter creatures who would never leave their herd 
  to go on quests or adventures. 
   
  Basic Hits = 12 
   
  Extraordinary Agility : Centaurs add their Skill 
  mod to their EDC against melee attacks (as well as 
  against missiles when galloping), unless they are 
  surprised or wearing a breastplate. 
   
  Four-Legged : Centaurs may use bows and other 
  missiles with no penalty while running at twice their 
  basic movement allowance (120’ per battle round 
  when unencumbered) or may gallop at four times 
  their movement allowance. When galloping, a 
  Centaur cannot engage in melee combat but may 
  deliver a special trampling attack on those who 
  stand in his way (no attack roll required, 1D6 
  damage, Danger Evasion to avoid). Such an attack 
  may also be delivered after a successful Charge. 
   
  Weapon of Choice : Bow, javelin, club or spear. 
   
  Level Benefits : Each level beyond the first gives a 
  Centaur +4 Hits, +1 to Luck and +2 to Might, Skill, 
  Wits or Will (player’s choice). 
   
  Possessions : Centaurs start with a dagger, a 
  spear and a missile weapon (bow + 12 arrows OR 
  three javelins OR sling + 12 stones). They do not 
  possess any monetary wealth. 
   
   
   
   
   
   
  A Centaur trying to look unconspicuous 
  
   
  11 
  NOBLES 
   
  Nobles are the member of the ruling families of 
  kingdoms and city-states. They are often seen as 
  proud and haughty (some Noble families even claim 
  to descend from deities !) but also tend to show a 
  very strong sense of duty to their people and nation.  
   
  Primary Attributes : Luck and another attribute 
  reflecting the character’s privileged heritage. This 
  favored attribute is chosen by the player.  
   
  Gender : Nobles may be either male or female. 
   
  Basic Hits = 12 
   
  Battle Fortune : Nobles add their Luck modifier to 
  their Initiative score in all circumstances. 
   
  Noble Heritage : All Nobles add 2 points to their 
  two primary attributes. This may reflect the favor of 
  the gods, a gifted lineage, an exceptional education 
  or a superior heroic potential. 
   
  Weapon of Choice : Sword, spear, bow or javelin. 
   
  Level Benefits : Each level beyond the first gives a 
  Noble character +4 Hits, +1 to Luck and +2 to any 
  other attribute score (player’s choice). 
   
  Possessions : Sword, dagger, shield, helmet, 
  breastplate, and 3D6 x 100 silver pieces. 
   
  A Note on Favored Attributes : A Noble’s favored 
  attribute will define his family’s most notable trait : a 
  divine or heroic ancestry (Might), a strong martial 
  tradition (Skill), a talent for stratagems (Wits), a 
  tradition of strong leadership (Will), a goddess or 
  nymph somewhere in the family tree (Grace) etc. 
   
   
   
                       A stalwart Spearman 
   
   
                   
                
                       A proud and haughty Noble 
   
   
   
  SPEARMEN 
   
  The Spearman (or hoplite) is an elite soldier who 
  relies on his training and discipline on the battlefield. 
  His favorite weapons are the spear and the shield. 
   
  Primary Attributes : Skill and Will 
   
  Gender : Male only. 
   
  Basic Hits = 12 
   
  Defensive Fighting : When fighting with spear and 
  shield, Spearmen add their Skill modifier to their 
  EDC against all melee attacks. This bonus does not 
  apply against surprise or missile attacks. 
   
  Martial Discipline : Spearmen add their Will mod to 
  their Initiative score when fighting with a spear. 
   
  Weapon of Choice : All Spearmen must select the 
  spear as their melee weapon of choice. 
   
  Level Benefits : Each level beyond the first gives a 
  Spearman +4 Hits, +1 to Luck and +2 to Might, Will, 
  Wits or Skill (player’s choice). 
   
  Possessions : 
  Spear, 
  sword, 
  dagger, 
  shield, 
  helmet and breastplate, plus 3D6 x 10 silver pieces. 
   
   
  
   
  12 
   
  Specialist Classes 
   
  HUNTERS 
   
  Hunters are rural characters skilled in scouting, 
  woodcraft and marksmanship.  
   
  Primary Attributes : Skill and Wits 
   
  Gender :  Most Hunters are male but Huntresses do 
  exist, with the goddess Artemis as a role model. 
   
  Basic Hits = 10 
   
  Deadly Aim : Hunters know how to target the weak 
  spots of animals and similar creatures : they add 
  their Skill mod to their damage rolls when using any 
  missile weapon against Beasts or Monsters. 
   
  Hunting : Hunters excel at stealth and woodcraft. 
  This talent is reflected by a special Hunting bonus 
  equal to the sum of their Skill mod and Wits mod. 
  See chapter IV (Adventuring) for more details. 
   
  Weapon of Choice : Any missile weapon. 
   
  Level Benefits : Each level beyond the first gives a 
  Hunter +2 Hits, +1 to Luck and +2 to Skill, Wits or 
  Will (player’s choice). 
   
  Possessions : Hunters start with a dagger, a spear 
  and their missile weapon of choice (bow + 12 
  arrows OR three javelins OR sling + 12 stones). 
  Their starting wealth is 3D6 x 5 silver pieces. 
   
  Restrictions : Hunters may wear any type of armor 
  but usually choose not to do so, since encumbrance 
  directly affects their stealth abilities.  
   
   
   
   
   
      A nimble female Thief stealing magical apples  
   
   
   
  A Hunter armed  with bow and dagger 
   
  THIEVES 
   
  Thieves are cunning rogues who rely on luck, 
  stealth and trickery to survive the vicissitudes of 
  destiny and fortune.  
   
  Despite what their name implies, Thieves are not 
  necessarily treacherous or dishonest and can be as 
  loyal companions of adventure as anyone else once 
  you get to trust them. But getting to trust them is 
  often the problem. 
   
  Primary Attributes : Wits and Luck 
   
  Gender : Thieves may be either male or female. 
   
  Basic Hits = 10 
   
  Thievery : Thieves excel at hiding, sneaking, 
  finding traps and, well, thieving. In game terms, all 
  these skills are reflected by a special Thievery 
  bonus equal to the sum of their Luck mod and Wits 
  mod. See chapter IV (Adventuring) for more details. 
   
  Evasion : Thieves are also very good at dodging 
  blows and add their Wits mod to their melee EDC 
  (unless taken by surprise or wearing a breastplate). 
   
  Weapon of Choice : Dagger, thrown knife or sling. 
   
  Level Benefits : Each level beyond the first gives a 
  Thief +2 Hits, +1 to Luck and +2 to Wits, Will or Skill 
  (player’s choice). 
   
  Possessions : Dagger and 3D6 x 5 silver pieces. 
   
  Restrictions : Thieves may wear any type of armor 
  but usually choose not to do so, since encumbrance 
  directly affects their stealth and agility.  
  
   
  13 
   
   
   first level Elementalist 
   
  Magician Classes 
   
  ELEMENTALISTS 
   
  Elementalists are magicians who draw their powers 
  from the four classical elements defined by Greek 
  philosophers : fire, water, earth, and air. 
   
  Primary Attributes : Wits and Will. 
   
  Gender : Elementalists may be male or female. 
   
  Basic Hits = 8 
   
  Elemental Magic : At first level, an Elementalist 
  must select one of the four classical elements as his 
  primary element. See chapter III for more details. 
   
  Elemental Mastery = Wits mod + Will mod 
   
  Mystic Strength = 12 + Elemental Mastery 
   
  Starting Power = 4 + Will mod 
   
  Level Benefits : Each level beyond the first gives 
  an Elementalist +2 Hits, +4 Power points, +1 to Luck 
  and +2 to Wits or Will (player’s choice). 
   
  Possessions : Elementalists start the game with a 
  dagger, a staff and 3D6 x 5 silver pieces.  
   
  Restrictions : Elementalists cannot wear helmets 
  or breastplates since such huge amounts of metal in 
  direct contact with their person would interfere with 
  their command of elemental forces. 
   
  LYRISTS 
   
  Lyrists 
  are 
  wandering 
  poets, 
  musicians 
  and 
  storytellers with the Gift of Orpheus, which allows 
  them to work magic through their mastery of the 
  oratory and musical arts.  
   
  Their name comes from the lyre, their musical 
  instrument as well as the symbol of their role as 
  recipients of divine inspiration. All civilized people 
  consider Lyrists to be as sacred as Priests. 
   
  Pirmary Attributes : Grace and Luck. 
   
  Gender : Lyrists may be male or female. 
   
  Basic Hits = 8 
   
  Poetic Magic : Lyrists can wield magic by singing 
  Songs of power. See chapter III for a detailed 
  description of this realm of magic. 
   
  Orphic Voice = Grace mod + Luck mod 
   
  Mystic Strength = 12 + Orphic Voice 
   
  Starting Power = 4 + Grace mod 
   
  Level Benefits : Each level beyond the first gives a 
  Lyrist +2 Hits, +4 Power points, +1 to Luck and +2 
  to Grace, Wits or Will (player’s choice). 
   
  Possessions : Lyrists start the game with a lyre, a 
  dagger and 3D6 x 5 silver pieces. 
   
  Restrictions : Their role as sacred poets forbids 
  Lyrists to wear any protective equipment as well as 
  to use any weapon other than a staff or dagger, and 
  only if they have been attacked first. 
   
   
   
  An inspired Lyrist 
  
   
  14 
   
   
         A graceful wood Nymph  using her magical powers 
   
  NYMPHS 
   
  Nymphs are nature spirits who act as protectors of 
  forests, rivers, mountains, caverns, the ocean and 
  other sanctuaries of Nature.  
   
  The vast majority of Nymphs tends to be sedentary 
  creatures but some of the younger ones sometimes 
  leave their natural habitat to wander the world, out 
  of sheer curiosity for mortals.  
   
  Primary Attributes : Grace and Luck. 
   
  Gender : Nymphs are exclusively female. There is 
  no such thing as a male nymph. 
   
  Basic Hits = 8 
   
  Nature’s Gifts : Their innate bond with the forces of 
  Nature give Nymphs magic powers. See chapter III 
  for more details about these magical Gifts.  
   
  Odylic Charm = Grace mod + Luck mod 
   
  Mystic Strength = 12 + Odylic Charm 
   
  Starting Power  = 4 + Grace mod 
   
  Level Benefits : Each level beyond the first gives a 
  Nymph +2 Hits, +4 Power points, +1 to Luck and +2 
  to Grace, Wits or Will (player’s choice). 
   
  Possessions : None. 
   
  Restrictions : Nymphs may never wear any type of 
  armor, as it obviously detracts from their natural 
  (and even supernatural) grace. 
  Know your Nymphs ! 
   
   
         
   
               Dryad  
               Oread 
   
   
    
   
   
   Napaea  
            Helead 
   
   
    
   
   
  Naiad 
      
              Nereid 
   
   
  Table 2A : Nymph Kins 
   
  Nymphs come into several kins, each of which 
  is tied to a different aspect of Nature. Roll 1D6 : 
   
  1 = Dryad (wood nymph) 
   
  2 = Naiad (river nymph) 
   
  3 = Nereid (sea nymph) 
   
  4 = Oread (mountain nymph) 
   
   
  5 = Helead (swamp nymph) 
   
  6 = Napaea (valley nymph) 
   
   
   
   
  Table 2B : Gods & Goddesses 
   
   
  Gods (1D6) 
   
   
  1 = Zeus (god of lightning and rulership) 
   
  2 = Hermes (god of travel, trade and thievery) 
   
  3 = Ares (god of war) 
   
  4 = Poseidon (god of the sea) 
   
  5 = Apollo (god of the sun, poetry, archery etc) 
   
  6 = Hephaestus (god of smithing and fire) 
   
  Goddesses (1D6) 
   
  1 = Hera (goddess of marriage and love) 
   
  2 = Hestia (goddess of hearth and healing) 
   
  3 = Aphrodite (goddess of love and passion) 
   
  4 = Demeter (goddess of the earth and fertility) 
   
  5 = Artemis (goddess of forests and hunting) 
   
  6 = Athena (goddess of skill and wisdom) 
   
  
   
  15 
   
   
  A wise Priestess 
   
  PRIESTS 
   
  Priests are devoted to the service and worship of a 
  specific God or Goddess (chosen by the player or 
  rolled randomly on Table 2B). Although most Priests 
  live in temples or other sacred places, some of them 
  are chosen by their god to lead a more adventurous 
  life, going on quests, missions and expeditions.  
   
  Primary Attributes : Luck and Will. 
   
  Gender : Priests may be male or female, depending 
  on which deity they serve. Male priests serve male 
  gods, while priestesses serve goddesses.  
   
  Basic Hits = 8 
   
  Divine Prodigies : Priests are able to call on the 
  power of their deity. See chapter III for more details. 
   
  Spiritual Aura = Will mod + Luck mod 
   
  Mystic Strength = 12 + Spiritual Aura 
   
  Starting Power = 4 + Will mod 
   
  Level Benefits : Each level beyond the first gives a 
  Priest +2 Hits, +4 Power points, +1 to Luck and +2 
  to Will or another attribute tied to the deity : Might 
  (Zeus, Ares, Poseidon, Hephaestus), Skill (Apollo, 
  Ares, Athena, Artemis), Wits (Zeus, Apollo, Hermes, 
  any Goddess), Grace (Apollo, any Goddess). 
   
  Possessions : Staff (or similar symbol of office), 
  dagger, ceremony robes and 3D6 x 10 silver pieces. 
   
  Restrictions : Priests do not usually wear armor or 
  use shields, not because it interferes with their 
  powers but because they feel the favor of their deity 
  is the only protection they really need. 
    
  SORCERERS 
   
  Sorcerers are adepts of the magical arts who use 
  their arcane powers to confuse and manipulate the 
  minds, emotions and perceptions of other persons. 
  Most Sorcerers are seen with mistrust and defiance 
  by most people, even by other magicians. Mythic 
  characters like Circe the Witch and Queen Medea 
  are good examples of Sorceresses. 
   
  Primary Attributes : Wits and Will. 
   
  Gender : Sorceresses are more frequent than male 
  Sorcerers, women being more gifted for sorcery 
  than men. To reflect this, Sorceresses roll their 
  starting age on 2D6+15 and Sorcerers on 2D6+25. 
   
  Basic Hits = 8 
   
  Sorcery : Sorcerers study and practice the arcane 
  arts of psychic Sorcery. See chapter III for more 
  details on this realm of magic. 
   
  Psychic Gift = Will mod + Wits mod 
   
  Mystic Strength = 12 + Psychic Gift 
   
  Starting Power = 4 + Will mod 
   
  Level Benefits : Each level beyond the first gives a 
  Sorcerer +2 Hits, +4 Power points, +1 to Luck and 
  +2 to Wits or Will (player’s choice). 
   
  Possessions : Dagger, staff or wand. Their starting 
  wealth is 3D6 x 10 silver pieces. 
   
  Restrictions : For some mysterious metaphysical 
  reasons, sorcerers may not use their Sorcerous 
  powers while wearing a breastplate or a helmet. 
   
   
   
                     A powerful and defiant Sorcerer 
  
   
  16 
   
   
  Bow, lyre and laurel crown…  
   
  Can you guess who this character’s patron deity is ? 
   
  Patron Deities 
   
  All player-characters (not just Priests) should 
  choose a patron deity corresponding to their class, 
  as detailed below. This choice gives no immediate 
  benefit in game terms but adds life and depth to a 
  character’s personality.  
   
  Amazons usually select either Artemis or Athena as 
  their patron deity. Don’t even think about male gods. 
   
  Barbarians normally worship strange and barbaric 
  gods who never intervene in the material world (and 
  who probably do not really exist). Barbarian player-
  characters however, are assumed to worship one of 
  the true (ie Olympian) gods. These Barbarians tend 
  to favor the warlike Ares or the solar Apollo as their 
  patron deity but may also follow gods associated 
  with might and power such as Zeus or Poseidon.  
   
  Centaurs, like Barbarians, usually show little 
  religious inclination but the more heroic members of 
  their race (which includes all Centaur player-
  characters) generally choose Artemis or Apollo as 
  their patron deity. A few of them prefer to follow the 
  ways of Ares – and those who spend too much time 
  hanging around with Satyrs tend go for Dionysus 
  (who sure knows how to throw terrific parties). 
   
  Elementalists, like Sorcerers, would probably 
  prefer not to have patron deities at all but the gods 
  think otherwise. Every Elementalist is actually 
  watched quite closely by a specific deity who acts 
  as his divine patron (whether the Elementalist likes 
  it or not). This deity is determined by the character’s 
  primary element : Zeus for air, Poseidon for water, 
  Hephaestus for fire and Demeter for earth. 
   
  Hunters usually follow Artemis or Apollo. 
   
  Lyrists almost always have Apollo as their divine 
  patron, but a few of them actually follow Aphrodite. 
   
  Nobles 
  usually 
  select 
  gods 
  associated 
  with 
  rulership as their patron deities, such as Zeus and 
  Athena, but some of them have other patron deities 
  (whether by family tradition or by personal choice), 
  such as Aphrodite, Apollo, Ares or Poseidon. For 
  player-characters, this choice may be tied to the 
  character’s family heritage attribute, with Might or 
  Will corresponding to Zeus, Ares or Poseidon, Skill 
  or Wits to Athena or Apollo, Will to Zeus, Ares, 
  Grace to Apollo or Aphrodite etc. 
   
  Nymphs, being tied to the primal forces of Nature, 
  already have some sort of divine connection which 
  normally dispense them from having a patron deity 
  but those rare Nymphs who leave their home to go 
  adventuring are wise enough to place themselves 
  under the divine attention of a specific deity, usually 
  Artemis for Dryads, Zeus for Oreads, Aphrodite for 
  Naiads and Napaea, Poseidon for Nereids and 
  Demeter for Heleads. Alternatively, any Nymph may 
  select the (so cute) Apollo as her patron deity… 
   
  Sorcerers tend to be very independent individuals, 
  who generally choose to ignore (or challenge ?) the 
  power of the gods. For this reason, most of them 
  have no patron deities – but those who do usually 
  choose the divine patronage of Hermes (who is also 
  the gods of liars, by the way). 
   
  Spearmen almost always select Ares or Athena as 
  their divine patron. This choice depends on whether 
  the character sees himself as a brutal warrior (Ares) 
  or as a valiant defender (Athena). 
   
  Thieves usually choose Hermes as their patron 
  deity (since nobody cares about them anyway) but 
  those of rural origin may actually prefer Artemis (in 
  her nocturnal and lunar aspect) and the more 
  romantically-inclined ones may follow Aphrodite. 
   
  See the Maze Masters Guide for more on deities, 
  religion and worship.  
   
  The forthcoming Mazes & Minotaurs Companion 
  also includes optional rules on the special favors 
  bestowed by deities on their champions and agents. 
   
  
   
  17 
          
   
   
  Two mighty heroes comparing their latest accomplishments 
   
  (NB : the one with the gorgon’s head is obviously wearing a magical Leaf of Protection) 
   
  Character Levels  
   
  Characters rise in levels by accumulating Glory 
  points (warriors), Wisdom points (magicians) and 
  Experience points (specialists).  
   
  Glory points are awarded for slaying monsters and 
  accomplishing heroic deeds. Wisdom points are 
  gained by defeating supernatural foes, exploring 
  unknown lands or magical sites and other important 
  mystical activities. Experience is gained differently 
  for each specialist class : Hunters gain Experience 
  by slaying or capturing Beasts and Monsters, while 
  Thieves gain it by acquiring loot and valuable items.  
   
  The Maze Master has detailed rules about the 
  awarding of Glory, Wisdom and Experience points 
  at the end of an adventure session. See chapter IV 
  (Adventuring) for more details about these awards. 
   
  A character’s level reflects his degree of personal 
  achievement and his overall heroic stature. In game 
  terms, this is reflected by the improvement of the 
  character’s attribute scores.  
   
  Each level beyond the first allows a character to add 
  1 to his Luck and 2 to another attribute (see the 
  description of each class for more details).  
   
  Increasing an attribute may in turn increase its 
  modifier and all its associated score. Increasing a 
  character’s Skill, for instance, may also increase his 
  Melee, Missile, Initiative and Athletic Prowess. 
   
  Regardless of the character’s class and level, no 
  attribute score may be increased past 20.  
   
  Characters who act as the personal agents and 
  champions of the gods may gain additional level 
  benefits. This option will be covered in detail in the 
  forthcoming Mazes & Minotaurs Companion. 
  Characters also gain extra Hits at each new level. 
  This has more to do with destiny than with physical 
  constitution : great heroes, powerful mages and 
  other exceptional individuals are harder to kill than 
  common mortals not because their body is tougher 
  but because they have a more important fate.  
   
   
   
   
   
  Table 1C : Class Levels 
   
  Warriors 
   
  Glory   
    Level     Renown  
   
    
  0 to 999 
        1 
      Local Hero 
          
   
  1000 to 1999 
        2 
      Favored Hero              
   
  2000 to 3999         3 
      Celebrated Hero         
   
  4000 to 6999 
        4 
      Famous Hero               
   
  7000 to 9999 
        5 
      Illustrious Hero 
   
  10 000+ 
        6  
      Legendary Hero 
   
  Magicians 
   
  Wisdom  
    Level     Insight  
   
    
  0 to 999 
        1 
      Novice Adept         
   
  1000 to 1999 
        2 
      Initiate Adept              
   
  2000 to 3999         3 
      Wise Adept         
   
  4000 to 6999 
        4 
      Sage Adept               
   
  7000 to 9999 
        5 
      Venerable Adept 
   
  10 000+ 
        6  
      Supreme Adept 
   
  Specialists 
   
  Experience 
    Level     Competence    
   
  0 to 999 
        1 
      Amateur 
          
   
  1000 to 1999 
        2 
      Competent              
   
  2000 to 3999         3 
      Superior         
   
  4000 to 6999 
        4 
      Expert               
   
  7000 to 9999 
        5 
      Master 
   
  10 000+ 
        6  
      Extraordinaire 
   
          
  
   
  18 
   
   
   
  Encumbrance 
   
  Characters have an Encumbrance total, which 
  represents how heavy and encumbered they are. 
   
  This total is normally equal to 10 for humans and 
  other medium-sized beings and is increased by the 
  Encumbrance value of every heavy or bukly item 
  worn or carried by the character. 
   
  Most melee weapons have an Encumbrance value 
  of 1, except spears and barbarian weapons (see p 
  22), which have an Encumbrance value of 2, and 
  daggers, knives and other small weapons which 
  have an effective Encumbrance value of zero. 
   
  Missile weapons also have an Encumbrance value : 
  0 for slings and slingshots, 1 for a bow or a quiver 
  full of arrows (2 for both) and 2 for a javelin. 
   
  Each piece of armor or protective equipment has a 
  specific Encumbrance value : 2 for a shield, 1 for a 
  helmet and 3 for a breastplate. Thus, a fully-
  equipped Spearman with a helmet (1), a breastplate 
  (3), a shield (2), a spear (2) and a sword (1) will 
  have an Encumbrance total of 19. 
   
  Money has an Encumbrance value of 1 per 100 
  coins. Thus, a bag of 300 silver pieces has an 
  Encumbrance value of 3. Small or easily-carried 
  items (gems, purses etc) have an Encumbrance 
  value of zero. A human being has an Encumbrance 
  value equal to his own Encumbrance total.   
   
  A character’s Encumbrance total is used as the 
  target number for all his saving rolls when climbing, 
  swimming or performing similar activites requiring 
  lightness and nimbleness. It will also affect a 
  character’s ability to move quietly in the same 
  manner (see chapter IV). 
   
  Characters whose Encumbrance total is higher than 
  their Might score are encumbered. An encumbered 
  character has his basic movement allowance 
  reduced by one-third. For humans, this means a 
  movement allowance of 40’ instead of 60’. 
   
  Characters who Encumbrance total is higher than 
  twice their Might score are fully encumbered.  A fully 
  encumbered character has his movement allowance 
  reduced by 2/3. For humans, this means a basic 
  movement allowance of 20’.  
   
  Characters who are fully encumbered must also 
  halve their effective Initiative score (rounded down). 
   
  A character’s Encumbrance total can never exceed 
  three times his Might score. 
   
   
  Example : Pyros Carrying Madros 
   
  Let us suppose our friend Pyros the Spearman 
  wants to carry his wounded and unconscious 
  comrade Madros on his back.  
   
  Pyros has a Might of 15 a complete Spearman 
  equipment (helmet, breastplate, shield, spear 
  and sword) : this means that Pyros is already 
  encumbered, since his Encumbrance total of 19 
  is higher than his Might score of 15. 
   
  Madros has exactly the same equipment as 
  Pyros : if Pyros carries him with all his 
  armament, his Encumbrance total will rise from 
  19 to 38, not beyond Pyros’ maximum capacity 
  of 45 (3 times his Might of 15) but enough to 
  make him fully encumbered.  
   
  To avoid being fully encumbered by Madros, 
  Pyros must reduce his Encumbrance total to 30 
  (twice his Might of 15) or less, which means 
  reducing Madros’ own Encumbrance value to 
  11 or less : Pyros decides to remove all Madros’ 
  equipment and weapons, reducing his friend’s 
  Encumbrance total to its basic value of 10.  
   
  Carrying a naked Madros across his shoulders 
  raises Pyros’ Encumbrance total to 29, allowing 
  him to keep a basic movement allowance of 40’. 
   
   
   
  Table 1D : Encumbrance Values 
   
  Item  
     
  Encumbrance 
   
  Dagger 
   
   
  0 
   
  Sword  
   
   
  1 
   
  Barbarian Weapon 
   
  2 
   
  Spear   
   
   
  2 
   
  Javelin 
   
   
  2 
   
  Bow  
   
   
  1 
   
  Quiver  
   
   
  1 
   
  Sling  
   
   
  0 
   
   
  Shield  
   
   
  2 
   
  Helmet 
   
   
  1 
   
  Breastplate 
   
   
  3 
   
  Bag of 100 coins 
   
  1 
   
  Human being or body 
        Enc total 
   
  Harp  
   
   
  2 
   
   
   
   
  Other items 
   
   
  0-3 * 
   
  * determined by the Maze Master according to the 
  weight or bulkiness of the item 
  
   
  19 
   
  2006 Edition Notes & Comments : Characters & Classes 
   
  Twelve Classes ! 
   
  The revised Mazes & Minotaurs rules included 
  twelve character classes, twice as much as the first 
  edition of the game (the ‘white book’). As you all 
  remember, the original classes were Barbarian, 
  Spearman, Noble, Sorcerer, Priest and Nymph.  
   
  The Amazon, who had been presented in the 
  original rules as a « female Barbarian variant », was 
  now given her own class description, striking a 
  critical blow for warrior women’s lib. Centaurs, 
  Hunters, Thieves, Lyrists and Elementalists were 
  taken from the first two supplements of the original 
  game : Men & Monsters and Myth & Magic. 
   
  The much-talked-about Mariner class, which was 
  mentioned but not described in Men & Monsters, 
  obviously never found its way to the Revised rules, 
  a fate which was shared by Mystagogues, Heralds, 
  Philosophers and the myriads of alternate or variant 
  classes published over the years in various sources. 
   
  From Faith to Will 
   
  In the original M&M rules, characters had a Faith 
  attribute but no Will score. Despite persistent 
  rumors, the transition from Faith to Will had nothing 
  to do with the game designer’s conversion to 
  Nietzschean philosophy but was motivated by far 
  more practical reasons : Faith was removed as an 
  attribute because it constantly overlapped with Luck 
  as a measure of a character’s divine favor, which 
  sometimes led to weird situations during play (and 
  endless after-session debates).  
   
  During the design stage of these revised rules, the 
  authors had first decided to remove Luck, transfer 
  some of its functions to Faith and add Will as the 
  missing sixth attribute, but they finally changed their 
  mind, probably because Luck was perceived as an 
  essential part of the game’s system and spirit.  
   
  This bold design move also had various unexpected 
  and interesting consequences (such as the variable 
  prime requisites of Priests) and was generally 
  welcome by players and Maze Masters. It was also 
  the reason why Olivier Legrand was once heard 
  laughing maniacally in his LGS office :  “ Ah ah ! I 
  did it !  I finally cut the Gordian knot ! ”  - typical case 
  of game designer’s hubris, if you ask me. 
   
  The Standard Price List 
   
  That hallmark of old-school fantasy roleplaying 
  games was constantly expanded and amended by 
  fans of the game. Some versions eventually went as 
  far as to include prices for sandals, perfumes, 
  massages and less savoury activities.  
   
   
  Nymphs... and Satyrs ? 
   
  The authors of the game probably went a bit over-
  the-top with all these different Nymph types. The 
  very idea of a Swamp Nymph never really appealed 
  to anyone, while the Valley Nymph soon became 
  the subject of many « valley girl » jokes, especially 
  among Californian gamers. 
   
  The Satyr as a playable character class was always 
  a subject of heated debate among the M&M 
  enthusiasts. Its supporters defended it as « the only 
  serious male alternative to Nymphs », while its 
  detractors saw it as « unplayable and potentially 
  embarrassing, especially in groups with female 
  gamers who play Nymphs ». (both quotes taken 
  from the letters column of Griffin magazine).  
   
  Glory = Experience ? 
   
  The idea of equating glory with experience (at least 
  for warriors) was a simple and efficient way to 
  encourage players to make their characters act in a 
  reasonably heroic way. It was (of course) regularly 
  contested by the so-called « advocates of evil » who 
  saw it as an unrealistic and arbitrary restriction of 
  players freedom… but on the whole, the idea of 
  playing treacherous, backstabbing « anti-heroes » 
  or greedy treasure hunters never quite took off and 
  most M&M players stayed content with this fame-
  and-fortune approach to character growth. 
   
  Pyros the Spearman 
   
  In case you were wondering, there actually WAS a 
  Pyros the Spearman among the first wave of M&M 
  characters created by the original playtesters of the 
  game, back in 1972. He was not played by a guy 
  named Sam (as implied by the rules) but by the 
  legendary David Jenkins himself, who later co-
  founded the Creative Minotaurian Society and 
  eventually gained a reputation in the gaming hobby 
  as something of a nitpicking curmudgeon (well, 
  that’s not the exact terms that were used by the 
  people we talked too but I’m sure you get the idea). 
   
  This original Pyros met his end when he was 
  toasted by a Chimera just after reaching level 3…  
   
  It was later discovered that the first edition of the 
  M&M rules included a gross mistake regarding the 
  range of Breath Weapons and that Pyros would 
  NOT have been turned to ashes if the correct range 
  has been used. This anecdote, which became 
  known as “the Chimera incident”, was actually 
  mentioned in the official errata of the original M&M 
  rules) and was the start of Dave’s great “M&M rules 
  suck” crusade, which eventually got him barred from 
  Mazecons and other gaming events… 
  
   
  20 
  II : COMBAT 
   
      
   
   
   
         A daring hero with sword and shield fighting a ferocious wildman from the mountains 
   
  Sequence of Action 
   
  For tactical and practical reasons, each combat 
  sequence is broken down into battle rounds.   
   
  Each battle round roughly represents 6 seconds of 
  action. There are 10 battle rounds in one minute.  
   
  Within a round, characters may only make one 
  combat action (usually a melee or missile attack), 
  which may be combined with a tactical movement. 
  This combat action may also be replaced by another 
  activity (such as magic use). 
   
  A battle round is divided into four phases : 
   
  1) Decision Phase : During this phase, the players 
  and the MM state what their characters will be doing 
  during the battle round. Once an action has been 
  declared, it may be cancelled at any time during the 
  round, but not replaced by another action. 
   
  2) Missile Phase : Missile attacks are resolved in 
  decreasing order of Initiative scores. Attackers with 
  the same Initiative scores attack simultaneously, 
  even if they are attacking each other. 
   
  3) Movement Phase : All characters and creatures 
  may move up to their maximum movement (see the 
  Movement section below). All movement actions are 
  assumed to occur simultaneously.  
   
  4) Melee Phase : Melee attacks occur in decreasing 
  order of Initiative scores ; attackers with identical 
  Initiative scores act simultaneously, even if they are 
  attacking each other. 
  Surprise 
   
  If a character is surprised, he cannot act during the 
  first battle round and will have to wait until the 
  second battle round to act.  
   
  During the surprise round, he may do nothing 
  except defend. Surprised characters cannot benefit 
  from their shield. Likewise, characters who get a 
  special Defense bonus because of their class 
  cannot benefit from it when taken by surprise. 
   
  Movement 
   
  During a battle round, a moving character may use 
  either tactical movement or full movement.  
   
  Tactical movement allows a character to move up to 
  his movement allowance (which is normally equal to 
  60 feet per round) while performing other actions. A 
  character who uses full movement allows can move 
  up to twice his usual movement allowance (up to 
  120’) but must forfeit all other actions.  
   
  A character’s movement allowance may be affected 
  by his encumbrance : encumbered characters have 
  a movement allowance of 40’ and fully encumbered 
  characters have a movement allowance of 20’.  
   
  A character moving on difficult ground will have his 
  effective movement rate cult in half. These factors 
  are cumulative, so a fully encumbered character on 
  difficult ground will have an effective movement rate 
  of 10’ (or 20’ if he uses full movement). 
  
   
  21 
   
   
  A valiant Spearman and his fellow adventurers protecting a fallen comrade from the enemy 
   
  Melee Combat 
   
  Resolving Attacks 
   
  To strike an opponent, a character must roll 1D20 
  and add his Melee modifier. If the result is equal to 
  or higher than the opponent’s Defense Class (EDC), 
  the attack succeeds and the opponent is wounded. 
   
  A wounded character loses a number of Hits equal 
  to the attacker’s damage roll (see Damage & Injury). 
   
  Melee Weapons 
   
  Melee weapons fall into four categories : Swords, 
  Spears, Daggers and  Barbarian Weapons (see 
  next page for more details). In addition, these rules 
  will often refer to “battle weapons”, a term which 
  encompasses all melee weapons except daggers. 
   
  Weapon Mastery 
   
  Warriors and specialists are assumed to be equally 
  proficient with all weapons – but they also have a 
  favorite weapon, referred to as their Weapon of 
  Choice, with which they are especially skilled.  
   
  Whenever a character using his Weapon of Choice 
  makes an attack roll, the player simply rolls two 
  different D20 and keeps the better result, applying 
  the usual modifiers to this roll. 
   
  Shield & Armor  
   
  A character’s shield and armor increase his 
  Effective Defense Class. In effect, each single piece 
  of protective equipment (helmet, breastplate and 
  shield) adds a +2 bonus to EDC. Thus, a completely 
  equipped fighter (shield, helmet and breastplate) will 
  have a +6 bonus to his EDC.  
  Facing 
   
  When facing multiple opponents, a character can 
  only attack one of them per battle round. He can, 
  however, defend against all of them.   
   
  An attack may come from the front, right flank, left 
  flank or rear. Only one attacker may occupy one of 
  these positions during a battle round.  
   
  A character can only use his full EDC (including his 
  shield and the special bonus of Spearmen) against 
  front or flank attacks. Rear attacks only take into 
  account the target’s basic Defense Class and armor 
  (if any), excluding shield and related bonuses. 
   
  Retreat 
   
  A character must disengage from combat before 
  retreating. A character may only disengage from 
  combat at the end of a battle round, if all his 
  opponents have failed their attack roll against him.  
   
  A retreating character must forfeit all his attacks and 
  other actions for this round. This allows him to move 
  at twice his usual movement allowance (see p 20 for 
  more details on movement rates). 
   
   
   
  Using Maps & Miniatures 
   
  Players and Maze Masters may use maps and 
  miniatures to represent terrain and participants 
  during combat scenes. If this option is chosen, we 
  recommend using 25mm miniatures, with a map 
  scale of 1 inch for 6 feet.  It is important, however, 
  to remember that M&M stands for Mazes & 
  Minotaurs, not for Maps & Miniatures. This game is 
  not a wargame, but a fantasy roleplaying game ; 
  although a certain degree of realism is desirable, 
  the main purpose of this game is not tactical 
  simulation, but adventure, excitement and fun for 
  players and Maze Master alike. 
  
   
  22 
   
   
        A dauntless Amazon charging into battle 
   
  Melee Weapons 
   
  Swords 
   
  In M&M, the term “sword” actually refers to what 
  historians or modern weapon specialists would call 
  a shortsword or a gladius. Bigger, heavier swords 
  are categorized as Barbarian Weapons. 
   
  Swords are an almost mandatory weapon for 
  civilized fighters (either as a primary weapon or in 
  addition to a spear) and may even be the weapon of 
  choice of some Nobles. Swords are all-purpose 
  weapons ; they are not subject to special restrictions 
  and follow the standard weapon rules. 
   
  Swords have an Encumbrance value of 1. 
   
  Spears 
   
  Spears are used by Spearmen as well as by many 
  other types of fighters, such as Nobles, Hunters, 
  Amazons and even Barbarians.  
   
  These weapons are especially effective in the hands 
  of Spearmen, as shown by the special abilities of 
  this class (see chapter I). In addition, their length 
  may give certain advantages or disadvantages in a 
  variety of special combat situations. 
   
  Spears have an Encumbrance value of 2. 
   
  Daggers 
   
  Daggers (and other big knives) are, in most combat 
  situations, far less effective than other weapons.  
   
  A successful attack with a dagger will inflict 1D3 Hits 
  of damage, instead of the usual D6 used for all 
  other weapons (but see Sneak Attacks p 26).  
   
  Daggers have an Encumbrance value of zero. 
  Barbarian Weapons  
   
  These weapons include big swords, huge battle 
  axes and even heavy maces or crude cudgels. 
   
  As their name implies, are normally only used by 
  Barbarians. Other warriors who try to use them 
  need a Might of 13+ to wield them properly and will 
  not gain the special damage bonus of Barbarians; 
  characters with a Might below 13 can only use 
  barbarian weapons using both hands (which 
  prevents them from using a shield). 
   
  These weapons have an Encumbrance value of 2. 
   
  Other Melee Weapons 
   
  Some characters are so strong they may be able to 
  wield the enormous weapons used by some Large 
  creatures (much like Herakles with his big club in 
  the illustration below). Such weapons have an 
  Encumbrance value of 4 and can only be wielded by 
  characters with a Might of 19 or 20, using both 
  hands. They roll 2D6 for damage but cannot benefit 
  from any special damage bonus. In addition, 
  characters who do use such weapons in combat will 
  strike at half their normal Initiative (rounded down). 
   
  Weapons of a truly Gigantic size are absolutely 
  unusable by human-sized characters. 
   
  Beings of a Small size will also use weapons that 
  are matched to their height; in game terms, the 
  swords of such creatures are the equivalent of 
  daggers (or may even be actual daggers, for that 
  matter). The miniature weapons used by Tiny 
  beings such as the legendary Myrmidons are 
  absolutely useless to human-sized characters. 
   
   
   
  Now, that’s what I call a REAL club ! 
  
   
  23 
  Damage & Injury 
   
  Taking Wounds 
   
  Every time a character (or creature) is wounded, he 
  loses 1D6 points from his Hits Total. This damage 
  roll may be increased by the special ability of some 
  characters, like Barbarians and Amazons. 
   
  Life & Death 
   
  Characters who are reduced to zero Hits or less 
  must roll D20 and add their Physical Vigor modifier.  
   
  If the result is less than 10, the character is dead.  
   
  If the result is 10 or more, the character does not die 
  but is immediately incapacitated and will die if he 
  suffers 1 more Hit of damage (coup de grâce).  
   
  If the result is 20 or more, the character will still die 
  if he takes 1 more Hit… but until then, he can still 
  continue to fight, showing heroic (or desperate) 
  resistance as he hovers on the brink of Death !  
  Once the fight is over, however, he will immediately 
  fall unconscious and become incapacitated. 
   
  Incapacitation 
   
  Characters who have been incapacitated after being 
  reduced to zero Hit remain unable to act or even 
  speak until they recover at least 1 Hit.  
   
  If nobody rescues them, they will almost certainly 
  die from the consequences of their wounds. 
   
  Thus, mortally wounded characters (ie reduced to 
  zero Hits) may actually survive provided they do not 
  suffer any other injury and receive healing. Note 
  however that such characters will always suffer from 
  permanent sequels, as explained below. 
   
   
   
  Time for a coup de grâce… 
   
   
  - Aaargh, I’ve only 2 Hits left ! 
   
  Permanent Injury 
   
  Characters who have been reduced to 2 Hits or less 
  will suffer permanent effects from their wounds.  
   
  Once the adventure is over, such characters must 
  make a Physical Vigor saving roll against a target 
  number of 10 to avoid permanent sequels. If this roll 
  fails, roll 1D6 on the Physical Decrepitude table 
  given below. Depending on the result, this may 
  result in a one-point loss in Might, Skill or Grace. 
   
  Attribute loss caused by grievous wounds cannot 
  normally be restored by magical healing.  
   
  Healing & Recovery 
   
  Each full week of complete rest allows a wounded 
  character to make a Physical Vigor roll against a 
  target number of 10.  
   
  Note that this target number may be raised by the 
  Maze Master if the character cannot benefit from 
  adequate recovery conditions. 
   
  If this roll is successful, the character recovers a 
  number of Hits equal to (1D6 + character’s level), up 
  to his starting Hits total. 
   
  Thus, a third level character will recover 1D6+3 Hits 
  if he makes his weekly Physical Vigor roll. 
   
  Note that warriors usually tend to heal faster than 
  other characters because of their higher Physical 
  Vigor modifier. 
   
  Wounded characters may also benefit from various 
  forms of magical healing (see chapter III). 
   
  Table 3A : Physical Decrepitude 
   
  D6 
   
  Attribute Loss 
   
  1-2 
   
  Lose 1pt of Might. 
   
  3-4 
   
  Lose 1pt of Skill. 
   
  5-6 
   
  Lose 1pt of Grace. 
   
  
   
  24 
   
     
   
   
  Special Melee Tactics 
   
  During the decision phase, a character engaged in 
  melee combat may choose to use special tactics 
  and maneuvers in order to gain an offensive or 
  defensive advantage over his opponents.  
   
  Charge Into Battle 
   
  Before the first battle round begins, a character with 
  a Might of 13+ and a battle weapon may elect to 
  charge into battle, running for at least 30 feet and 
  delivering his attack as he enters melee.  
   
  This charge allows him to add his Might bonus to his 
  Initiative and Melee attack roll for the first round.  
   
  This maneuver cannot be used in close quarters (ie 
  by fighters with less than 30’ of terrain before them).  
   
  Hold Back 
   
  This tactic can only be used by characters with a 
  Skill of 13+ armed with a spear. Instead of attacking, 
  the character uses his spear to keep opponents at 
  bay. In game terms, this maneuver has the same 
  effects as a Weapon Parry (see below). 
   
  Spearmen do not need to use this maneuver, since 
  their special ability already allows them to add their 
  Skill bonus to their melee Defense Class without 
  having to forfeit their attack to do so. This benefit 
  reflects the Spearmen’s superior hoplite training. 
   
  Shield Wall 
   
  This maneuver requires expert training, timing and 
  coordination; it can only be accomplished by two 
  Spearmen (or more) fighting in close formation with 
  spears and shields. Shield walls must be formed at 
  the start of the round, during the decision phase.  
   
  Once the shield wall has been formed, every 
  Spearman in the line receives a +2 bonus to his 
  EDC against all attacks, including missiles. A shield 
  wall can be combined with a collective Charge into 
  Battler. In this case, all the Spearmen in the wall 
  benefit from the advantages of the chosen tactic.  
  Subterfuge  
   
  Characters with a Wits of 13+ may try to fool or trick 
  their opponent  by using feints, false moves and 
  other stratagems.  
   
  This requires some observation and evaluation of 
  the opponent’s moves. In game terms, the character 
  must forfeit all his attacks for an entire battle round.  
   
  Once this round of observation is over, he will gain 
  an attack modifier equal to his Wits mod. Thus, a 
  character with Wits 16 will get a +2 attack modifier.  
   
  A new round of observation is necessary before 
  every new use of subterfuge. During a round of 
  observation, characters cannot use any special 
  tactic, even Weapon Parry, since it would interfere 
  with his observation of his opponent’s moves.  
   
  Subterfuge attacks cannot be combined with any 
  other special tactic, except two weapon fighting. 
   
  Two Weapons 
   
  Warriors with a Skill of 13+ may effectively fight with 
  a battle weapon and a dagger in their other hand. 
  This does not give them two attacks per round but 
  simply adds a bonus of +1 to their attack roll. 
   
  Warriors with a score of 13+ in both Skill and Might 
  may use this tactic with a battle weapon in each 
  hand, for an attack bonus of +2.  
   
  This tactic is obviously incompatible with the use of 
  a shield but may be combined with a Charge into 
  Battle, Weapon Parry or Subterfuge tactic. 
   
  Weapon Parry 
   
  A character who selects this maneuver concentrates 
  exclusively on parrying his opponents’ attacks. This 
  can only be done by characters with a Skill of 13+ 
  armed with a sword or barbarian weapon.  
   
  In game terms, the character forfeits his attacks for 
  this round but adds his Skill bonus to his Defense 
  Class against all front or flank attacks made against 
  him during this battle round.  
   
   
   
   
  Noble and Spearman practicing special melee tactics 
  
   
  25 
   
   
  Ah ah ! Tremble before my +2 attack bonus ! 
   
  Special Situations 
   
  This section details various circumstances that may 
  significantly affect the resolution of melee combat. 
   
  Close Quarters 
   
  In some situations, characters may not have all the 
  room they need to use their weapons properly, such 
  as when fighting in a narrow cave or other enclosed 
  space. In game terms, this type of situation is known 
  as fighting in close quarters.  
   
  In such a situation, characters using spears or 
  barbarian weapons will have their effective Initiative 
  halved (round down). Characters using swords or 
  daggers will suffer no such disadvantage.  
   
  In addition, all characters fighting in close quarters 
  will also be unable to use any special melee tactic. 
   
  Mounted Combat 
   
  Characters fighting on horseback gain a +2 melee 
  attack bonus against opponents on foot if these 
  opponents are of Medium size.  
   
  Against Large or Gigantic creatures, fighting from a 
  saddle brings no attack bonus. Against smaller 
  opponents, riders are actually disadvantaged by 
  their higher position (-2 versus Small opponents and 
  -4 versus Tiny ones).  
   
  When Charging into Battle on a horse, the character 
  applies his mount’s bonus of +2 to his own Initiative 
  and melee attack roll, plus any extra Charge bonus 
  given by his own Might.  
   
  This Charge maneuver may also be combined 
  against a free trampling attack against creatures of 
  Medium or smaller size.  
   
  Trampling attacks require no attack roll and cause 
  1d6 Hits of damage, unless the victim makes a 
  Danger Evasion roll (target number 15), in which 
  case this extra damage is avoided.  
   
  In melee combat, opponents may choose to attack 
  the mount rather than its rider. In this case, any 
  single injury that causes 4 Hits or more to the horse 
  requires a Danger Evasion roll from the rider to 
  avoid falling from horseback for 1d6 Hits of damage.  
   
  Only creatures that are able to Charge into Battle 
  may have this ability. It cannot be used against 
  opponents with a bigger Size. Thus, Medium beings 
  cannot Trample Large or Gigantic victims. No more 
  than one victim may be Trampled in a single round. 
   
  Note that Centaurs are also able to trample a foe, 
  using exactly the same rules as horses. 
   
  Sneak Attacks 
   
  A sneak attack is an attack that takes a victim 
  completely unaware. Such surprise attacks can only 
  be delivered after a successful, undetected stealth 
  movement (see chapter IV), making such attacks a 
  favorite trick of Thieves and Hunters.  
   
  Sneak attacks are used to take down sentinels etc 
  and usually take place out of the regular sequence 
  of standard melee combat.  
   
  Sneak attacks can only be delivered with swords, 
  barbarian weapons and daggers. When used to 
  make sneak attacks, daggers are as deadly as any 
  other weapon, inflicting 1D6 Hits of damage.  
   
  Such attacks still require an attack roll but receive a 
  +4 bonus and benefit from all the usual advantages 
  of surprise (no shield or special ability defensive 
  bonus etc). In addition, if the attack roll exceeds the 
  victim’s Defense Class by 10 or more, the damage 
  of the attack is doubled. 
   
  Sneak attacks cannot be combined with any of the 
  special melee tactics previously detailed. 
   
   
   
  Playtesting the Sneak Attack rules
  
   
  26 
   
   
  Missile Combat 
   
  Missile attacks are resolved like melee attacks (see 
  above) but use the character’s Missile modifier 
  instead of his Melee modifier.  
   
  Range and visibility may modify the attacker’s roll, 
  as shown on Table 3C below.  
   
  Note that a character’s shield can only protect him 
  against a missile attack if the character actively 
  uses his shield to cover himself (which is impossible 
  if he is unaware of the attacker, surprised etc). 
   
   
  Table 3B : Missile Combat Modifiers 
   
  Firing at short range…………………………+2 
   
  Firing at long range………………………..….-2  
   
  Poor visibility (mist, smoke etc)………….….-2 
   
  Very poor visibility (darkness)……………....-4 
   
  Moving target……………………………..……-2 
   
  Using tactical movement…………….………-2 
   
  These modifiers are cumulative (ie a moving archer 
  firing at a moving target despite poor visibility will 
  incur a total penalty of -6). 
   
   
   
  Table 3C : Missile Weapon Ranges 
   
  Javelin………………………...(Might x 10) feet 
   
  Sling…………………………………….150 feet 
   
  Bow………………………….………….300 feet 
   
  Short range = up to (range / 5) 
   
  Long range = up to (range x 2) 
   
  Unarmed Combat 
   
  In the world of Mazes & Minotaurs, unarmed combat 
  can take two forms : pugilism and wrestling. Both 
  types of combat use the attacker’s Melee modifier 
  but must be resolved at the end of the Melee Phase, 
  after all armed attacks have occurred. 
   
  Pugilism 
   
  When using pugilism, a character uses his fists to 
  inflict damage to his opponents. In pugilistic combat, 
  the victim suffers no real wound (ie does not lose 
  1D6 Hits) but gains a number of subudal damage 
  points equal to 1D3 + attacker’s Might modifier.  
   
  When a character’s total subdual damage is greater 
  than his current Hits total, he is knocked out and 
  any subsequent subdual damage inflicted during his 
  unconsciousness will be taken as regular hits.  
   
  A knocked-out character will stay unconscious until 
  he rolls 10 or more on 1D20 + Physical Vigor. One 
  such roll may be made after every minute of 
  unconsciousness. Upon waking, the character 
  immediately reduces his subdual damage total by 
  1D6 points. Each subsequent hour of rest will allow 
  him to ‘heal’ a number of subdual damage points 
  equal to his level or twice that amount for warriors.  
   
  Pugilism is a purely human fighting technique and 
  can never be used against beasts or monsters.    
   
  Wrestling 
   
  A successful wrestling attack does no damage but 
  means the attacker has grappled his opponent.  
   
  A grappled character is immobilized and can only try 
  to break free from his opponent’s hold. To break 
  free, the victim must roll higher than the grappler’s 
  Might score on 1D20 + Melee mod. Only one such 
  attempt may be made per battle round. 
   
  An immobilized character cannot defend effectively 
  against melee attacks : all melee attack rolls made 
  against him receive a +4 bonus. Note that the 
  grappler himself may not directly attack his victim 
  while maintaining his hold.  
   
  Unlike pugilism, wrestling may be used against 
  beasts or monsters (except those of Gigantic size). 
   
   
   
  The ancient art of lion-wrestling 
  
   
  27 
  2006 Edition Notes & Comments : Combat 
   
   
  The Initiative System 
   
  The initiative system of the original M&M rules was 
  quite clunky and was often criticized as being too 
  simplistic and “unrealistic”. One of the most frequent 
  complaints was that it made no difference between 
  melee combat, missile fire and magic use. Some 
  gaming magazines published very detailed initiative 
  systems with ‘segments’, ‘secondary action phases’ 
  and other such nonsense…  
   
  The 1987 Revised rules introduced a simplified, 
  streamlined initiative system which made combat 
  scenes faster to run, while taking into account the 
  difference between missile and melee combat. 
   
  The Wargame Controversy 
   
  « This game is not a wargame, but a fantasy 
  roleplaying game… »  
   
  When the authors of M&M included this innocuous 
  (and, to be honest, perfectly sensible) statement in 
  the Using Maps & Miniatures boxed text, they 
  probably never imagined it would start a controversy 
  that would divide the gaming community for more 
  than a decade !   
   
  Wargaming was quite big in those days and, for 
  some unknown reason, one of the main wargaming 
  magazine of the time (The Wargamist) interpreted 
  this small sentence as some sort of implicit insult or 
  sarcasm aimed at their hobby and published what 
  was probably the most scornful review ever written 
  about a RPG :  
   
  « This strange little « fantasy game », that has 
  nothing to do with serious simulation, will probably 
  amuse immature fans of Jason & the Argonauts for 
  a few hours (…) until they realize its utter vacuity 
  and pretentiousness – not to mention its total lack of 
  tactical realism and historical accuracy. ».  
   
  During the following years, the phrase : « M&M is 
  NOT a wargame… » became the motto (warcry ?) 
  of a group of hardcore wargamers who tried to have 
  M&M excluded from all major gaming conventions.  
   
  The ensuing tension eventually incited the M&M 
  enthusiasts to organize their own event – yes, that 
  was how and why MAZECON came to be… This 
  was in 1976 and M&M is still here ! 
   
  Weapon Damage…  
   
  The fact that all weapons did the same damage was 
  never accepted by some gamers. Over the years, 
  various RPG magazines published “variant weapon 
  rules” with impressive lists of different weapons with 
  different damage ranges : some of them used 
  different dice types (eg 1d8 for swords), others used 
  straight modifiers (eg 1D6+2 for swords) and a 
  minority of obsessive “weapon experts” combined 
  both (eg 1d8+1 for a medium sword, 2d4-1 for a 
  standard spear… you get the idea).  
   
  Others wondered why their characters had to buy 
  costly swords if a cheap cudgel did exactly the 
  same damage – and that’s probably why the rules 
  on Weapons of Choice were added in the revised 
  second edition.  
   
  The system also had its supporters, who pointed out 
  that the rules on weapon length already gave 
  spears a strong advantage over daggers or even 
  swords. And that swords are classier than cudgels.  
   
  On the whole, the majority of M&M players just did 
  not give a damn. 
   
  … and, of course, Armor ! 
   
  « Armor does not make you harder to hit ! »   
   
  How often have we heard this ?   
   
  And how many times has someone retorted :  
   
  « Yeah but the attack roll is not a hit-or-miss roll ; a 
  failed attack roll does not mean your blow hits the 
  air, simply that it was not delivered with enough 
  might, skill or luck to get past the opponent’s armor 
  or shield… »  
   
  This was generally followed by a few seconds of 
  silence and then by something along the line of :  
   
  « Oh yeah ?  So what about missile weapons ? »   
   
  And by the time the discussion came to an end, it 
  was 4.00 am again.  
   
  Shield Walls 
   
  The shield wall became an all-time favorite of M&M 
  players. Frantic cries of « Shield wall ! » were often 
  heard during game sessions and the phrase 
  eventually became the rallying slogan of M&M 
  fanatics everywhere. 
   
  Unarmed Combat 
   
  Strangely, many M&M players never really took 
  interest in the unarmed combat rules, preferring to 
  fight with sword or spear, even when pugilism or 
  wrestling appeared to be the sensible option.  
   
  In 1978, Griffin magazine had published specialized 
  Pugilist and Wrestlers classes as part of an 
  « Olympic Games » special feature, but on the 
  whole, unarmed combat never caused as much 
  enthusiasm among the M&M crowd as good old 
  fashioned sword-and-blood mayhem…  
  
   
  28 
  III : MAGIC 
   
   
   
   
   
   
   
   
   Three Faces of Magic : a crafty Thessalian Sorceress, a wise Priestess of Hestia and an alluring Valley Nymph 
   
   
  Basic Concepts 
   
  In the M&M world, magic can take many forms, 
  such as the mind-affecting spells of Sorcerers to the 
  Divine Prodigies of Priests or the Natural Gifts of 
  Nymphs. While they have very different origins and 
  purposes, all these forms of magic share many 
  common characteristics in game terms. 
   
  Realms of Magic 
   
  A magician’s Realm defines how his powers work, 
  where they come from and what he can do with 
  them. The five Realms described in these rules 
  (Divine Prodigies, Elementalism, Nature’s Gifts, 
  Poetic Magic and Sorcery) represent the most 
  commonly practiced forms of magic in a typical 
  M&M world but others may exist, representing 
  darker or more exotic forms of magical lore. 
   
  Each Realm gives access to six different magical 
  powers. In the Revised M&M rules, magicians have 
  access to all the powers of their Realm regardless 
  of their class level : rising in levels does not allow a 
  magician to gain new powers but enable him to use 
  his powers more effectively and more frequently. 
   
  Magnitude Levels 
   
  Each magical power has a different  Magnitude 
  level rated from 1 to 6. The Magnitude level of a 
  power should not be confused with the level of the 
  magician who uses it. It simply indicates how many 
  Power points the magician must spend to use it. 
   
  Power points 
   
  A magician’s Power points represent his available 
  amount of mystical energy. At first level, a 
  magician’s Power points total is equal to 4 plus one 
  of his primary attribute mods. Every time a magician 
  reaches a new level, he gains 4 additional Power 
  points. The most powerful magicians will have more 
  than 20 Power points – Power indeed ! 
  Magical Talents 
   
  All magicians have a talent bonus which has a 
  different name for each Realm of magic and is used 
  to calculate their Mystic Strength as well as various 
  aspects of their magical powers.  
   
  Depending on the character’s Realm of magic, this 
  talent bonus may also have other applications.  
   
  In all cases, a magician’s talent bonus is equal to 
  the sum of his two primary attribute modifiers. 
   
  Lyrists have an Orphic Voice bonus that reflects 
  the melodious and magical quality of their vocal 
  chords as well as their affinity with Poetic Magic. 
   
  A Lyrist’s Orphic Voice bonus is equal to the sum of 
  the character’s Grace mod and Luck mod. 
   
  Nymphs have an Odylic Charm bonus that reflects 
  their magical attunement to the forces of Nature.   
   
  A Nymph’s Odylic Charm bonus is equal to the sum 
  of her Grace mod and Luck mod. 
   
  Priests have a Spiritual Aura bonus which reflects 
  their mystic connection and attunement to the divine 
  world and its prodigies.  
   
  A Priest’s Spiritual Aura bonus is equal to the sum 
  of his Luck and Will mods. 
   
  Sorcerers have a Psychic Gift bonus which 
  reflects their innate affinity with the hidden powers 
  of the human mind.  
   
  A Sorcerer’s Psychic Gift bonus is equal to the sum 
  of his Wits mod and Will mod. 
   
  Elementalists have an Elemental Mastery bonus 
  which represent their command over primal forces.  
   
  An Elementalist’s Elemental Mastery bonus is equal 
  to the sum of his Wits mod and Will mod. 
  
   
  29 
   
   
    - Behold the eldritch might of my arcane powers !  
   
  Mystic Strength & Power 
   
  A magician’s Mystic Strength which represents the 
  potency  and efficiency of his magical powers. It is 
  equal to 12 + the magician’s talent bonus. Thus, a 
  Lyrist with an Orphic Voice bonus of +4 will have a 
  Mystic Strength of 16. 
   
  A magician’s  Power points represent his personal 
  reserve of mystical energy. This total is equal to 4 
  times the magician’s level, plus one of his primary 
  attribute modifier : Will for Elementalists, Sorcerers 
  and Priests or Grace for Nymphs and Lyrists. Thus, 
  a level 2 Lyrist with a Grace mod of +3 will have a 
  total of 11 Power points. 
   
  See the description of the various magician classes 
  in chapter I for more details on these important 
  scores and how they are calculated. 
   
  Using Magic 
   
  Using magic draws heavily on the character’s inner 
  mystic energy. Every time a magician uses one of 
  his powers, he must spend an amount of Power 
  equal to the Magnitude level of the power.  
   
  Thus, using a Magnitude level 3 power requires an 
  expenditure of 3 Power points. 
   
  Unless otherwise specified, using magic normally 
  requires one full battle round of full concentration, 
  during no other action can be performed.  
   
  If the magician’s concentration is disrupted, the 
  process will be aborted. Otherwise, the power will 
  take effect at the end of the ongoing battle round. If 
  two enemy magicians are using their magical 
  powers against one another, these powers will take 
  effect simultaneously. 
   
  Beyond these basic principles, a magician’s powers 
  work according to the specific rules of his Realm of 
  magic. As detailed in the following pages, each 
  Realm has its own restrictions, specific rules and 
  special cases, as well as its own specific method 
  and rate of Power points recovery.   
  Resisting Magic 
   
  Every time a magical power is used against an 
  unwilling target, this target is allowed a Mystic 
  Fortitude saving roll to counter or avoid its effects.  
   
  Mystic Fortitude saving rolls have a target number 
  of equal to the attacking magician’s Mystic Strength.  
   
  Thus, resisting the powers of a Sorcerer with a 
  Mystic Strength of 19 will require a total of 19 or 
  more on a roll of (1D20 + Mystic Fortitude). 
   
  Power Recovery 
   
  As stated earlier, each magician class has its own 
  method for recovering Power points. A magician’s 
  Power recovery rate is based on his level. This 
  recovery may not bring a magician’s Power total 
  over its usual maximum. 
   
  Priests recover Power by honoring their deity by 
  performing religious rituals. Each hour of ceremony 
  will restore a number of Power points equal to the 
  character’s level. 
   
  Lyrists recover Power by singing, playing music 
  and reciting poems. Each hour of such activity will 
  restore a number of Power points equal to the 
  character’s level. 
   
  Sorcerers and Elementalists recover their Power 
  points by sleeping. Each two full hours of sleep will 
  restore number of Power points equal to the 
  character’s level. 
   
  Nymphs recover Power by melding themselves with 
  their natural element (ie trees for a dryad, a river or 
  spring for a naiad etc). Each hour of melding will 
  restore a number of Power points equal to the 
  character’s level. While melding with Nature, a 
  Nymph remains fully aware of her surroundings but 
  may not participate in any activity. 
   
   
   
  Leave me alone ! says the Dryad to the Lyrist. 
   
  Can’t you see I’m melding with the forces of Nature ?  
  
   
  30 
   
   
  Athena, goddess of skill and wisdom 
   
  Divine Prodigies 
   
  Magnitude 1 : Divine Blessing 
   
  With this power, a Priest may place his deity’s 
  blessing upon an individual (including himself). To 
  Bless someone, the Priest must be able touch the 
  head, heart or shoulder of the chosen individual. 
   
  A Divine Blessing takes the form of a +2 bonus to 
  one of the character’s scores and last for a number 
  of hours equal to the Priest’s Spiritual Aura.  
   
  Depending on his deity, a Priest may bless up to 
  three or four different scores :  
   
  Apollo  
   
  Artemis 
  Danger Evasion  
  Danger Evasion 
  Missile Attack 
   
  Defense Class 
  Mystic Fortitude  
  Missile Attack 
  Personal Charisma 
  Mystic Fortitude 
   
  Zeus 
   
   
  Athena 
  Danger Evasion  
  Defense Class 
  Defense Class 
   
  Melee Attack 
  Mystic Fortitude  
  Mystic Fortitude 
  Personal Charisma 
  Personal Charisma 
   
  Ares 
   
   
  Hera 
  Defense Class 
   
  Danger Evasion 
  Melee Attack 
   
  Mystic Fortitude 
  Physical Vigor 
   
  Personal Charisma 
   
  Hermes  
   
  Hestia 
  Danger Evasion  
  Danger Evasion 
  Mystic Fortitude  
  Mystic Fortitude 
  Personal Charisma 
  Physical Vigor 
   
  Poseidon 
   
  Demeter  
  Danger Evasion  
  Danger Evasion 
  Mystic Fortitude  
  Mystic Fortitude 
  Physical Vigor 
   
  Physical Vigor 
   
  Hephaestus 
   
  Aphrodite 
  Defense Class 
   
  Danger Evasion 
  Mystic Fortitude  
  Mystic Fortitude 
  Physical Vigor 
   
  Personal Charisma 
   
  A Priest may place multiple Blessings on a single 
  individual, with each blessing increasing a different 
  characteristic at the cost of 1 Power point. Thus, a 
  Priest of Poseidon could place a triple blessing, 
  giving a bonus of +2 to Mystic Fortitude, Danger 
  Evasion and Physical Vigor, for a total cost of 3 
  Power points. Note that the same score cannot be 
  affected by multiple Blessings at the same time. 
   
  Monsters and animals, having no faith, cannot be 
  affected by Divine Blessings. 
   
  Magnitude 2 : Divine Vision 
   
  With this power, a Priest may ask his deity to send 
  him a vision related to a specific person, place or 
  situation.  Depending on the circumstances, these 
  visions may come from the past, the present or 
  even the future – but visions of the future often take 
  a symbolic form that make them difficult to interpret.  
   
  Divine Vision requires an appropriate ritual of 
  approximately one minute (10 battle rounds). 
   
  Deities will always answer truthfully to the questions 
  of their Priests – but not always in a perfectly clear 
  or complete manner. The Maze Master remains the 
  final arbiter on the amount of information deities 
  may wish to reveal through Divine Visions.  
   
   
   
  Hermes, god of travellers, messengers and thieves 
  (among various things) 
   
  
   
  31 
  Magnitude 3 : Divine Vitality 
   
  With  this power, a Priest may call on his deity’s 
  supernatural might to instantly heal an individual’s 
  wounds and injuries, infusing him with divine vitality. 
  The Priest may use this power on any person or 
  creature, including himself.  
   
  Each use of Divine Vitality instantly restores (1D6 + 
  Priest’s Spiritual Aura) Hits to a wounded character 
  or creature, without exceeding his usual maximum. 
   
  Magnitude 4 : Divine Gift  
   
  This power allows a Priest to bestow a spectacular 
  ability to a chosen individual (including himself). 
  This ability varies according to the deity’s sphere of 
  influence, as shown below. The effects of a Divine 
  Gift may be combined with those a Blessing but are 
  much shorter, lasting for a number of battle rounds 
  equal to the Priest’s Spiritual Aura. 
   
  To place a Divine Gift on someone, the Priest must 
  call out his deity’s name while pointing his finger (or 
  other similar gesture) at the chosen individual.  
   
  Apollo : Accuracy  
   
   
   
  Aphrodite : Presence 
   
   
  Ares : Victory  
   
   
   
   
  Artemis : Accuracy 
   
   
  Athena : Victory  
   
   
  Demeter : Endurance 
   
   
  Hephaestus : Strength  
   
   
   
  Hera : Presence 
   
   
  Hermes : Celerity 
   
   
  Hestia : Endurance  
   
   
  Poseidon : Strength  
   
   
   
  Zeus : Presence  
   
   
  Accuracy : The character adds +4 to all his Missile 
  attack rolls and +2 to all missile damage rolls. 
   
  Celerity : The character acts before anybody else in 
  combat, regardless of Initiative, and increases his 
  movement by 50%.  
   
  Endurance : The character automatically succeeds 
  at all Physical Vigor rolls and regains 2 Hits at the 
  end of each battle round, up to his maximum total. 
   
  Presence : The character automatically succeeds 
  at all Mystic Fortitude and Personal Charisma rolls. 
   
  Strength : The character automatically succeeds at 
  all the feats of strength he attempts, regardless of 
  his Might (see Feats of Strength in chapter IV), and 
  his wrestling holds cannot be broken. 
   
  Victory : The character adds +4 to all his Melee 
  attack rolls and +2 to all melee damage rolls. 
   
  Different Gifts from different deities cannot operate 
  at the same time on the same character. 
   
  Magnitude 5 : Divine Wrath  
   
  This power allows the Priest to strike his enemies 
  with a bolt of pure spiritual energy.   
   
  Each use of Divine Wrath inflicts (1D6 + Priest’s 
  Spiritual Aura) Hits of damage to the chosen target. 
  This power requires no attack roll and has a 
  maximum range of 30 feet. The target is allowed a 
  Mystic Fortitude to counter the effects. 
   
  Magnitude 6 : Divine Intervention 
   
  With this very spectacular power, a Priest may ask 
  for a direct intervention by his deity. This requires 
  the expenditure of 6 Power points, followed by a 
  percentile roll to see if the deity actually answers. 
  The chance of success of this percentile roll is equal 
  to 2% per level of the Priest. If the % roll fails, the 
  deity does not answer and the Power has been 
  spent in vain : the Priest may try again but will have 
  to spend 6 Power points before every new attempt.  
   
  Once a God or Goddess intervenes, the Priest has 
  absolutely no influence over the deity’s actions ; 
  deities nonetheless tend to act in favor of those who 
  serve and honor them. The exact consequences of 
  a Divine Intervention are left to the Maze Master but 
  should always be as spectacular as possible 
  (remember Poseidon in Jason & the Argonauts ?).  
   
  There are two important things to keep in mind 
  when dealing with deities. The first thing is that 
  deities are omnipotent (at least within their sphere of 
  power). When a deity really wants to accomplish 
  something, then he or she automatically succeeds.  
   
  The second thing to remember is that deities do not 
  like to be bothered for frivolous reasons and are 
  under no obligation to help mortals who ask for their 
  divine intervention. If the Maze Master feels that the 
  Priest is calling a Divine Intervention for frivolous or 
  stupid reasons, he is perfectly entitled to let the 
  Priest spend his 6 Power points in vain and then 
  send him a Divine Wrath attack (no Mystic Fortitude 
  roll allowed) to reflect his deity’s divine displeasure. 
   
  Deities never stay on the material plane very long ; 
  once their job is done, they usually vanish in a cloud 
  of smoke, flash of light or other dramatic way of exit.  
   
   
   
  Did someone ask for Divine Intervention ? 
  
   
  32 
   
   
  - Time for a little Elemental pyrotechnics ! 
   
  Elemental Magic 
   
  Elemental magic (also known as ‘Elementalism’) is 
  one of the most spectacular forms that magic can 
  take. An Elementalist is a magician who uses his 
  magical spells to obstruct, burn and sunder those 
  who would oppose him. 
   
  The study of Elemental magic is actually divided 
  between four different fields corresponding to the 
  four classical elements : Fire, Air, Earth and Water.  
   
  Some Elementalists are also able to manipulate the 
  pre-elementary forces of light and darkness (see the 
  forthcoming M&M Companion for more on this).  
   
  When an Elementalist character is created, the 
  player must choose the two elements that will define 
  his magical repertoire. Some combinations are 
  impossible : Fire and Water or Earth and Air.  
   
  One of these two elements will also have to be 
  chosen as the character’s primary element, which 
  will give him extra advantages tied to his Elemental 
  Mastery bonus when using its powers. 
   
  Each element gives access to three powers : thus, 
  an Elementalist will have a total of six powers, as all 
  other magicians. The powers of each element are 
  divided into three ranks of Magnitude (1 to 3).  
   
  Elemental magic is a very spectacular form of magic 
  but tends to be very taxing for adept’s inner energy 
  and lacks the mystic finesse of other Realms.  
   
  Using an Elemental power costs a number of Power 
  points equal to twice its Magnitude level : 2 points 
  for a Magnitude 1 power, 4 points for a Magnitude 2 
  power and 6 points for a Magnitude 3 power.  
   
  Elementalism is a very physical power : for this 
  reason, it usually cannot be resisted by Mystic 
  Fortitude but most Elemental powers may be 
  avoided with a Danger Evasion roll, made against 
  the usual target number of 15 (and not against the 
  Elementalist’s Mystic Strength).  
  Air 
   
  Magnitude 1 : Swirling Winds 
   
  This power enables an Elementalist to cause the 
  wind to whip around the target, increasing his EDC 
  vs Missile attacks. This power has a range equal to 
  the Elementalist’s Mystic Strength in feet. 
   
  A character or creature affected by this power is 
  considered to have a +4 bonus to EDC vs. missile 
  for a number of rounds equal to the Elementalist’s 
  Mastery but the affected individual will also be 
  unable to make any Missile attacks himself. 
   
  This power may be used on a group, up to a 
  number of individuals equal to the Elementalist’s 
  Mastery bonus. In this case, all affected individuals 
  must stand within 10 feet of each other. 
   
  Elementalists with Air as their primary element 
  double their Mastery for purposes of calculating the 
  maximum number of targets they can affect. 
   
  Magnitude 2 : Talons of the Wind 
   
  The target of this power is ravaged by a whirlwind 
  that attempts to scourge every piece of equipment 
  from him. The whirlwind lasts only one battle round.  
   
  The affected character or creature must make a 
  separate Danger Evasion roll for each piece of 
  equipment (armor, weapons, bags, etc.). Any piece 
  of equipment that fails is thrown 2D6 feet in a 
  random direction.  
   
  This power also prevents the target from taking any 
  type of physical action.  
   
  This power may be used on a group, up to a 
  number of beings equal to the Elementalist’s 
  Mastery bonus, as long as all targets are within 10’ 
  of each other. Elementalists with Air as their primary 
  element double their Mastery for purposes of 
  calculating the number of targets they can affect. 
   
  Magnitude 3 : Gale Fury 
   
  With this power, an Elementalist can summon a 
  furious gigantic whirlwind that scatters his foes like 
  leaves in the wind. The gale has a radius equal to 
  twice the Elementalist’s Mystic Strength in feet. 
   
   
   
  Air Elementalists can sometimes be such poseurs 
   
  
   
  33 
  All characters or creatures within this distance of the 
  center of the whirlwind must pass a Danger Evasion 
  roll each round or be tossed about.  
   
  Those who fail are thrown 3D6 feet in a random 
  direction and take 1D6 Hits of damage.  
   
  The whirlwind lasts for a number of battle rounds 
  equal to the Elementalist’s Mastery bonus.  
   
  It can move at a speed equal to the Elementalist’s 
  Mystic Strength in feet per round (which requires the 
  Elementalist’s full concentration).  
   
  Elementalists with Air as their primary element 
  double their Mastery for purposes of calculating the 
  duration of this power. 
   
  Earth 
   
  Magnitude 1 : Hands of Stone 
   
  This power enables an Elementalist to cause stone 
  hands to erupt from the ground and seize an 
  enemy’s legs. It has an effective range of 30 feet.  
   
  A being affected by this power is immobilized for a 
  number of battle rounds equal to the Elementalist’s 
  Mastery, lowering his EDC by 4 and causing him to 
  automatically fail all Danger Evasion rolls.  
   
  The victim can still attack opponents within melee 
  reach or missile range, but with a penalty of -2. 
   
  The designated target may make a Danger Evasion 
  roll to escape the grasp of the Hands of Stone. 
  Once he has been grappled, he may try to break 
  free with a successful feat of strength. 
   
  The Elementalist may simultaneously summon 
  multiple pairs of hands to affect several targets 
  within a number of feet equal to his Mystic Strength. 
  In this case, each pair of hands will require the 
  same 
  expenditure 
  of 
  Power 
  points. 
  Thus, 
  summoning three pairs of hands will require a total 
  Power expenditure of 6 points (2 for each pair). 
   
  Elementalists with Earth as their primary element 
  double their Elemental Mastery bonus for purposes 
  of calculating the duration of this power. 
   
  Magnitude 2 : Skin of Bronze 
   
  With is power, an Elementalist infuses the target’s 
  body with the essence of bronze, greatly increasing 
  his strength and resistance to damage.  
   
  The affected character or creature gains a +4 bonus 
  to EDC and a +2 bonus to melee damage rolls.  
   
  This lasts for a number of battle rounds equal to the 
  magician’s Elemental Mastery bonus – or twice that 
  duration for Elementalists who have chosen Earth 
  as their primary element. 
   
    
   
   
  - By the power of Earth, I command you to WALK !  
   
  Magnitude 3 : Animate Statue 
   
  This powerful spell allows an Elementalist to 
  animate a Large stone statue, bringing it to life. 
  Animated stone statues will have the same 
  characteristics as a Stone Titan (see the Creature 
  Compendium).  
   
  The Stone Titan will obey all the commands of its 
  creator for (5 minutes x Elemental Mastery), after 
  which it will petrify, reverting to his original form as 
  an inanimate statue.  
   
  Elementalists with Earth as their primary element 
  double the duration of this power. 
   
  Fire 
   
  Magnitude 1 : Dart of Fire 
   
  With this power, an Elementalist summons forth a 
  bolt of pure fire to hurl at his enemies. This fiery 
  attack requires no attack roll but may be dodged 
  with a Danger Evasion roll.  
   
  The dart does 1D6 Hits of damage and has a 
  maximum range of (Elementalist’s Mastery x 5’). 
   
  Elementalists with Fire as their primary element 
  double the range of this power. 
   
  Magnitude 2 : Blazing Sphere 
   
  This power allows the Elementalist to conjure a 
  man-sized ball of fiery flame that he can move by 
  mental command.  
   
  The sphere has a movement equal to twice the 
  Elementalist’s Mystic Strength in feet per round and 
  causes 2D6 Hits of damage to any being within 5 
  feet of it as it moves about.  
  
   
  34 
  The sphere may thus be used against several 
  targets, provided they are standing close enough to 
  each other.  
   
  Each single target can only be damaged by the 
  sphere once per battle round and may avoid all 
  damage with a successful Danger Evasion roll.  
   
  The sphere will also ignite any flammable materials 
  it comes into contact with.  
   
  Moving the sphere requires the Elementalist’s full 
  concentration, up to a number of rounds equal to 
  the Elementalist’s Mastery bonus. 
   
  Elementalists with Fire as their primary element 
  double the maximum duration of this power. 
   
  Magnitude 3 : Volcanic Destruction 
   
  With this power, an Elementalist causes an eruption 
  of volcanic fire that engulfs his foes in burning 
  sorrow for a number of battle rounds equal to the 
  Elementalist’s Mastery bonus.  
   
  All beings within (Mystic Strength x 2) feet of the 
  center of the eruption must pass a Danger Evasion 
  roll each round. 
   
  Those who fail will take 2D6 Hits of damage during 
  the first round and 1D6 additional Hits on each 
  subsequent round. Even those who make their 
  Danger Evasion roll will suffer 1D6 damage on the 
  first round (but no damage afterwards). 
   
  The center of the eruption cannot be more than 20’ 
  away from the magician himself, who will be 
  affected too. Since calling the eruption requires his 
  full concentration, the magician automatically takes 
  2D6 damage on the first round (no saving roll 
  allowed) but will suffer no further damage thereafter.  
   
  This strange side-effect is actually a manifestation 
  of the Gods’ will to limit the uses of this very 
  destructive power and has been the doom of many 
  overconfident Elementalists… 
   
  Elementalists with Fire as their primary element 
  double the maximum duration of this power. 
   
   
   
  Caution : don’t try Fire Elementalism at home 
  Water 
   
  Magnitude 1 : Torrent of Water 
   
  This power enables an Elementalist to cause water 
  to spout mightily from his hand. He may direct this 
  torrent automatically towards any target within a 
  number of feet equal to his Mystic Strength.  
   
  A character or creature hit by the torrent must pass 
  a Danger Evasion roll or be thrown back 2D6 feet 
  and knocked down. Large creatures are only thrown 
  back 1D6 feet and Gigantic ones are unaffected. 
   
  This power may be used against a group, up to a 
  number of individuals equal to the magician’s 
  Elemental Mastery bonus, with a Danger Evasion 
  roll for each intended victim. 
   
  Elementalists with Water as their primary element 
  double their Mastery bonus for purposes of 
  calculating the number of targets they can affect. 
   
  Magnitude 2 : Swirling Flood 
   
  With this power, an Elementalist can flood an area 
  with vigorously churning water cause all within to be 
  hindered. It has a range of (Mystic Strength x 5’) 
  and a radius of (Mystic Strength x 2’).   
   
  All beings in the affected area must make a Danger 
  Evasion roll or suffer a -4 penalty applied to their 
  Initiative, Attack and Danger Evasion scores for a 
  number of minutes equal to the magician’s Mastery.  
   
  Elementalists with Water as their primary element 
  double their Elemental Mastery bonus for purposes 
  of calculating the duration of this power. 
   
  Magnitude 3 : Fist of the Sea 
   
  This power can only be used in the presence of a 
  large body of water (at least 20 yards across). It 
  allows the Elementalist to summon a giant tentacle-
  like appendage of water ending in a huge fist.  
   
  Each time this power is used, the fist can strike at 
  targets within (Mastery x 10’) of the water’s edge, 
  affecting up to one Gigantic creature, two Large 
  ones or four individuals of Medium size (and so on) 
  as long as they are closely adjacent to each other (a 
  roughly circular zone of 10’ diameter).  
   
  The affected target(s) must pass a Danger Evasion 
  saving roll or suffer 1d6 Hits of damage and be 
  incapacitated for an equivalent number of battle 
  rounds as he coughs up water. The true might of 
  this power is revealed when striking at sea vessels 
  or fortifications. Such targets are automatically 
  damaged for 1D6 Structure points everytime they 
  are hit the Fist of the Sea.  
   
  Elementalists with Water as their primary element 
  double the distance at which the fist may strike. 
  
   
  35 
   
   
             A Valley Nymph ingénue demonstrating  
          the awesome power of Nature’s Seduction  
   
  Nature’s Gifts 
   
  A Nymph’s powers are represented by special Gifts, 
  one for each level of the class. The exact forms of 
  some Gifts may vary according to the Nymph’s kin.  
   
  Magnitude 1 : Nature’s Seduction 
   
  This Gift enables a Nymph to entrance a mortal, 
  animal or monster with her preternatural charm.  
   
  To use this power, the Nymph must be able to see 
  (and be seen by) her intended target, who is 
  allowed a Mystic Fortitude roll to resist.  
   
  If this roll fails, the target will be unable to take any 
  hostile action against the Nymph for a number of 
  rounds equal to the sum of the Nymph’s level and 
  her Odylic Charm bonus. A successful attack on the 
  victim will immediately break the spell. 
   
  This power can be used on several individuals at 
  the same time (up to a maximum equal to the the 
  Nymph’s Odylic Charm), with an extra Power cost of 
  1pt per target and a separate Mystic Fortitude roll 
  for each intended victim. 
   
  Magnitude 2 : Nature’s Guises 
   
  This Gift allows a Nymph to alter her appearance : 
  her hair and eye color, skin hue, facial features etc.  
  It does not enable her to change her physical form 
  but can make her look (and sound) like someone 
  else, provided this someone is a humanoid female 
  of roughly similar size. These cosmetic changes last 
  until other changes are made. The Nymph will also 
  have to spend 2 Power points to go back to her 
  original appearance (if she so wishes). 
   
   
  Forget buxom warrior women in chainmail bikinis ! 
  Nothing beats a pretty Nereid in full frontal nudity. 
   
  Magnitude 3 : Nature’s Comfort 
   
  This Gift enables a Nymph to instantly heal an 
  individual’s wounds and injuries by the power of 
  their own preternatural life force. The Nymph may 
  heal any being she can touch, including herself.  
   
  Each use of this power instantly restores a number 
  of Hits equal to (1D6 + the Nymph’s Odylic Charm) 
  to the wounded being. 
   
  Magnitude 4 : Nature’s Favor 
   
  With this Gift (and a simple kiss), a Nymph may 
  attune another person with her natural environment. 
  These effects last for a number of hours equal to the 
  the Nymph’s Odylic Charm. 
   
  This Gift may be bestowed on a group at no extra 
  Power cost, up to a maximum number of persons 
  equal to the Nymph’s Odylic Charm.  
   
  Aquatic Breath (Naiads & Nereids) 
   
  Naiads and Nereids can give their target the power 
  to breathe and even speak underwater.  
   
  Camouflage (All Other Nymphs) 
   
  All other Nymphs can grant their supernatural 
  concealment ability to another character operating 
  in the Nymph’s natural environment.  
   
  See the Adventuring rules in chapter IV for more 
  about stealth and concealment.  
  
   
  36 
  Magnitude 5 : Nature’s Curse  
   
  With this Gift, a Nymph may use her kiss to bestow 
  a curse on a chosen victim.  
   
  The exact form and effects of the curse depend on 
  the Nymph’s kin.  
   
  In all instances, the victim is entitled to a Mystic 
  Fortitude resistance roll ; if this roll is failed, the 
  victim will be affected by the curse forever.   
   
  The only things that can lift this curse are Divine 
  Intervention or the Nymph’s own mercy (which will 
  cost her 5 Power points). 
   
  Transmutation (Dryads & Oreads) 
   
  Dryads and Oreads may turn a person, animal or 
  monster into a tree (for Dryads) or rock (for Oreads).  
   
  The size and general shape of the tree or rock will 
  be roughly similar to those of the victim.  
   
  Curse of the Drowned (Nereids & Naiads) 
   
  Victims of this dreadful curse will always fail their 
  swimming rolls as well as their Physical Vigor rolls 
  when drowning.   
   
  See chapter IV (Adventuring) for detailed rules 
  about swimming and drowning.   
   
  Affliction (Heleads & Napaea) 
   
  Heleads and Napaea can curse a victim with their 
  kiss, inflicting him any one of the following effects :  
   
  Ugliness (lose 1D6 pts of Grace) 
   
  Weakness (lose 1D6 pts of Might)  
   
  Folly (lose 1D6 pts of Wits)  
   
  No attribute may be reduced below 3 in this manner.  
   
  Multiple effects may be inflicted on the same 
  unfortunate victim, but each effect will count as a 
  separate use of the power and the same effect 
  cannot be repeated twice.  
   
   
   
  Well, now that you mention it, maybe there DOES 
  seem to be an inordinate amount of art in this section 
    
   
  A band of merry Nereids frolicking in the sea 
   
  Magnitude 6 : Nature’s Command 
   
  With this power, a Nymph can summon spectacular 
  manifestations of Nature’s might, control elements 
  and bring inanimate things to life ! 
   
  Animate Servant (Dryads & Oreads) 
   
  Dryads can animate a tree, bringing it to life and 
  turning it into a Wood Titan.  
   
  Oreads can do the same thing with a huge rock or 
  boulder, turning it into a Stone Titan.  
   
  See the Creature Compendium for a complete 
  description of those magical Animates. 
   
  The animated servant will obey all the commands of 
  its creator but will only live for a number of minutes 
  equal to 10 times the Nymph’s Odylic Charm bonus, 
  after which it will root or petrify back – becoming an 
  inanimate tree or rock once again. 
   
  Weather Control (Nereids) 
   
  Nereids can command the weather at sea, 
  controlling the direction and the strength of winds or 
  causing (or calming) storms.  
   
  To accomplish this, the Nymph must be in her 
  element (swimming in the sea or on board of a 
  ship). This power allows her to control the weather 
  for a number of hours equal to her Odylic Charm.  
   
  
   
  37 
  Create Water (Naiads)  
   
  With this power, Naiads can create springs or 
  streams of freshwater out of nothing, with a flow 
  equivalent to that of a small brook.  
   
  This water can be used for sustenance as well as to 
  wash things away, undermine walls, extinguish 
  small fires or even submerge a small enclosed 
  space (and all those who are within).  
   
  This Gift may also be used to control a river’s flow, 
  even to the point of reversing it. It cannot, however, 
  create a sailable body of water.  
   
  All these effects can be made permanent by the 
  Naiad if she so wishes. 
   
  Kiss of Life (Napaeas) 
   
  Napaeas can empower their kiss with the very 
  power of Life itself. A Valley Nymph may resurrect a 
  person who has just been killed, breathing a burst of 
  vital energy in his body.  
   
  This power will not work if the individual has been 
  dead for a number of battle rounds greater than the 
  Nymph’s Odylic Charm bonus.  
   
  Persons who have died from natural causes (such 
  as old age) cannot be brought back by this power : 
  only « unnatural » deaths can be reverted by the 
  kiss of a Napaea. 
   
  Fatal Kiss (Heleads)  
   
  Heleads have the reverse version of the Napaea’s 
  Gift. Yes, that’s right : Swamp Nymphs can kill with 
  a single kiss.  
   
  The victim is allowed a Mystic Fortitude roll to avoid 
  immediate death. 
   
    
   
  - Who shall I kiss next ? wonders a meditative Helead 
  Poetic Magic 
   
  Lyrists have access to a special list of powers based 
  on music. Each level gives a Lyrist access to a new 
  song of power ; as this term implies, the Lyrist must 
  be singing and playing music to use his powers.  
   
  A Lyrist’s songs have an effective range equal to 5 
  times the Lyrist’s Orphic Voice bonus in feet and 
  may affect a maximum number of individuals equal 
  to the the Lyrist’s Orphic Voice bonus.  
   
  Lyrists themselves are completely immune to the 
  effects of Poetic Magic – which also means they 
  cannot benefit from the effects of their own Songs. 
   
  Lifeless or Mindless creatures are totally immune to 
  the powers of a Lyrist. 
   
  Magnitude 1: Song of Inspiration 
   
  This song grants a +2 bonus to one of the 
  character's D20 modifiers (Melee, Missile or one of 
  the four saving rolls) of the Lyrist's choice.  
   
  Like most other songs, it may affect a maximum 
  number of beings equal to the Lyrist’s Orphic Voice, 
  giving the same bonus to all.  
   
  Playing this song takes one minute (10 battle 
  rounds) during which the Lyrist can do nothing else.  
   
  The Power point is spent at the end of this minute. 
  The song then takes its full effects, which last for a 
  number of hours equal to the Lyrist’s Orphic Voice. 
   
  Magnitude 2 : Song of Freedom 
   
  This song grants immunity to Fear, Petrification, 
  Sorcery and other psychic powers. It takes one 
  minute (10 battle rounds) to play and its effects last 
  for a number of minutes equal to the Lyrist’s Orphic 
  Voice bonus. 
   
  Magnitude 3 : Song of Soothing 
   
  This song enables a Lyrist to entrance a mortal, 
  animal or monster with his swelling music. Unlike 
  the two previous songs, this song takes effect as 
  soon as the Lyrist starts to sing and play. It may 
  affect a maximum number of beings equal to the 
  Lyrist’s Orphic Voice bonus. 
   
  These targets must make a Mystic Fortitude roll as 
  soon as the Lyrist begins to play.  
   
  Targets that fail to resist will be unable to take any 
  hostile action against the Lyrist as long as he is 
  playing. This song lasts one minute (10 battle 
  rounds); Lyrists may play this song over and over, 
  with a renewed expense of Power (and a new 
  Mystic Fortitude roll for targets) every time.  
   
  A successful attack on one of the targets will 
  immediately break the spell for everyone.  
  
   
  38 
  Magnitude 4 : Song of Comfort 
   
  Those who benefit from the effects of this song 
  immediately heal 1D6 Hits (without exceeding their 
  usual maximum).  
   
  It may affect up to (Lyrist’s Orphic Voice bonus) 
  individuals and takes one entire minute (10 battle 
  rounds) to execute.  
   
  While listening to this song, characters must not be 
  engaged in any strenuous activity (like combat or 
  magic use) to benefit from its effects.  
   
  Magnitude 5 : Song of Wrath 
   
  This song is imbued with the power of rage and 
  anger. Like the song of Soothing, it takes effect as 
  soon as the Lyrist begins to play and may affect up 
  to (Lyrist’s Orphic Voice bonus) targets.  
   
  As soon as the Lyrist starts playing, all targets must 
  make a Mystic Fortitude roll.  
   
  Those who fail will suffer suffer 1 Hit of damage per 
  battle round, until the Lyrist stops playing. A Lyrist 
  can only play a Song of Wrath for a number of 
  consecutive battle rounds equal to his Orphic Voice. 
   
  Magnitude 6 : Song of Glory  
   
  This song is imbued with the power of Fate itself. It 
  allows the Lyrist to compose a poetic tale 
  celebrating a hero’s exploits and adventures. This 
  individual must be known to the Lyrist and must 
  belong to a warrior class.  
   
  The composition requires 1D6 days, at the end of 
  which the Power is expended.  
   
   
   
                    An inspired Lyrist with his instrument  
   
   
                        See ? Female Lyrists do exist ! 
   
  Once composed, a Song of Glory immediately 
  brings a number of extra Glory points to the chosen 
  individual equal to his own level times 250.  
   
  Thus, a level 4 character would gain as much as 
  1000 Glory points from such a song. Songs of Glory 
  are more powerful for high-level characters because 
  they actually build on the Glory and renown of the 
  celebrated individual.  
   
  A given individual can only be affected by a single 
  Song of Glory in his entire life. Also note that a 
  Lyrist cannot use this power on himself.  
   
  Lyrists & Poetic Justice 
   
  Lyrists may also use a reversed version of this 
  power (called a Satire) to castigate and 
  denounce individuals who have fallen into 
  hubris, offending the gods and the forces of 
  Fate by their arrogance.  
   
  Composing a Satire is subject to the same 
  conditions and restrictions as composing a 
  Song of Glory but it actually causes the 
  immediate loss of (250 x victim’s level) Glory 
  points (and may well reduce a character’s 
  actual level). Satires are far more devastating 
  for high-level characters because they actually 
  exploit the victim’s fame and grandeur against 
  him : the higher the fame, the higher the fall. 
   
  Satires are a manifestation of Poetic Justice : 
  they can only be composed against characters 
  who have perpetrated seriously dishonorable 
  actions, angered the Gods by their hubris or 
  otherwise offended the powers of Fate. Before 
  deciding to use this power, a player will always 
  have to consult the Maze Master to know 
  whether or not his character’s intended target 
  deserves to be Satirized. 
   
  
   
  39 
  Sorcery 
   
  In the world of Mazes & Minotaurs, Sorcery is only 
  one of the many forms that magic can take. A 
  Sorcerer is a magician who uses his magical spells 
  to deceive, influence and manipulate the minds and 
  senses of other characters or creatures.  
   
  In the descriptions below, some powers are 
  described as temporary spells : they operate for a 
  certain duration, which can be measured in battle 
  rounds, minutes or hours. Within this time frame, the 
  exact duration of a temporary power is always equal 
  to the Sorcerer’s Psychic Gift bonus. 
   
  Sorcery is essentially a psychic power : as such, it 
  draws heavily on the powers of the mind and does 
  not work against Mindless creatures.  
   
  Magnitude 1 : Confusion 
   
  This temporary spell enables a Sorcerer to disorient 
  and befuddle the mind of another person, animal or 
  monster. It has an effective range of 20’. The target 
  may make a Mystic Fortitude roll to resist its effects. 
   
  A character or creature affected by this spell is 
  considered as surprised during a number of battle 
  rounds equal to the Sorcerer’s Psychic Gift : see 
  chapter II for the effects of surprise in combat. In 
  addition, Confused individuals automatically fail all 
  Danger Evasion and Mystic Fortitude rolls.  
   
  This spell may be used against a group, up to a 
  number of individuals equal to the Sorcerer’s 
  Psychic Gift, with no extra Power cost but with a 
  separate Mystic Fortitude roll for each.  
   
  Magnitude 2 : Illusions 
   
  With this spell, a Sorcerer affects the sensory 
  perception of an individual to make him believe he 
  sees or hears things that are not there… To use this 
  power, the Sorcerer must be able to see the 
  individual he wishes to affect.  
   
  This power may not be used to create anything 
  substantial or that looks or feels solid – but may be 
  used to create moving shadows, flames, noises, 
  strange lights or even ghostly images. The target is 
  allowed a Mystic Fortitude saving roll. If this roll is 
  failed, the victim will believe these illusions to be 
  real and will react accordingly. 
   
  Once created, these illusions will disappear after a 
  number of battle rounds equal to the Sorcerer’s 
  Psychic Gift (or sooner, if desired).  
   
  This spell may be used to affect several individuals, 
  up to a number of beings equal to the Sorcerer’s 
  Psychic Gift, with no additional Power cost but with 
  a separate Mystic Fortitude roll for each victim. 
   
  Illusions will not fool animals or any creature with 
  the Sharp Senses or Sixth Sense special ability. 
   
   
   
   
   
   
  Sorcerer proudly posing with his  
   
  Staff of Power and Leggings of Speed 
   
  Magnitude 3 : Cloak 
   
  This temporary spell gives a Sorcerer the power to 
  conceal his presence to the minds of others, even if 
  he is standing in plain sight.  
   
  Other individuals will be absolutely unable to see or 
  otherwise detect the character – unless he attacks 
  them in melee, missile or magical combat, in which 
  case the spell instantly wears off.  
   
  Only characters who actively suspect the presence 
  of a Cloaked individual may try to see through the 
  concealment : in such cases (and only then), a 
  victim can make a Mystic Fortitude saving roll.  
   
  A successful saving roll means the character is no 
  longer affected by the spell.  
   
  Otherwise, the effects of this spell last for a number 
  of rounds equal to the Sorcerer’s Psychic Gift.  
   
  This spell may also be used to conceal another 
  person or even a whole group of persons, up to the 
  Sorcerer’s Psychic Gift (which may include the 
  Sorcerer himself). In this case, it has a range of 10 
  feet (ie it stops working if the concealed person 
  moves more than 10 feet away from the caster). 
   
  Like Illusion, the Cloak power does not work against 
  animals or creatures with the Sharp Senses or Sixth 
  Sense special ability. 
  
   
  40 
            
   
   
  Compelling : mind is stronger than bronze ! 
   
  Magnitude 4 : Compelling 
   
  This temporary spell gives a Sorcerer the power to 
  dominate the will of another individual.  
   
  The effective range of this power is equal to 5 times 
  the Sorcerer’s Psychic Gift in feet. It requires direct 
  eye contact and thus can only be used against a 
  single target. The victim is allowed a Mystic 
  Fortitude roll to fight off the Sorcerer’s domination. If 
  the target fails to resist, he will be forced to obey all 
  the Sorcerer’s commands for a number of battle 
  rounds equal to the Sorcerer’s Psychic Gift.  
   
  Compelling may only be used against a single target 
  since it requires direct psychic contact between the 
  Sorcerer and his victim. It may be used on Beasts, 
  Monsters and Spirits but, like all other Sorcery 
  powers, has no effect against Mindless creatures. 
   
  The power of Compelling places victims under a 
  very strong form of psychic suggestion but does not 
  turn them into mindless drones. Orders which are 
  directly suicidal will not be obeyed and will break the 
  spell. Orders which are directly harmful to people 
  the victim would not normally hurt (such as attacking 
  one’s fellow adventurers, king or family members) 
  will trigger a new Mystic Fortitude roll, with the same 
  consequences as above. 
   
  Magnitude 5 : Psychic Attack 
   
  With this power, a Sorcerer may strike his foes with 
  an invisible bolt of pure sorcerous energy.  
   
  This spell requires the Sorcerer to focus his mind on 
  his chosen target and can thus only be used against 
  one target at a time. It requires no attack roll, has a 
  maximum range of 30’ and inflicts (1D6 + Sorcerer’s 
  Psychic Gift) Hits of damage, unless the chosen 
  target makes a Mystic Fortitude saving roll (in which 
  case the attack causes no damage). 
   
  Like all other Sorcery powers, Psychic Attacks 
  cannot affect Mindless creatures, such as undead 
  skeletons, animated statues etc. 
  Magnitude 6 : Enslavement 
   
  This spell is a permanent form of Compelling. It can 
  only be used on a victim under a Compelling spell 
  cast by the same Sorcerer. Thus, each attempt at 
  Enslavement will actually cost 10 Power points : 4 
  for the Compelling and 6 for the Enslavement itself. 
   
  Like Compelling, Enslavement requires direct eye 
  contact between the Sorcerer and his victim and 
  can only be used against a single target.  
   
  A successful Mystic Fortitude saving roll against 
  Enslavement also dispels the Compelling. Beasts 
  and Monsters who successfully resist Enslavement 
  will almost always react by attacking the Sorcerer. 
   
  If this victim fails a Mystic Fortitude roll, he becomes 
  the Sorcerer’s docile and obedient slave forever or 
  as long as the Sorcerer wishes - unless the 
  enthrallment is broken by Divine Intervention.  
   
  The victim of a sorcerous Enslavement acts as if 
  placed under a permanent Compelling, with even 
  more potent effects : unlike victims of Compelling, 
  Enslaved beings will obey suicidal orders as well as 
  orders which could be harmful to their friends or 
  allies, with no possible resistance from their part. 
   
  Like all other Sorcery powers, Enslavement has no 
  effect on Mindless creatures.  
   
  The maximum number of beings that can be kept 
  Enslaved by a Sorcerer is equal to his Psychic Gift. 
  This limit applies to Minor NPCs and all creatures 
  except Monsters.  
   
  Characters with a class level are more “taxing” to 
  Enslave, because of their greater importance in the 
  tapestry of Fate : for the purposes of Enslavement, 
  a single player-character or major NPC is worth a 
  number of individuals equal to his level. Thus, a 
  single level 3 character will take as much « slave 
  space » as three standard individuals.  
   
  For Monsters, this equivalency is based on Size (1 if 
  Small, 2 if Medium, 4 if Large and 8 if Gigantic), with 
  an extra +1 for each extra head. Thus, a single 
  Gigantic Cyclops will be the equivalent of eight 
  Enslaved individuals, while a single, three-headed 
  Chimera will be the equivalent of three individuals.  
   
  Once a Sorcerer has placed a being under his 
  Compelling, he immediately knows whether or not 
  he has enough « space » left to Enslave this victim. 
   
  The psychic bond created by Enslavement can only 
  be broken by death or by the Sorcerer’s own will.  
   
  A Sorcerer may decide to free any being he has 
  previously Enslaved – but this is usually quite risky 
  since former victims of Enslavement tend to harbor 
  very hostile feelings toward their former master, so 
  evil Sorcerers usually find it safer to kill Enslaved 
  beings who are no longer useful to them.  
   
  A Sorcerer’s death frees all his Enslaved victims. 
  
   
  41 
   
  2006 Edition Notes & Comments : Magic 
   
  Magic Unbound ! 
   
  In the original Mazes & Minotaurs rules, magic use 
  was far more limited : magicians only had access to 
  powers of a magnitude equal to or lower than their 
  own level.  
   
  Thus, first-level Priests were limited to Blessings, 
  while first-level Sorcerers were little more than 
  walking Confusion spells (which could become quite 
  boring in the long run). Magician classes were 
  lacking in power, as well as in versatility.  
   
  As a result, most low-level magicians tended to act 
  as (often very mediocre) auxiliary fighters and, to 
  quote a veteran Maze Master, “only began to 
  behave like real magicians around level 3 or 4”. 
   
  This relative weakness of magicians was perceived 
  by many gamers as one of the major flaws of the 
  original rules – a flaws that needed to be corrected 
  in the Revised rules. 
   
  And man, did they correct it… 
   
  Nymph Jokes 
   
  As mentioned earlier, Valley Nymphs became the 
  object of many lame « valley girl » jokes but this 
  trend actually extended to other aspects of the 
  Nymph class – the « Nature’s Guises » power, for 
  instance, was once described as « the instant 
  beauty salon power » and the Helead’s ’kiss of 
  death’ ability (level 6) was (quite predictably) 
  associated with the idea of ‘swampy bad breath’.  
   
  In her thought-provoking Gaming with the Boys 
  series of articles (Griffin magazine 1986-87), female 
  game designer Amanda Smith identified the whole 
  « Nymph joke » thing as one of the very first (and 
  most blatant) cases of sexism in the RPG 
  community – along with the infamous « Amazons 
  should not have 18 Might » controversy. 
   
  The Revised rules brought another wave of Nymph 
  jokes, based on the obscure term “Odylic” which 
  was now used to define the Nymphs’ magic gifts. 
  According to most dictionaries, the adjective Odylic 
  is related to “Od” or “Odyle”, which is defined as : 
   
  An alleged force or natural power, supposed, by 
  Reichenbach 
  and 
  others, 
  to 
  produce 
  the 
  phenomena of mesmerism, and to be   developed 
  by various agencies, as by magnets, heat, light,   
  chemical or vital action etc. 
   
  While most erudite Maze Masters pointed out that 
  dubious German metaphysics had nothing to do 
  with Greek mythology, the less intellectually-inclined 
  members of the M&M community simply saw this as 
  a new opportunity to throw bad sexist jokes about 
  odylic bras, odylic lipstick, odylic miniskirt etc. 
  Sorcerers vs Elementalists  
   
  In the original M&M rules, the only real wizard class 
  was the Sorcerer. Like the Lyrist (who proved an 
  instant hit with verbose players), the Elementalist 
  was first introduced in the Myth & Magic supplement 
  as an optional class. 
   
  With his very visual powers, the Elementalist class 
  quickly became very popular among M&M players, 
  even to the point of replacing the more psychically-
  inclined Sorcerers as the one and only « true 
  wizard » class in the minds of many players, as 
  shown by its inclusion in the Revised rules.  
   
  Strangely, shortly after the publication of these 
  Revised rules, the Sorcerer became popular once 
  again, especially with groups preferring stealth and 
  subtlety over spectacular pyrotechnics.  
   
  Magic & Game Balance 
   
  Over the long history of Mazes & Minotaurs, Magic 
  was probably one of the most frequent topics of 
  heated debate between rival schools of gaming 
  philosophy – remember the great “Classical vs 
  Baroque” schism which followed the publication of 
  Myth & Magic ? 
   
  These ‘philosophy questions’ regularly invaded the 
  Letters page of Griffin magazine (and, of course, 
  every other conversation involving more than one 
  Maze Master). Ready for a few samples ?  
   
  « Game balance ???  We’re talking about magic, 
  here – MAGIC ! »  
   
  «  Unfortunately, Mr X’s letter fails to provide ANY 
  valid argument showing that Game Balance should 
  NOT apply to Magic  or, for that matter, to the Gods 
  themselves (…), who are themselves the very 
  Guarantors of Cosmic Balance (…) not to mention 
  the Law of Universal Equanimity » (typical case of 
  POCL – Pompous Overuse of Capital Letters)  
   
  « Honestly, I’m fed up with people throwing verbal 
  abuse at each other simply because they don’t 
  agree on how a GAME should be played (…)  Come 
  on, guys, there are more important things in life - 
  new monsters, new mythic items, new tables (…) » 
   
  « After reading Mr Y’s letter about magic resistance, 
  may I suggest that he should immediately be 
  committed to the nearest asylum ? » 
   
  « Another possibility would be to multiply the result 
  of odd Mystic Fortitude rolls by the level of the 
  casting magician, squaring the final result – except, 
  of course, in the case of Initiative ties (…) »   
   
  « Blah blah blah blah… ».  
   
  Those were the days.  
  
   
  42 
  IV : ADVENTURING 
   
   
   
  Travel & Movement 
   
  Travellers may cover up to 20 miles a day on foot or 
  up to 30 miles a day on horseback.  
   
  Note that a ‘day’ here actually represents an 
  average of 10 hours of travel. If hourly movement 
  rates are needed, simply divide the figure by ten. 
   
  To get the travel rate of an animal or creature in 
  miles per day, simply divide its tactical movement 
  rate (expressed in feet per battle round) by 3. 
   
  When moving through difficult terrain (mountains, 
  swamps, dense forests etc), a character’s daily 
  movement rate is cut by half. 
   
  Ships & Sailing 
   
  Sailing to Adventure 
   
  The Greeks were great sailors, and many of their 
  hero myths involve ocean-going voyages (think of 
  Jason, Odysseus, Arion, Theseus ... even Aeneas).  
   
  For Odysseus and Jason, the voyage was the 
  adventure! Player character heroes might travel by 
  sailing ship to reach a new adventure location, or 
  the Maze Master could plan to focus on the life at 
  sea and the island encounters.  
   
  The Maze Masters Guide contains a complete set of 
  tables that allow Maze Masters to generate random 
  mysterious islands, complete with their hidden perils 
  and monstrous denizens. 
  Navigation 
   
  Ships only put to sea in the spring and summer, 
  they are not able to battle against fierce winds or 
  high seas. Even then, no ship sails out of sight of 
  land if it can help it. There are no compasses and 
  star navigation is rudimentary.  
   
  Greek captains followed well-known landmarks 
  along the coast, pulled into coves or up onto 
  beaches if bad weather threatened and beached the 
  ship at night to camp on the shore (maybe foraging 
  for water and food while they're there).  
   
  Types of Ships 
   
  In M&M, most seafaring ships tend to fall into two 
  general categories :  
   
  Round Ships : Merchants generally use round 
  ships, tubby vessels with a single square sail, 
  crewed by half-a-dozen sailors and carrying several 
  tons of cargo. These ships are often the prey of 
  pirate vessels (or of an unscrupulous king’s war 
  galleys)… or may be used by pirates themselves !  
   
  War Galleys : Kings and warlords often own these 
  long and thin vessels powered by twenty to fifty 
  rowers (usually loyal warriors). Galleys can carry 
  only a little cargo, have no hold or cabin (maybe a 
  small hide tent thrown up near the helmsman) and 
  can hoist a square sail on the mast to pick up speed 
  in a wind. Since they are warships they are built for 
  speed and often include bronze-tipped rams at the 
  bow. All Greek vessels had brightly painted eyes on 
  their prows, ancient symbols of good luck.  
  
   
  43 
   
   
  Two types of smaller crafts may also be used by 
  adventurers in the course of their travels : 
   
  Boats : In the context of these rules, the term “boat” 
  refers to the small crafts that are used by individual 
  fishermen or that are sometimes carried as utility 
  vessels by larger merchant or war ships. These 
  crafts may be rowboats or may actually have sails. 
   
  Rafts : This term refers to any hastily built craft, 
  usually made with cogs tied together by ropes. Rafts 
  may not be a very reliable mode of transportation 
  but can sometimes save your life… Like boats, rafts 
  may actually have sails (but most of them do not). 
   
  Ship Characteristics 
   
  A Ship’s Strength represents its overall resistance 
  and gives its number of Structure points : this is 
  generally equal to 2 for Rafts, 4 for Boats, 8 for 
  Round Ships and 12 or more for War Galleys. 
   
  A Ship’s Fortune represents its good (or bad) luck 
  and is expressed in the form of a modifier which is 
  equal to zero for most ships but may be negative or 
  positive in the case of cursed or blessed ships. 
   
  Weather at Sea 
   
  When characters travel at sea, a daily D10 roll on 
  Table 4A can determine the weather for the day.  
   
  The Maze Master might choose to roll the weather 
  during the adventure or to roll for each day before 
  play… or to ignore dice altogether and create his 
  own weather to suit the scenario he intends to run. 
  And don't bother about the direction of the wind : 
  these simple rules are intended to speed along the 
  heroes, not bog them down!  
   
  Note that Nereids can use their Nature’s Mastery 
  power to control the weather at sea and can calm or 
  cause such events as they wish. See the Players 
  Manual for more details about this power. 
   
   
  Table 5A : Daily Sea Weather 
   
  D10 
          
     Weather Conditions 
   
  1-2 ……………… Dead Calm 
   
  3-7 ……………… Good Breeze   
   
  8-9 ……………… Strong Gale 
   
  10 ………………. Storm ! 
   
   
   
  Table 5B : Sailing Table 
   
  Conditions 
         Travel per day 
   
  Dead Calm 
         No movement 
   
  Good Breeze         30 miles 
   
  Strong Gale 
         45 miles 
   
  Storm * 
         2d6 x 10 miles 
   
   
  Rowing Speed *      20 miles / day 
   
  *  Galleys cannot row in a Storm 
   
   
  Storms 
   
  A storm will last 1d6 hours. Each hour, roll 1d20 and 
  add the ship captain’s Danger Evasion modifier as 
  well as the Fortune modifier of the ship (if any).  
   
  If the total is 15+, disaster is avoided. Otherwise, the 
  ship is damaged and loses 1d6 Structure points.  If 
  a ship is reduced to zero Structure points, it starts to 
  sink and must be abandoned. 
   
  Each hour, every character on board will also have 
  to make individual Danger Evasion rolls, also 
  modified by the Fortune of the ship and with the 
  same target number of 15. Failure means they go 
  overboard, in which case they are in danger of 
  drowning (see p 17). This happens automatically as 
  soon as a ship is reduced to zero Structure points.
  
   
  44 
  Feats & Perils 
   
  Escaping Danger 
   
  During the course of an adventure, characters may 
  encounter various perils and hazards.  
   
  Such situations (which include ambushes, traps that 
  have been triggered and other surprise attacks) can 
  generally be avoided (usually at the last second) 
  with a Danger Evasion saving roll.  
   
  Unless otherwise specified, all Danger Evasion rolls 
  have a target number of 15.  
   
  Success means the character avoids the danger 
  thanks to his reflexes, alertness or good fortune.  
   
  Failure means the character was not alert or lucky 
  enough to avoid the peril.  
   
  Possible consequences of a failed Danger Evasion 
  roll include instant death, surprise, physical damage 
  (lose 1D6 Hits), massive physical damage (lose 2D6 
  Hits), temporary paralysis (cannot move or act for 
  10 battle rounds), weakness (-2 Melee) etc. 
   
  Such rolls may also be used to avoid some 
  creatures’ special attacks, such as the fiery breath 
  of Chimerae or the poisonous sting of Manticores. 
   
  Feats of Strength 
   
  Characters with a Might mod (ie with a Might score 
  of 13+) may attempt extraordinary feats of physical 
  strength, such as bending iron bars, moving 
  enormous stones or lifting heavy metal gates.  
   
  When a character attempts such a spectacular feat 
  of strength, roll 1D10. If the result is equal to or 
  lower than the character’s Might mod, the feat of 
  strength succeeds. Otherwise, the feat fails and 
  cannot be attempted again by the same character. 
   
  Performing such a feat usually takes 1D6 rounds. 
   
   
   
   
  Now, that’s WHAT I call a Feat of Strength ! 
   
   
  Looks like it’s time for a swimming roll 
   
  Swimming 
   
  All characters are assumed to know how to swim 
  without difficulty in normal circumstances. Only 
  troubled waters require Athletic Prowess rolls.  
   
  Such swimming rolls are usually made once per 
  round, with a target number equal to the character’s 
  Encumbrance total. Thus, characters with shields, 
  breastplates and other cumbersome items will find it 
  far more difficult to stay afloat. 
   
  Characters who make their swimming roll (or who 
  do not need to make one) can swim at a maximum 
  speed of 20 feet per battle round.  
   
  A failed roll means the character cannot move for 
  that round and must make a second swimming roll.  
   
  If this second swimming roll is failed, the character 
  starts to drown. 
   
  Drowning characters must make a Physical Vigor 
  roll each round to survive.  
   
  The first of these rolls is made against a target 
  number of 10, the second one against a target 
  number of 15 and so on.  
   
  This continues until a roll is failed (in which case the 
  character suffocates and dies) or the character is 
  rescued by someone else.  
   
  Rescuing a drowning individual requires an extra 
  swimming roll against the drowning person’s own 
  Encumbrance total. 
   
  Naiads and Nereids can breathe underwater ; they 
  are immune to drowning and thus never need to 
  make swimming rolls (even if rescuing a drowning 
  swimmer). They also move twice as fast as mortals 
  when underwater (40 feet per round). 
  
   
  45 
   
   
  Climbing is made so much easier with a rope 
   
  Climbing 
   
  Characters can climb at a maximum speed of 10’ 
  per battle round with a successful Athletic Prowess 
  roll against a target number equal to the climber’s 
  Encumbrance total.  
   
  If this roll is failed, the character cannot move and 
  must make a second Athletic Prowess roll against 
  the same  target number to avoid falling.  
   
  Thieves add their Thievery bonus to their Athletic 
  Prowess mod when making climbing rolls.  
   
  Oreads never need to make climbing rolls in a 
  mountainous environment ; Dryads enjoy the same 
  advantage when climbing trees.  
   
  Likewise, characters who use a rope to climb do not 
  need to make Athletic Prowess rolls, unless they 
  attempt an especially tricky or acrobatic maneuver.  
   
  Falling normally causes 1D6 Hits of damage per 10 
  feet fallen but the character will be killed if the fall 
  causes him more damage than his Luck score. 
   
  Perception 
   
  Detection rolls are always resolved as Danger 
  Evasion saving rolls.  
   
  Their target number is usually equal to 15, except 
  for especially well-concealed traps, secret doors etc, 
  which may have a higher target number (up to 20). 
   
  Hunters and Thieves add their Hunting or Thievery 
  bonus to their detection rolls as well as to the target 
  number of detection rolls made against them. 
  Hunters may use detection rolls to identify and 
  follow the trails of Beasts, Monsters and other 
  creatures (except intangible ones, of course).  
   
  Tracking requires a detection roll against a target 
  number of (10 + quarry’s Danger Evasion modifier). 
   
  These tracking rolls are usually made every hour 
  but Maze Masters may ask for more frequent rolls in 
  especially difficult terrain. Old tracks are also harder 
  to follow than recent ones. Each full day will add 1 
  to 3 to the target number, depending on the weather 
  and conditions (at the Maze Master’s discretion). 
   
  Stealth 
   
  When a character tries to move as quietly as 
  possible, either to avoid being detected or to strike a 
  target by surprise, he must make a stealth roll.  
   
  To make a stealth roll, roll 1D20 and add the 
  character’s Danger Evasion modifier.  
   
  Stealth rolls are always made against a target 
  number equal to the character’s Encumbrance total.  
   
  If the stealth roll is failed, the character’s presence 
  will automatically be detected. If the roll succeeds, 
  the character can only be detected if the opposing 
  party succeeds at a detection roll (see below). 
   
  Nymphs never need to make stealth rolls when in 
  their natural environment : forests for Dryads, 
  mountains and caverns for Oreads, swamps and 
  marshes for Heleads, valleys, hills and fields for 
  Napaea etc. This special ability can only work if the 
  Nymph is completely unencumbered. 
   
  Thieves and Hunters add their special Thievery or 
  Hunting bonus to all their stealth rolls.  
   
  Thieves may also use stealth rolls to pick pockets, 
  cut purses, palm small objects and perform other 
  feats of legerdemain. These activities are opposed 
  by the victim’s own detection roll, according to the 
  usual rules (see below). 
   
   
   
   
  Sneaking with heavy equipment is pretty hard 
  
   
  46 
   
   
  First feat of horsemanship : trying to catch your mount. 
   
  Horsemanship 
   
  Riding a horse requires no roll, unless the rider 
  attempts a risky feat of horsemanship. In this case, 
  the Maze Master will decide if the feat is dangerous 
  for the rider, for the steed or for both of them.  
   
  Feats that are dangerous for the rider require a 
  Danger Evasion roll, while feats that are dangerous 
  for the horse require a similar roll using the horse’s 
  own Evasion modifier (usually equal to +2). Feats 
  that are dangerous for both require two distinct rolls. 
   
  If the horse fails his roll, the maneuver does not 
  succeed and hurts the horse, who takes 1D6 Hits of 
  damage. If a rider fails his Danger Evasion roll, he 
  falls from horseback.  
   
  Falling from horseback causes 1D6 Hits of damage 
  or 2D6 if the horse is galloping. 
   
  Survival 
   
  Each full day without food or water requires a 
  Physical Vigor roll : the first roll has a target number 
  of 5, the second one a target number of 10, the third 
  one a target number of 15 and so on.  
   
  Failure will mean that the character suffers 1D3 Hits 
  of damage for that day if without nourishment or 
  beverage, or a 1D6 if without both.  
   
  So remind your adventurers to bring food and water 
  on their next odyssey ! 
   
   
   
  A lone adventurer recovering from the effects of thirst 
   
  Table 5C : NPC Reactions 
   
  Total  
  NPC Reaction 
   
  5 or less   
  Hostile 
   
  6 to 8  
  Wary 
   
  9 to 13 
  Neutral 
   
  14 to 16  
  Trusful 
   
  17 or more 
  Friendly 
   
   
   
  Dealing with NPCs 
   
  First Reactions 
   
  When a character (or group of characters) meets a 
  non-player character (NPC) or group of NPCs for 
  the first time, the reaction of the encountered party 
  can be determined by the Maze Master, according 
  to the circumstances or the motivations of the NPC.  
   
  In uncertain situations, this first reaction can be 
  determined by a roll on the NPC Reactions table : 
  roll 2D10, add the player-character’s Personal 
  Charisma and interpret the result accordingly. 
   
  Reputation 
   
  In the M&M world, warriors and magicians enjoy a 
  certain degree of renown and influence thanks to 
  the Glory or Wisdom they have accumulated.  
   
  Since a character’s level allows him to increase his 
  attributes, such increases may also affect his 
  Personal Charisma – but a character’s name and 
  fame may also have a far more direct impact on 
  those he meets. Depending on the morality and 
  personal history of the character, this impact may 
  represent a heroic and prestigious reputation… or a 
  fearsome and intimidating notoriety. 
   
  In game terms, this reputation effect takes the 
  form of a Reaction bonus equal to the character’s 
  level when dealing with a specific group of people, 
  which varies according to the character’s class. 
   
  There are six different reputation effects : 
   
  Aristocratic Authority : Nobles benefit from the 
  reputation effect when dealing with people from their 
  city-state or kingdom. 
   
  Eerie Mystique : Sorcerers and Elementalists 
  benefit from the reputation effect when dealing with 
  Minor NPCs (who are much more easily impressed 
  than Major characters). 
   
  Military Comradeship : Spearmen benefit from the 
  reputation effect when dealing with soldiers of non-
  hostile countries. 
   
  
   
  47 
   
   
  Personal Charisma in action 
   
  Poetic Prestige : Lyrists benefit from the reputation 
  effect when dealing with other Lyrists, Nymphs as 
  well as followers and priests of Apollo and Athena. 
   
  Religious Respect : Priests and Nymphs benefit 
  from the reputation effect when dealing with the 
  followers and priests of their patron deity. 
   
  Tribal 
  Renown : 
  Barbarians, 
  Amazons 
  and 
  Centaurs benefit from the reputation effect when 
  dealing with their own people. 
   
  Note that specialists never benefit from the 
  reputation effect, since Hunters and Thieves who 
  are significantly less celebtrated (or feared) than 
  warriors and magicians.  
   
  Followers 
   
  Types of Followers 
   
  Two different categories of non-player-character 
  followers may accompany a player-character on his 
  adventures and quests : retainers and mercenaries. 
   
  A retainer is a NPC who decides to follow and 
  assist a player-character in his adventures. Most 
  retainers are motivated by admiration, loyalty, 
  ambition (or by a combination of all these factors).  
   
  Retainers can only be recruited between adventures 
  and expeditions. They must be subject to the player-
  character’s reputation effect; thus, a Centaur may 
  only have Centaur retainers, while a Noble may find 
  potential followers anywhere in his homeland.  
   
  A character may not have more followers than his 
  Leadership score, which is equal to the sum of his 
  level and his Personal Charisma. Characters with a 
  Leadership of zero or less are simply not famous or 
  charismatic enough to attract followers. 
   
  A mercenary is only motivated by money. In game 
  terms, mercenaries have the same capabilities as 
  followers and retainers but tend to be far less loyal. 
  A player character may have any mercenaries as he 
  wishes, as long as he can pay them.  
   
  The usual daily pay for a single mercenary is 4 
  silver pieces. Thus, hiring a band of 10 mercenaries 
  for three days will cost around 120 silver pieces. 
  Some mercenaries may accept delayed payment (in 
  the form of plunder, treasure shares etc) but with an 
  extra cost of 25%, payable in advance. 
   
  Followers in Game Terms 
   
  The characteristics of followers are not as detailed 
  as those of player-characters. They do not have 
  attribute scores, a level or even a specific class 
  being essentially zero-level warriors. 
   
  The characteristics and equipment of a follower will 
  vary according to his general profile, as detailed in 
  the Creature Compendium (which includes an entry 
  on Humans). Unlike player-characters, followers can 
  never increase their level or their abilities during the 
  course of the game and do not gain any Glory, 
  Wisdom or Experience points. 
   
  Morale & Loyalty 
   
  Whenever a character’s followers face a Fearsome 
  creature or as soon as half of them have been killed 
  or incapacitated, the leading player-character must 
  check the morale of his followers. 
   
  To make a Morale check, roll 1D10. If the die roll is 
  higher than his leader’s Leadership, the followers 
  will retreat, flee (if proper retreat is impossible) or 
  surrender (if flight is impossible). If the die roll is 
  equal to or lower than the leader’s Leadership, the 
  followers will continue to fight whatever the odds.  
   
  A follower’s loyalty may also affect his Reaction to a 
  third party. If this third party is introduced as an ally 
  of the follower’s leader, the leader’s Leadership is 
  added to the Reaction roll, making positive reactions 
  more likely. If the third party is suspected of being 
  an enemy of the leader, Leadership is subtracted 
  from the roll, making a negative reaction more likely.  
   
   
   
   
   
   
   
   
   
   
   
   
   
     
   
  
   
  48 
        
   
   
  Glory and Wisdom 
   
  Character Advancement 
   
  At the end of an adventure scenario, characters 
  may earn adventure points as a reward for their 
  heroic deeds and accomplishments.  
   
  Warriors earn Glory points, magicians earn Wisdom 
  points and specialists earn Experience points. The 
  accumulation of these points enables a character to 
  increase his level in his chosen class. 
   
  Warriors 
   
  Vanquishing Creatures  
   
  Slaying, capturing or otherwise vanquishing a 
  Creature, brings a number of Glory points equal to 
  the Creature’s Glory value.  
   
  Note that these Glory awards must be divided 
  between the participating characters : thus, if a 
  group of four heroes vanquish a 200 points Monster, 
  each character will receive 50 Glory points. Round 
  fractions in favor of the characters. 
   
  Accomplishing Heroic Deeds  
   
  When characters save a city, discover unknown 
  lands, destroy a dangerous menace or accomplish 
  any other type of glorious or heroic deed, the Maze 
  Master may reward each one of them with 100, 200 
  or even 500 Glory points depending on the 
  magnitude of their deed.  
   
  Magicians 
   
  Vanquishing Supernatural Opponents  
   
  Some supernatural Creatures have a Wisdom 
  award. NPC magicians are worth 100 Wisdom 
  points per level.  
   
  Unlike Glory awards for vanquishing creatures (see 
  above), these Wisdom awards do not have to be 
  divided between characters. 
   
  Exploring the Unknown  
   
  Exploring unknown lands, magical sites, mysterious 
  islands and other strange places may bring a 
  character 100, 200 or even 500 Wisdom points 
  depending on the weirdness or interest of the 
  character’s experiences. 
  Hunters 
   
  Killing or Capturing Creatures 
   
  Hunters earn Experience by killing or capturing 
  Beasts and Monsters. This Experience award is 
  equal to the Glory award the character would get if 
  he was a warrior but is doubled for Beasts.  
   
  Thus, if two Spearmen and one Hunter kill a Beast 
  worth 150 Glory, each Spearman will gain 50 Glory 
  (1/3 of the total value) but the Hunter will gain twice 
  as much Experience (100). 
   
  Note that Hunters do not earn Experience for killing 
  or capturing humans, Folks, Spirits or Animates. 
   
  Using Hunting  
   
  Every time a Hunter makes a successful Hunting roll 
  in an important adventuring situation, he gains 50 
  Experience points. 
   
  Thieves 
   
  Acquiring Loot 
   
  Every time a Thief manages to steal, find or 
  otherwise acquire wealth, treasure and other 
  valuable items, he gains a number of Experience 
  points equal to the value of the treasure in gold 
  coins (1 gold coin = 100 silver pieces). Thus, 
  stealing a pack of six mules (6 gc each) will earn a 
  Thief a total of 36 Experience points.  
   
  At the end of an adventure or expedition, a Thief 
  simply calculates the total value of the loot he has 
  acquired, converting it into Experience points. Totals 
  of less than 100 sp are simply ignored and cannot 
  be ‘saved’ to be added to later expeditions’ profits. 
   
  Using Thievery  
   
  Every time a Thief succeeds at a Thievery roll in an 
  important adventuring situation, he gains 50 points. 
   
  Benefits of Advancement 
   
  Every time a character reaches a new level, he 
  gains various benefits which are detailed in the 
  description of each class in chapter I.  
   
  Each new level allows a character to increase his 
  Luck as well as another of his attributes (depending 
  on his class), which may in turn improve his combat 
  scores, saving rolls etc.  
   
  No attribute may be increased in this manner past a 
  maximum score of 20. 
   
  In addition, each new level gives a character extra 
  Hits (and extra Power points for magicians). Lastly, 
  each new level also increases the reputation effect 
  of warriors and magicians. 
    
  
   
  49 
   
  2007 Edition Notes & Comments 
   
   
  Rules & Realism 
   
  Despite the fact that is manages to cover quite a 
  wide variety of topics in a few pages (or perhaps 
  because of this), the Adventuring chapter was often 
  criticized by simulation gamers of the late 80s as 
  being ‘far too sketchy’ or ‘far too vague’ as far as 
  actual game mechanics were concerned.  
   
  This line of criticism may seem a bit odd by today’s 
  standards but you must remember that these were 
  the seventies – an era during which gaming was 
  dominated by hexagon grids, endless booklets of 
  tables and charts, pocket calculators and rule 
  lawyers.  
   
  The dominant ‘gaming philosophy’ of the mid-to -
  late 70s was perfectly captured by famous US 
  gamer Dave St-Armand in his memorable series of 
  articles 25 Years In the Labyrinth (Griffin magazine, 
  1997), in which he described the « three laws of 
  Kreuk » (from the name of Thomas Kreuk, author of 
  Warfare & Wizardry, often labelled as the ‘most 
  complex RPG rules ever written’ – a dubious claim 
  to fame if you ask me) :  
   
  « Law 1 = Realism is the one and only goal of 
  simulation gaming ; Law 2 = Realism is more 
  desirable than atmosphere, drama and, of course, 
  fun ; Law 3 = Realism can only be achieved by 
  insanely complex rules. » 
   
  Sailing Rules ? What Sailing Rules ? 
   
  No real rules for navigation or naval combat, no 
  detailed stats for ships… well, let’s admit it : the 
  Mazes & Minotaurs sailing section really looked like 
  it was hacked in a couple of hours as a last-minute 
  addition to the game.  
   
  It is often remembered as the most vilified section in 
  the entire M&M rules. Wargamist  magazine dubbed 
  these little paragraphs ‘a mockery of naval 
  simulation’ 
  and 
  even 
  the 
  most 
  enthusiastic 
  supporters of the game had to admit that these were 
  (to quote one of the original M&M playtesters) : 
  ‘crude, to say the least’.  ‘Sailing rules ?  What 
  sailing rules ?’  became something of a cult quote 
  among M&M enthusiasts and detractors alike.  
   
  The authors of the original game acknowledged the 
  problem and regularly announced the publication of 
  a fully-detailed sea supplement called Triremes & 
  Tritons. For some obscure (apparently contractual) 
  reasons, this was never published and became the 
  object of many ‘sea serpent’ jokes among gamers. 
   
  Old School Adventuring 
   
  Things such as encumbrance points, tables for 
  NPCs reactions and loyalty checks for henchmen 
  may seem a little ‘old school’ to the modern gamer – 
  and indeed they are !  
   
  Back in those days, the number of gold pieces you 
  could carry on your shoulders was a vital piece of 
  information and interactions with NPCs were often 
  limited to first reactions (and combat, of course). 
  The M&M Companion (often referred to as “the 
  fourth book of the trilogy”) expanded the scope of 
  the game by including rules on divine champions, 
  influencing NPCs and other “heavy roleplay” topics. 
   
  Toward the end of the 1980s, RPG as an activity 
  quickly evolved from its wargaming roots to 
  « something else » - narrative simulation, interactive 
  storytelling or whatever.  
   
  In many ways, with its straightforward and concise 
  rules (which were far simpler than many of its 
  successors’ and imitators’), M&M already carried 
  the full potential of a modern heroic RPG. This 
  game also had a style of its own – this unique blend 
  of Greek mythology, Hollywood kitsch and popular 
  culture, which eventually became a subculture of its 
  own, along with pseudo-Tolkienesque fantasy, 
  biblical space opera and pirate horror. 
   
  Revising the Rules 
   
  For those of you who actually care about this kind of 
  things, here are the main changes that were made 
  between the original M&M rules and the Revised 
  edition (as far as this chapter is concerned) :  
   
  Saving rolls were (slightly) clarified and expanded to 
  include Athletic Prowess and Physical Vigor (aka 
  Physical Endurance in Unveiled Addenda). The 
  designers also did some streamlining / fine-tuning 
  job 
  regarding 
  Hunting, 
  Thievery, 
  NPCs 
  and 
  Followers. Lastly, the character advancement rules 
  were given a radical makeover, dumping fixed 
  increments of combat scores and saving rolls at 
  each level in favor of a more flexible (and more 
  elegant) attribute-based approach.  
   
  On the whole, these changes were welcomed by 
  most fans (except for some old-guard grognards 
  who remained staunch advocates of “OM&M” 
  (Original Mazes & Minotaurs).  
   
  Oh, I almost forgot… the sailing rules were NEVER 
  revised. 
   
   
   
   
   
   
   
  
   
  50 
   
  ALSO AVAILABLE FROM 
    
   
   
   
   
  MAZE MASTERS GUIDE 
   
  Book Two of the Revised M&M Rules 
   
  Includes chapters on mythic lore, deities, creatures 
  and game mastering, as well as some entirely new 
  background material on the world of Mythika, plus a 
  catalogue of more than 100 mythic items ! 
   
  YEAR OF THE MINOTAUR 
   
   
   
   
   
   
   
   
   
   
   
   
  1972-1987 
   
  15 Years In the Maze ! 
   
  COMING SOON ! 
    
   
   
  CREATURE COMPENDIUM 
   
  Book Three of the Revised M&M Rules 
   
  The ultimate Mythic Bestiary, detailing over 150 
  creatures from the original Mazes & Minotaurs 
  rulesbook, Men & Monsters and the Hekatoteratos, 
  with fully revised and expanded game stats ! 
   
  M&M COMPANION 
   
  Book Four of the Revised M&M Rules 
   
  Who said trilogies couldn’t leave room for a fourth 
  book ?  This final volume of the Revised M&M rules 
  will include all sorts of optional systems and variants 
  to expand and customize your Mazes & Minotaurs 
  campaign !  Including : Background Talents 
  system for characters ! The return of the Homeric 
  Combat charts !  Chariots and Taming Creatures ! 
  Plenty of Great Stuff, including some never-
  published-before material ! 
   
  1986 was the Year of the Tiger… 
   
   
  1987 will be the Year of the Minotaur ! 
   
   
  
SOURCE: textdata/thevault/Mazes & Minotaurs/Mazes & Minotaurs Players Manual.pdf