Shadows and Echoes: Mythras in the worlds of the Insect Kinden and True People

Shadows and Echoes (SAE) is a homebrew, unofficial, Mythras setting for fans of Adrian Tchaikovsky's worlds described in his series Shadows of the Apt and Echoes of the Fall.

The kinden, from Shadows of the Apt, live on the eastern continent. The kinden's spiritual Ancestors are invertebrates: insects, arachnids, mollusks...

The True People (or just the People), from Echoes of the Fall, live on the western continent. The True People's spiritual Ancestors are vertebrates: mammals, reptiles, birds...

The current focus of SAE is the world of the kinden, the people of Shadows of the Apt.

Notes on canon

References

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

The World of Shadows of the Apt

Ant, Wasp, Dragonfly, Beetle1 - these are the tribes of people known as the kinden, each with their Ancestor totem that shapes their identity and gives them otherworldly powers.

Before history was written, before the first cities, the great insects swept the world and devoured people and beasts alike. It was the end of their world.

Desperate to survive, some people found the ability to understand and commune with the insects.

A pact was made. Those who joined the tribes of the insects were given powerful gifts. It was the start of their new world.

The Gifts of the Insects

The Ancestors - insect2 totems - bestow powers on the kinden, their human tribes.

Ancestor Art
The intrinsic powers of a totem, and part of the tribe's identity.

Magic
The ability of some kinden to twist the framework of reality to their own ends.

Aptitude
The ability to work within the framework of reality to invent mechanisms, machines, and technology.

These gifts are not spread equally. All possess at least some of their totem's Ancestor Art. But, those kinden strong in Magic usually cannot use the technology of Aptitude, and kinden bestowed with Aptitude are usually insensitive to and cannot use Magic. Kinden who can use technology are known as Apt, and kinden who cannot - but who can use Magic - are known as Inapt.

Ancestor Art, Magic, and Aptitude are all facets of the same primal power; in manifestation, though, they are distinct.

Ancestor Art

Their insect totems give their kinden Ancestor Art. A kinden's Art has philosophical roots in the essence of their Ancestor:3

  • Kinden with flying totems (Flies, Wasps, Bees, Dragonflies, etc.) are able to fly on shimmering wings.
  • Strong and robust totems such as Beetles give their kinden endurance and strength.
  • Those totems with natural weapons (Wasps, Bees, Spiders, etc.) grant their kinden fearsome weapons of their own.
  • Social totems such as Ants have Art-bestowed linking of minds.
  • Totems that live and hunt at night give their kinden, such as the Moths, Art to see in the dark.

At first Ancestor Art seemed like a kind of Magic, but as the tribes settled into their identities and kinden were born with the Art all around them, it came to be accepted simply as part of everyday life.

People do not possess Ancestor Art as infants. All kinden teach their children the meditation techniques that develop the Art; it appears roughly with adolescence. Some seem natural exemplars of their totem, showing facility and strength with their Art powers. Others need to work harder to develop their Art. The core Arts of a kinden exist within all their people, but not everyone is able to attain all of the powers that flow from their Ancestor.

Magic

Magic is "simply" taking a basic understanding of the fabric of reality, and... twisting, folding, reshaping, or tearing it. Some of this twisting can be done easily and quickly; this looks like a single person casting a spell for a perhaps surprising but short lived or minor effect. Other kinds of reality shaping takes longer, requiring hours or days of concentration, sometimes with multiple people involved.

Some centuries ago, kinden that were easy and powerful wielders of Magic ruled the world. Now, Apt kinden such as Ants, Beetles, and Wasps are the rising powers in the world due to the military might of their Aptitude-developed machines.

For generations the Apt have held the opinion that Magic is the stuff of mythology, essentially frightening tales used to keep slaves in line. They are wrong. Some Magic-capable kinden have withdrawn from the larger world, and gone through a period of introspection as they deal with their losses in status and power due to the rise of the Apt. They are now experiencing something of a reawakening.

Some consider Magic a dark practice, bordering on evil in some cases and nefarious in all cases. Those historically strong in Magic tend to appreciate its benefits without concerning themselves about the moral panic of others.

Only the Inapt can wield Magic4. Apt kinden have an innate disbelief in Magic. Even when faced with the evidence of seeing Magic take place, all but the most sensitive Apt kinden will simply explain it away as some kind of as yet unknown natural phenomenon or artifice.

Aptitude

Aptitude is roughly, although not precisely, the opposite of Magic. It is the ability to create, invent, and use technology. The definition of Aptitude seems to require a description of the Inapt, those kinden who cannot make use of the creations of the Apt.

An Inapt person seeing a crossbow - having its purpose and operation explained to them - could grasp the fact that it hurls a bolt with power and speed. However, they would be unable to use it, and unable to perceive or reason about the principles of its operation. It would be an annoying, nonsensical, opaque chunk of wood and metal. The same would be true of things as simple as doorknobs or as complex as steam or clockwork engines.

Given what Aptitude is not, it is perhaps simpler to see what it is. Apt kinden are able to create or invent clever devices, processes, and fantasy science that enable Apt artificers to create technology both wondrous and terrifying. Artifice, the practice of Apt creation, is a bit steampunk and a bit Tim Burton.

Aptitude is, somewhat, the Magic of the Apt.

1

It's a rather longer list than that; theoretically, it's all invertebrates.

2

Well, invertebrates. Or maybe arthropods.

3

This is an incomplete list; see Ancestor Art for details and occurrence by kinden.

4

Is Aptitude (or Inaptitude) an irrevocable, fixed state? Can the Apt ever become sensitive to Magic? Can the Inapt ever learn to use machines? There are no certainties in this or any world.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

The World of Echoes of the Fall

Tiger. Wolf. Bear. Hawk1.

These are the Ancestor totems of the True People2 tribes. The True People live in the shadow of their Ancestors, from who they receive cultural identity, tradition, Stepping, and the Magic of their Shaman priests.

This is the eternal way, how it was and how it shall be.

1

It's a rather longer list than that; theoretically, it's all vertebrates.

2

Note that the people of EotF don't call themselves the "True People", mostly, and the name doesn't suggest that kinden are not real people or that they're not human.

The Ancestors

The Ancestors of both the kinden and the People may be considered to be Platonic archetypes of their species. Every species that is or was has an Ancestor.

The People view their Ancestors as gods; their various tribes may have priests, and much of their culture concerns veneration of their totemic Ancestors. They feel the spirit of their Ancestor flowing through their veins every time they Step to take on their Ancestor's form.

The kinden are rather more separated from their Ancestors than the People. For the most part they do not worship them as gods - in fact some such as Beetles view the Ancestor as an abstraction, or an ideal form (despite the reality of Ancestor Art).

The Ancestors of the People live in a place some call the Godsland. This is a spirit realm that can actually be visited with the help of Shamans.

The kinden are able to commune with the idea or concept of their Ancestors through meditation, which also allows them to tap into Ancestor Art. Little else is known about the Ancestors of the kinden.

Ancestor Art, Aptitude, Stepping, and Magic

Shadows and Echoes uses Mythras Animism for Ancestors, Ancestor Art, Aptitude, and Stepping. For Magic, Mythras Sorcery and Folk Magic are used.

Ancestor Art, Aptitude, and Stepping are Animism Spirit Abilities granted by Ancestors, but they do not require active participation or e.g. posession by the Ancestors. See the relevant sections for rules.

The People of EotF also have Shamanic traditions that correspond more closely to Mythras Animism rules.

The Nature of the Ancestors in Shadows and Echoes

Ancestors are somewhat like Animism's Animal Nature Spirits, in the sense that they represent the essence of their species. However, they are almost never contacted or negotiated with - exceptions are extremely rare. They could be considered spirits of Intensity 10+, meaning a minimum POW range of 91 - 96. INT/INS and CHA vary by Ancestor, but generally this is unimportant considering that they mostly exist in the background, as the source of Ancestor Art, Aptitude, Stepping, and Magic. It is unthinkable to consider Binding or engaging in Spirit Combat with an Ancestor. The attempt would almost certainly mean death.

The Godlands of the People corresponds to Animism's Spirit World. The realm of kinden Ancestors is unknown, but presumably they also live somewhere in the Spirit World.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Making a Shadows and Echoes Character

Character Creation Steps

Note that these steps are focused on kinden character creation; creating characters of the People is not yet detailed.

  1. Choose your kinden and note your Ancestor Art powers.
    Your kinden probably determines your Culture, Career, skills, and Combat Styles.
  2. Roll your characteristics.
  3. Calculate your Attributes normally using Mythras rules (note exceptions here).
  4. Choose your Career from those for your kinden (including new SAE Careers, or work with the GM for a Career and backstory).
  5. Determine your skills.
    1. Calculate Standard Skills.
    2. Allocate 100 Skill Points across: Cultural Standard Skills; 3 chosen from Cultural Professional Skills; and to a single cultural Combat Style if chosen. Each skill must receive at least 5% and no more than 15%. Customs and Native Tongue get +40% each.
    3. Allocate 100 Skill Points across: Career Standard Skills and 3 chosen from Career Professional Skills. Not all skills must be improved, but no one skill can receive more than 15%.
    4. Choose one additional Professional Skill or Combat Style as a hobby; allocate 150 Bonus Skill Points to that skill and any Cultural- or Career-based skills (i.e., do not allocate these to new skills), giving each a maximum of 15%.

Choose Your Kinden

Your kinden is part of the story of your life and culture. Are you a bandit? A politician, a scholar, a grifter, a mercenary? Your kinden played a large part in who you are.

Apt Kinden

Ant Kinden

Ant cultures are Civilized1 in Mythras terms. Most Ants are trained as warriors, but as primary professions artifice, crafts, building, and scholastic pursuits are not uncommon. Read about various Ant cities here.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills.

Passions

  • Fanatical loyalty to own city: 60% + ANC
  • Fanatical hatred of Ants from every other Ant city: 40% + ANC

Careers

If you're an Ant you are likely a soldier, mercenary, or artificer. You are probably a renegade Ant, unless you're in a group where most or all of you are also playing Ants from the same city.

Use the Mythras Career section; choose any of the Civilized Careers except Mystic, Priest, Shaman, or Sorcerer. Ant Handler replaces both Beast Handler and Herder. Artificer2 is a new SAE Career.

Bee Kinden

Bee cultures are Civilized1 in Mythras terms. Bees are highly social and industrious, and fiercely loyal to their cities and Queen (each Bee city has its own Queen). Bee culture prizes art and beauty.

Bee cities are found across the world - they work as vassals in the Spiderlands, slaves to the Wasps, and have settlements on the harsh western shores. Read about the Bee kinden here.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills.

Passions

  • Fanatical loyalty to ruler of city: 50% + ANC
  • Commitment to beauty and elegance in artifice and artistic endeavors: 30% + INT

Careers

Bees are excellent artificers, but like Ants are not quite as proficient as Beetles. Bees tend to be artificers, artists, scholars, soldiers, farmers, and merchants.

Use the Mythras Career section; choose any of the Civilized Careers except Mystic, Priest, Shaman, or Sorcerer. Bee Handler replaces both Beast Handler and Herder. Artificer2 is a new SAE Career.

Beetle Kinden

Beetle cultures are Civilized1 in Mythras terms. Read more about Beetle kinden.

Beetles are found in abundance around the world, and they tend to surpass others in artifice, industry, and as merchants. They're not particularly aggressive or martial, although they also aren't shy or timid.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills.

Passions

Collegium Beetles:

  • Rationality and truth: 30% + ANC
  • Loyalty to Collegium and what it stands for: 40% + ANC

Helleron Beetles:

  • Commerce and profit: 30% + ANC
  • Family or merchant association: 40% + ANC

Careers

Use the Mythras Career section; choose any of the Civilized Careers except Mystic, Priest, Shaman, or Sorcerer. Beetle Wrangler replaces both Beast Handler and Herder (note that Beetle Wranglers are very rare). Artificer2 is a new SAE Career.

Beetles are often artificers, scholars, and merchants. However, being so plentiful they are found in every Apt occupation from metalworker to writer to mercenary to criminal.

Fly Kinden

Flies are fast and agile fliers and are often messengers. Flies also flourish as artificers, scholars, con artists, servants, and more. Flies live in almost all cities, across the world. Fly cultures are Civilized1 in Mythras terms. Learn the lore of the Flies.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills.

Passions

  • Loyalty to warren or family group: 30% + ANC

Careers

Use the Mythras Career section; choose any of the Civilized Careers except Mystic, Priest, Shaman, or Sorcerer. Fly Wrangler replaces both Beast Handler and Herder (note that Fly Wranglers are very rare). Artificer2 is a new SAE Career.

Mole Cricket Kinden

Mole Cricket kinden are huge (around 9 or 10 feet tall), incredibly strong, peaceful, and shy. They're primarily subterranean, but can be found above ground as artificers or miners (with their unique earth and rock shaping Art) in the Lowlands, and as slaves of the Wasp Empire. Mole Crickets are slow to anger but once roused are terrifying warriors. Mole Cricket cultures are Civilized1 in Mythras terms.

Read more about the massive Mole Crickets.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills.

Passions

  • Moving and shaping earth and rock; related construction: 30% + ANC
  • Aversion to violence: 20% + ANC

Careers

Use the Mythras Career section; choose any of the Civilized Careers except Mystic, Priest, Shaman, or Sorcerer. Mole Cricket Handler replaces both Beast Handler and Herder (note that Mole Cricket Handlers are very rare). Artificer2 is a new SAE Career.

Scorpion Kinden

Scorpions are Nomadic1 in Mythras terms. Scorpion tribe cultures have a tendency to be oriented around individual strength and violence. They are often hired as mercenaries or slavers. Rarely, they'll be found in cities living more or less peacefully. Read grim facts about the Scorpion kinden.

Scorpions are Apt, but only recently.

Culture Standard and Professional Skills

Use Mythras Nomad Standard and Professional Skills.

Passions

  • Love of battle/fighting: 30% + ANC
  • Hatred of weakness: 30% + ANC

Careers

Use the Mythras Career section; choose any of the Nomadic Careers except Official, Priest, or Scholar. Scorpion Handler replaces both Beast Handler and Herder (note that Scorpion Handlers are very rare). Artificer2 is a new SAE Career.

Soldier Beetle Kinden

Read about Soldier Beetle kinden

Soldier Beetles make capable artificers and excellent soldiers. They're soldiers, artificers, scholars, mercenaries, even occasionally merchants or sailors.

Use Ant or Beetle character creation.

Wasp Kinden

Although not all Wasps are belligerent and hostile, many are. The current culture of their Empire is centered around conquest and domination of other lands and kinden.

Every male Wasp is a soldier in the Wasp army, regardless of actual profession. Wasps may be artificers, merchants, slavers, or soldiers. Learn about Wasps, soldiers in the violent empire of black and gold.

Wasp culture is Civilized1 in Mythras terms, although this is only within the last three generations.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills. There is usually an emphasis on martial skills.

Passions

  • Loyalty to the Empire and Emperor: 40% + ANC
  • Loyalty to Army unit: 45% + ANC
  • Contempt for other kinden: 30% + ANC

Careers

If you're a Wasp you receive at least basic training as a soldier regardless of your actual career. Chances are though you're actively assigned to the Army - at least half of male Wasps are (Wasp society is misogynistic; women can advance to positions of power but it is rare).

Use the Mythras Career section; choose any of the Civilized Careers except Mystic, Priest, Shaman, or Sorcerer. Wasp Handler replaces both Beast Handler and Herder. Artificer2 is a new SAE Career.

Inapt Kinden

Dragonfly Kinden

In the Commonweal, Dragonfly culture is Civilized1 in Mythras terms although it is a rigidly stratified feudal society. The nobility spend much of their time in the practice of noble combat (swords, archery), art, and the pursuit of beauty and balance in all things.

Dragonflies found outside of their own lands tend to be mercenaries, sometimes nobles. Read about Dragonfly kinden.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills.

Passions

  • Loyalty to local nobility: 20% + ANC
  • Love for art and beauty: 30% + ANC

Careers

Use the Mythras Career section; choose any of the following Careers:

  • Agent
  • Dragonfly Handler (replaces Beast Handler and Herder)
  • Courtier/Warrior if noble
  • Crafter/Artist
  • Entertainer
  • Hunter
  • Merchant
  • Scholar
  • Sorcerer
  • Thief/Bandit

In addition, Mercer (Commonweal law enforcers) is a new Career. Mercers are a combination of Scout and Warrior. They are particularly well trained in the combat arts.

Grasshopper Kinden

Grasshoppers are normally a peaceful and somewhat shy kinden. In the Commonweal and the Wasp Empire, Grasshoppers have often been servants or slaves. They are often farmers or hunters, sometimes merchants, rarely warriors. Grasshopper culture in the Commonweal and lands of the Wasp Empire is Civilized1 in Mythras terms, although it leans towards the agrarian.

Learn the lore of the Grasshopper kinden.

Culture Standard and Professional Skills

Use Mythras Civilized Standard and Professional Skills.

Passions

WIP

Careers

Use the Mythras Career section; choose any of the following Careers:

  • Agent
  • Grasshopper Handler (replaces Beast Handler and Herder)
  • Crafter/Artist
  • Entertainer
  • Hunter
  • Merchant
  • Sorcerer
  • Thief/Bandit
  • Warrior

Mantis Kinden

Mantids tend to be reclusive, seldom leaving their forest strongholds and villages. They are known throughout the world to be the most skilled warriors alive. Most Mantis settlements would probably be considered Barbarian1 in Mythras terms, although there is variation depending on region, and many could instead be considered Civilized1.

Those found outside of their forests tend to be mercenaries. Or simply bands of Mantis Warriors out for adventure or blood.

More about Mantis kinden.

Culture Standard and Professional Skills

Use Mythras Barbarian or Civilized Standard and Professional Skills. Note a particular emphasis on martial skills.

Passions

  • Honor: 50% + ANC

Careers

Use the Mythras Career section; choose any of the following Careers:

  • Agent
  • Mantis Handler (replaces Beast Handler and Herder)
  • Hunter
  • Scout
  • Sorcerer
  • Warrior

Moth Kinden

Read about the secretive, magical Moth kinden.

Moths are warriors, magicians, scholars, craftsmen, artisans, or artists.

WIP

Roach Kinden

WIP

Spider Kinden

Spiders tend to be warriors, scholars, merchants, artists or artisans, nobles, even sailors.

Learn about the Spider kinden.

WIP

New Careers in Shadows and Echoes

Artificer

WIP

Kin Animal Handler

WIP

The Kin Animal Handler Career should only be undertaken by those with the Ancestor Speech Art. Others risk injury or death.

Airship Crew

WIP

Standard Skills

Professional Skills

1

This is true of the Lowlands; in other parts of the world cultures will vary.

2

See Artifice.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Examples of Creating Shadows and Echoes Characters

Batz Uland, Beetle, Collegium Merchant Company Soldier

Batz Uland is a young Beetle. His player notes the Beetle Ancestor Art powers:

ArtRangeANC CostDamageDescription
ClimbingN/A1 point/5 metersN/AClimb sheer surfaces
Enhanced EnduranceN/A4 pointsN/AEndurance rolls 1 Difficulty Grade easier
Enhanced WillpowerN/A4 pointsN/AWillpower rolls 1 Difficulty Grade easier
Natural WeaponryTouchN/A+2 punchBony protrusions on knuckles

His player rolls to see if Batz has Ancestor Speech or Flight - he does not.

His player rolls his characteristics:

STR 12
CON 19
SIZ 18
DEX 11
INT 15
POW 12
CHA 12

His player next calculates his attributes:

Ancestor Art: 22 (POW + 10)
Damage Modifier: +1d2
Experience Modifier: 0
Healing Rate: 3
Height: 6'8"; Weight: 350 pounds (Batz is massive)
Hit Points (Batz is quite robust due to his SIZ and CON)
    Each Leg: 8
    Abdomen: 9
    Chest: 10
    Each Arm: 7
    Head: 8
Initiative Bonus: 8
Luck Points: 2
Movement Rate: Standard (6 meters)

Batz' player chooses the not quite usual Beetle occupation of soldier of Collegium, so he uses the Warrior Career. He determines starting values for his Standard Skills:

SkillLevelSkillLevel
Athletics23%Influence24%
Boating31%Insight27%
Brawn30%Locale30%
Conceal23%Native Tongue67%
Customs70%Perception27%
Dance23%Ride23%
Deceit27%Sing23%
Drive23%Stealth26%
Endurance38%Swim31%
Evade22%Unarmed23%
First Aid26%Willpower24%

For his Cultural Professional Skills, Batz' player chooses Commerce (INT + CHA: 27%), Courtesy (INT + CHA: 27%), and Streetwise (POW + CHA: 24%).

Due to Batz' time spent at the College's Prowess Forum, he chooses "Rapier and Buckler Duellist" as his Cultural Combat Style (STR + DEX: 23%).

He now allocates his 100 Cultural Skill Points. He must give at least 5 but no more than 15 points to each of his Cultural Standard Skills, his 3 chosen Cultural Professional Skills, and his Cultural Combat Style.

He assigns 10 points each to Conceal (now 33%) and Deceit (now 37%). He allocates 15 points to Drive Legged Automotive (now 38%). He assigns 15 points to Influence and 10 points to Insight, bringing them to 39% and 37% respectively. He assigns 5 points to Locale (now 35%) and 5 to Willpower (now 29%; he would assign more but as a Beetle his Ancestor Art gives him enhanced Willpower).

With 30 Cultural Skill Points left, he assigns 5 to Commerce (now 32%), 5 to Courtesy (now 32%), 5 to Streetwise (now 29%), and 10 to his Combat Style, bringing it to 33%.

His skills are now:

SkillLevelTypeSkillLevelType
Athletics23%SInfluence39%S
Boating31%SInsight37%S
Brawn30%SLocale35%S
Conceal33%SNative Tongue67%S
Commerce32%PPerception27%S
Courtesy32%PRide23%S
Customs70%SSing23%S
Dance23%SStealth26%S
Deceit37%SStreetwise29%P
Drive (Legged Auto)38%SSwim31%S
Endurance38%SUnarmed23%S
Evade22%SWillpower29%S
First Aid26%S
Combat StyleLevel
Rapier and Buckler Duellist33%

For his Career Professional Skills, Batz' player chooses Craft (Blacksmith) (DEX + INT: 26%), Engineering (INT x 2: 30%), and Lore (Strategy and Tactics) (INT x 2: 30%).

As a Warrior, Batz can choose a specialty Combat Style. Due to his time drilling with a Collegium Merchant Company, he decides that his trainers felt his imposing size would terrify his opponents if he used a Great Axe. So, he picks that up as part of the Combat Style "Collegium Defender" (STR + DEX: 23%). Also included in that Combat Style is the Light Crossbow.

He now allocates his 100 Career Skill Points across his Career Standard and Career Professional Skills, and his new Combat Style. He doesn't have to allocate Skill Points to each Career Skill, but each can receive no more than 15%.

He assigns the maximum 15 to his Collegium Defender Combat Style (now 38%). He also assigns 15 points to his Rapier and Buckler Duellist Cultural Combat Style (now 48%).

He assigns 10 each to Craft (Blacksmith) (now 36%) and Engineering (now 40%).

He assigns 5 to Brawn (now 35%) and 10 Evade (now 32%). He assigns 15 to Unarmed (now 38%).

With his remaining 15 Career Skill Points, he assigns 10 to Athletics (now 33%) and 5 to Endurance (now 43%).

His skills are now:

SkillLevelTypeSkillLevelType
Athletics33%SFirst Aid26%S
Boating31%SInfluence39%S
Brawn35%SInsight37%S
Conceal33%SLocale35%S
Commerce32%PLore (Strategy and Tactics)30%P
Courtesy32%PNative Tongue67%S
Customs70%SPerception27%S
Craft (Blacksmith)36%PRide23%S
Dance23%SSing23%S
Deceit37%SStealth26%S
Drive (Legged Auto)38%SStreetwise29%P
Endurance43%SSwim31%S
Engineering40%PUnarmed38%S
Evade32%SWillpower29%S
Combat StyleLevel
Rapier and Buckler Duellist48%
Collegium Defender (Great Axe, Light Crossbow)38%

Batz' player may now allocate his 150 Bonus Skill Points across any of his existing skills, including a new hobby Professional Skill or Combat Style. Due to his Age Category, no skill can receive more than 15 Bonus Skill Points.

He chooses Healing (INT + POW: 27%) as his optional Professional Skill, and assigns it 15 points (now 42%).

Batz' player assigns 15 points each to his two Combat Styles, bringing them to 63% and 53% respectively.

He assigns 15 points each to Craft (Blacksmith) (now 51%), Athletics (now 48%), First Aid (now 41%), and Drive Legged Automotive (now 53%).

With his last 30 Bonus Skill Points, he assigns 10 to Stealth (now 36%), 10 to Insight (now 47%), 5 to Evade (now 37%), and 5 to Unarmed (now 43%).

His skills are now:

SkillLevelTypeSkillLevelType
Athletics48%SHealing42%P
Boating31%SInfluence39%S
Brawn35%SInsight47%S
Conceal33%SLocale35%S
Commerce32%PLore (Strategy and Tactics)30%P
Courtesy32%PNative Tongue67%S
Customs70%SPerception27%S
Craft (Blacksmith)51%PRide23%S
Dance23%SSing23%S
Deceit37%SStealth36%S
Drive (Legged Auto)53%SStreetwise29%P
Endurance43%SSwim31%S
Engineering40%PUnarmed43%S
Evade37%SWillpower29%S
First Aid41%S
Combat StyleLevel
Rapier and Buckler Duellist63%
Collegium Defender (Great Axe, Light Crossbow)53%

Tarus Balkin, Ant, Artificer, Sarnesh Renegade

Voy Charna, Soldier Beetle, Airship Sailor

Styg Orin, Grasshopper Mage

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

The Kinden

The Apt
Ants
Bees
Beetles
Flies
Mole Crickets
Scorpions
Soldier Beetles
Wasps

The Inapt
Dragonflies
Grasshoppers
Mantids
Moths
Roaches
Spiders

The Apt

Ant Kinden

Ants are found throughout the world. Their totem makes them very social with other Ants within their city. They don't care much for non-Ants, but they have a special hatred for Ants from other cities. Ants have the Mindlink Ancestor Art, which gives them instant and constant telepathy with any Ants (from the same city) around them.

Ants are also rather militant. A solitary Ant is a worthy foe, and Mindlink makes a group of ants a many-armed killing machine. If Ants didn't hate Ants from other cities, they would undoubtedly rule the world.

Being Apt, Ants have artificers among them, and they make machines and other technology. They're not quite as inventive or creative as say Beetles, but they get the job done.

Most Ants have bony knuckles and an "acid touch" Art weapon.

Those Ants not suited to living in each other's heads and following orders often leave their cities, and are considered renegades. Those who regret the choice do not have happy lives. Ant renegades, though, are fairly common.

If you're an Ant you are likely a soldier, mercenary, or artificer. You are probably a renegade Ant, unless you're in a group where most or all of you are also playing Ants from the same city.

The Voice of the Ant

I live for my City (...my/our nest...). I revel in battle, when I join and become one-mind-many-bodies (...I/we/us...). My sovereign, my ruler, my King, my Queen (...the queen of my/our nest...) is worthy of my loyalty, against all others, against death itself.

I tolerate other kinden because they can find or grow or create or do things we cannot. Not within the walls of my great City mind you (...my/our nest...), but close enough to benefit from their labor. Why, some of my best friends are other kinden.

But other Ants! (...other-nest, evil, unclean, unworthy...) For other Ants, not of my great City (...my/our nest...), the hatred burns in my veins like fire. Renegades are perhaps even worse.

Ant Cities

Sarn

Sarn is the most open of Ant cities in the Lowlands. There is a thriving foreign quarter within the walls of Sarn, and much that would not be tolerated in the foreign quarter of other Ant cities takes place in Sarn.

Sarn is allied with Collegium, and there is a fair amount of trade and cultural sharing.

Sarnesh Ants have light brown skin, with straight dark hair.

Tark

Tark is in the eastern Lowlands, close to the Dryclaw Desert and the Spiderlands. Their foreign quarter and markets include a thriving slave trade, and are frequented by Wasps, Spiders, and even Scorpions.

Tarkesh are pale with blond hair.

Kars

The city of Kars was located about midway between Sonn and Vesserett. The Empire invaded Kars and enslaved or killed most of the Karsen, and burned the city to the ground. Ruins remain.

There are now bands of Karsen ants in various places across the Lowlands and Spiderlands. Most have turned mercenary.

Karsen resemble the Tarkesh: pale skin and dark hair.

Kes

Kes, on the island of Kes, is a powerful military and merchant naval state. Ants from Kes particularly dislike those from Tark.

Kessen Ants have bronze skin and black hair.

Red Porphyris

Red Porphyris is an island in the Spiderlands - a Satrapy of the Spiders. The residents of the island and city are Fire Ants; they have brown-red skin and red eyes. They probably have Art that allows them to use fire in a similar way that Bees and Beetles project their stings.

Tsen

Although technically in the Lowlands, Tseni Ants are rarely seen. Unlike most Ants who favor short swords and square or rectangular shields, the Ants of Tsen use scimitars and small round bucklers.

Tseni Ants have pale bluish skin.

Vek

Although close to both Sarn and Collegium, Vek is particularly unfriendly to both.

Bee Kinden

Bees are social and industrious. They have smallish cities all over the world - there's a few that are larger and well known, but there's many more that are less notable. Bees are extremely loyal to hive and queen, and like to keep their heads down and do their work.

Bees have ample natural weapons, and the social coordination to carry out conquest, but they're just not that interested in ruling the world. In particular, Bees in the Lowlands are not exciting, but elsewhere, e.g. towards the Spiderlands, Bees tend to be more prosperous and in some areas they're even in charge.

Bees are excellent artificers, but like Ants are less creative and inventive than other kinden.

Bees tend to be artificers, scholars, soldiers, farmers, and merchants.

The Voice of the Bee

Bee Cities

Szar

Szar is northeast of Helleron, north of the Darakyon and just west of the Wasp empire. The Bees of Szar are peaceful artificers, craftsfolk, and traders.

Vesserett

Vesserett is the center of what once might have been a Bee empire. They're rather more aggressive than their cousins in Szar, but still build and trade with their neighbors.

Vesserett sits at the south end of Vesserett Lake, between the Dryclaw Desert to the west and the Wasp empire's desert lands to the east.

Tyrshaan

Tyrshaan sits at the south end of the Wasp empire's desert lands, just across the mountain range north of the Exalsee.

Dirovashni

Sitting on the southern shore of the Exalsee, Dirovashni is a semi-industrial artifice Bee city.

Beetle Kinden

Beetles are the backbone of the modern world. They're found around the world, and they tend to surpass others in artifice, industry, and as merchants. They're not particularly aggressive or martial, although they also aren't shy or timid.

The Beetle cities Collegium and Helleron are respectively academic and industrial power centers. Collegium is the true center of learning and research in the Lowlands, and Helleron is the world's forge, turning out machines and weapons from the Empire to the Spiderlands.

Beetles are often artificers, scholars, and merchants. However, being so plentiful they are found in every Apt occupation from metalworker to writer to mercenary to criminal to... etc.

The Voice of the Beetle

Fly Kinden

Flies are small - they're kind of the Halflings of the SaE world. Flies are numerous, found everywhere, exploiting every niche available. The Fly stereotype is that they're small, fast, sneaky thieves. That's not entirely wrong, but it's not the whole story. They are indeed fast and agile fliers and are often messengers. Flies also flourish as artificers, scribes, con artists, servants, and more. Flies live in almost all cities, across the world.

Flies are the ultimate pragmatists. They're not trying to run the world, but they're definitely getting their share, wherever they are and whatever they do.

The Voice of the Fly

Mole Cricket Kinden

Mole Cricket kinden are huge (around 9 or 10 feet tall), incredibly strong, peaceful, and shy. They're primarily subterranean, but can be found above ground as artificers or miners (with their unique earth and rock shaping Art) in the Lowlands, and as slaves of the Wasp Empire. Mole Crickets are slow to anger but once roused are terrifying warriors.

The Voice of the Mole Cricket

Scorpion Kinden

Scorpion kinden are large, usually belligerent, and usually unpleasant (there are exceptions). Scorpion society is brutal; the weak or old do not live long. Scorpions can be found living in and around the deserts east of the Lowlands, west of Kanaphes, and in the south of the Spiderlands.

The Voice of the Scorpion

We fight. We breed. We kill. We devour.

Often, we fight for other kinden. This suits us - our sting is rightly and justly feared; the Scorpion knows its place in the world. And other kinden know their place in the presence of Great Scorpion.

What is best in life? To fight. To breed. To kill. To devour.

Soldier Beetle Kinden

Soldier Beetles appear to be a stable hybrid of Ants and Beetles, found native in Myna and Solarno. They draw physically from both Beetles and Ants, being robust and hardy but also muscular or even athletic. They very rarely have Ant Mindlink Art, but most have some of the other Ant or Beetle Ancestor Arts.

Soldier Beetles make capable artificers and excellent soldiers. They're soldiers, artificers, scholars, mercenaries, even occasionally merchants or sailors.

The Voice of the Soldier Beetle

Wasp Kinden

Although they've become more civilized than their cousins the hill tribe Hornets, Wasps tend to be as ornery and warlike as their totem would suggest. The Wasp Empire has successfully conquered many neighboring lands, and the world is aware of their ambition for more.

Wasp culture is xenophobic, misogynistic, and unkind to most besides, well, male Wasps. Every male Wasp is a soldier in the Wasp army, regardless of actual profession. While Wasps can be decent artificers, their Apt slaves and their machines are a significant pillar of their war efforts. Slavery is universal in the Wasp Empire.

Not all Wasps feel at home in their culture; there are many renegades or exiles (or escapees), across the Lowlands and beyond, who have abandoned their place in the army and Wasp culture for something less bleak.

The Voice of the Wasp

The destiny of the Wasp is manifest. Great Wasp shows us the way: might is right. All other kinden are lesser, fit only to serve.

Every Wasp is a warrior - even some women. This truth is why our Empire grows. One day the sun will never set on the Wasp Empire.

The Inapt

Dragonfly Kinden

Dragonfly kinden are graceful, fast fliers and graceful, fast warriors. They have a long aristocratic history, and most other kinden consider them exotic and aloof. They value art, poetry, and noble martial arts such as archery and horsemanship.

Dragonflies live primarily in the sparsely populated Commonweal - north of the Lowlands, across the Great Barrier Ridge. The Dragonfly kingdom in the Commonweal is a strict feudal society, with what is effectively a caste system. At the top are Dragonfly nobility; next are those that directly serve the nobility. At the bottom - everyone else.

The Voice of the Dragonfly

Grasshopper Kinden

Grasshopper kinden have historically been serfs or slaves to other kinden. While they are not particularly aggressive or hostile, when trained they are fearsome warriors. Grasshoppers range throughout the Commonweal and northern parts of the Wasp Empire. They are found outside of cities in smallish nomad bands across the Lowlands and the deserts, and it's said that there is a large population of Grasshoppers in Forest Alim north of Kanaphes.

There are stories about a large settlement of Grasshoppers in the cold northwest region of the Commonweal. The stories include a powerful group of ancient magicians, and the Wardens, a warrior caste unique to the Grasshoppers.

Grasshoppers are often farmers, hunters, sometimes merchants, rarely warriors.

The Voice of the Grasshopper

Mantis Kinden

Mantids are found in their forest holds, such as the Lowlands forests Felyal, Etheryon, Nethyon, Y'yen in the Commonweal, Eryon and Aleth in the Spiderlands, and Alim north of Khanaphes. They often choose to stay in their forests and ignore the larger world.

When the magicians of the Inapt ruled the known world, Mantis kinden were the servants and warriors of the Moths. They are still well known as the most dangerous fighters, feared above all other kinden.

Honor is such an important part of Mantis culture that they are enigmatic and odd to most others. They often appear to be stoic, brooding, even cold. Until they start to fight.

The Voice of the Mantis

Moth Kinden

With their pale gray skin and white eyes, Moths look otherworldly. No surprise then that they have historically achieved and held power with Magic, generally being more skilled with it even than other Inapt kinden.

The Moths ruled the Lowlands before the Apt revolution; Beetles, Ants, Flies, and others in the Lowlands were commonly Moth slaves. Collegium, the academic Beetle city by the sea, was a Moth resort city known then as Pathis. While the Moths still held sway, the Lowlands were called the Darklands or the Shadowlands.

Since the revolution, the Moths have been fairly rare outside of their mountain cities Tharn and Dorax. More and more Moths are seen to frequent Helleron, given its close proximity to Tharn, and the fact that the Moths are less than thrilled about the Beetle mining activity encroaching on their mountains.

The Voice of the Moth

Roach Kinden

Roach kinden have white hair and tend to be brown skinned. Like Flies, they're found around the world, perhaps more in the Commonweal than elsewhere. Most Roaches are perpetually nomadic, traveling in smallish family groups.

Although Roaches are generally peaceful, they're looked down upon by other kinden and though to be thieves and just kind of untrustworthy. Their Ancestor has made them adaptable, hardy survivors - if you see one, you can be sure there's ten that you don't see.

The Voice of the Roach

We abide. We survive - on the edges, on the boundaries, in the interstices - we thrive, and we abide. Great Roach bade us seek out the spaces between and there make our lives. We thrive where other kinden shiver and whine about hardship. We survive when others flee, and our numbers grow. This is our way.

We abide.

Spider Kinden

Spiders are slim, often tall, pale, and graceful. Spider society revolves around a hierarchy of families, with women uniformly in charge. Most Spider life and culture is dictated by strict and complex rules, usually determined by the status of one's family and one's place within that family.

Spiders spend most of their time and efforts carrying out intrigue of one kind or another. To Spiders, life is politics and politics is life. Their highest goals nearly always include raising theirs and their family's status above others.

Spider culture includes slavery, and while kinden such as the Beetles rightly view this with disgust, the life of a slave among the Spiders is generally much kinder than among the Wasps.

While the other Inapt world powers declined in the wake of the Apt revolution, the Spiders were largely unaffected. They rule much of the known world to the south, called the Spiderlands.

The Voice of the Spider

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

The People

Tigers
Bears
Wolves
Hawks
Coyotes
Serpents

Tigers

The Voice of the Tiger

Bears

The Voice of the Bear

Wolves

The Voice of the Wolf

Hawks

The Voice of the Hawk

Coyotes

The Voice of the Coyote

Serpents

The Voice of the Serpent

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Characteristics

Kinden Characteristic Modifiers
Attributes
   Action Points
   Luck Points

Characteristics in SOA are largely the same as in Mythras core. Power is called Ancestor Art, or ANC (rather than POW). Ancestor Art is a measure of affinity or alignment with a character's Ancestor totem.

Kinden Characteristic Modifiers

Some Kinden's characteristics are modified from the normal human range.

KindenSTRCONSIZDEXINTPOWCHA
Ant3d6 + 62d6 + 62d6 + 83d62d6 + 63d63d6
Bee3d62d6 + 62d6 + 63d62d6 + 63d63d6
Beetle2d6 + 63d6 + 102d6 + 63d62d6 + 63d63d6
Dragonfly3d63d62d6 + 63d6 + 82d6 + 63d62d6 + 6
Fly2d4 + 13d62d4 + 14d6 + 82d6 + 63d63d6
Grasshopper3d63d62d6 + 102d6 + 102d6 + 63d63d6
Mantis3d63d62d6 + 63d6 + 102d6 + 63d63d6
Mole Cricket4d6 + 104d6 + 65d6 + 153d62d6 + 63d62d6 + 21
Moth3d63d62d6 + 32d6 + 62d6 + 63d6+63d6
Scorpion3d6 + 63d6 + 103d6 + 103d62d6 + 63d62d6 + 22
Soldier Beetle3d6 + 63d6 + 63d6 + 33d62d6 + 63d63d6
Spider3d63d62d6 + 63d6 + 32d6 + 63d63d6 + 6
Wasp2d6 + 63d62d6 + 103d62d6 + 63d63d6
Woodlouse2d6 + 63d62d6 + 63d62d6 + 63d63d6

Attributes

Most attributes are calculated normally, using core Mythras rules.

ANC (Ancestor Art Points)

ANC may be considered a regenerating pool of energy for totemic and magical powers. It is used in place of Magic Points and also powers Ancestor Art (see Ancestor Art).

ANC starts at POW + 10.

ANC is recovered at 1 point per 3 hours of normal activity, or 3 points per hour of meditation in which one communes with one's Ancestor.

Action Points

See action points.

1

Mole Crickets are shy and retiring

2

Scorpions are, well, kind of ugly and rude

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Combat

Combat and Movement
Flight
Action Points

Combat and Movement

SAE uses the Destined combat rules.

Flight

Combat Style actions are generally capped to the Flight skill when flying.

Action Points

SAE uses alternative rules to determine Action Points (AP).

Roll initiative normally, then consult the table below. AP and order of action are indicated by the table. Note the values for the fastest combatant and their 3rd AP. Any combatants with 2nd or 3rd APs below that do not receive APs those 2nd or 3rd values in a round.

First AP2nd AP3rd AP
281910
27189
26189
25179
24168
23168
22158
21147
20147
19137
18126
17126
16116
15105
14105
1395
1284
1184
1074

Examples

A combat with combatants A, B, and C takes place. A gets an initiative of 24, B gets an initiative of 22, and C gets an initiative of 17.

A receives 3 APs and may act on initiative 24 (1st cycle), initiative 16 (2nd cycle), and initiative 8 (3rd cycle).
B receives 3 APs and may act on initiative 22 (1st cycle), initiative 15 (2nd cycle), and initiative 8 (3rd cycle).
C receives 2 APs because their 3rd potential AP is below A's 3rd AP. C may act on iniative 17 (1st cycle), and initiative 12 (2nd cycle).

A combat with combatants A, B, and C takes place. A gets an initiative of 25, B gets an initiative of 15, and C gets an initiative of 12.

A receives 3 APs and may act on initiative 25 (1st cycle), initiative 17 (2nd cycle), and initiative 9 (3rd cycle).
B receives 2 APs because their 3rd potential AP is below A's 3rd AP. B may act on initiative 15 (1st cycle), and initiative 10 (2nd cycle).
C receives 1 AP because their 2nd and 3rd potential APs are below A's 3rd AP. C may act on initiative 12 (1st cycle).

The table above is the likely range for most characters and NPCs; the table below is a more complete range.

First AP2nd AP3rd AP
402714
392613
382613
372513
362412
352412
342312
332211
322211
312111
302010
292010
281910
27189
26189
25179
24168
23168
22158
21147
20147
19137
18126
17126
16116
15105
14105
1395
1284
1184
1074
9613
863
753
642
542
432
32-
2--
1--
1

2nd and 3rd actions for this and lower initiatives don't make much sense.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Kinden Combat Styles

  Ant Combat Styles
  Bee Combat Styles
  Beetle Combat Styles
  Dragonfly Combat Styles
  Fly Combat Styles
  Grasshopper Combat Styles
  Mantis Combat Styles
  Mole Cricket Combat Styles
  Roach Combat Styles
  Scorpion Combat Styles
  Soldier Beetle Combat Styles
  Spider Combat Styles
  Wasp Combat Styles

Ant Combat Styles

All trained Ant soldiers or warriors have the Ant Mindlinked Combat Style Trait when fighting together with other Ants from the same city.

Ant Mindlinked Combat Style Trait

The Ant Mindlinked Combat Style Trait provides the following abilities:

  • Formation Fighting Trait
  • Shield Wall Trait
  • Action Points can be exchanged between members of the Ant group as desired/at each Ant's turn
  • The Ants share a sensorium; this allows any Ant in the fighting group to see what every other Ant in the fighting group sees

Ant Soldier

Shortsword, scutum shield, shortspear, light or heavy crossbow.

Kessen Ant Soldier

Land Soldier Combat Style: Shortsword, scutum or hoplite shield, shortspear, light or heavy crossbow.

Kessen Navy Combat Style: Sabre, heater or target or buckler shield, trident, light crossbow.

Red Porphyris Ant Soldier

Unknown.

Sarnesh Ant Soldier

Shortsword, scutum or hoplite shield, shortspear, light or heavy crossbow.

Tarkesh Ant Soldier

Shortsword, scutum or hoplite shield, shortspear, light or heavy crossbow.

Tseni Ant Soldier

Scimitar, buckler, light crossbow.

Vekken Ant Soldier

Shortsword, scutum or target shield, shortspear, light or heavy crossbow.

Bee Combat Styles

Beetle Combat Styles

Fly Combat Styles

Grasshopper Combat Styles

Grasshopper Polearm Combat Style

Grasshopper Hidden Weapon Combat Style

Mantis Combat Styles

Mole Cricket Combat Styles

Roach Combat Styles

Roach Stick Fighting Combat Style

Roach Stick Fighting Combat Style is a martial art similar to Kali or Escrima. The primary weapons are clubs or batons, dual wielded. Roach Stick Fighting also features unarmed skills.

The Roach Stick Fighting Combat Style has the following Traits:

  • Cautious Fighter
  • Parry at one weapon size larger
  • Weaken Shield/Weapon Haft
    • Use 1 AP to touch a wooden shield (or the haft of a weapon, etc.) and use the Decompose Wood Roach Ancestor Art.

Scorpion Combat Styles

Soldier Beetle Combat Styles

Soldier Beetle Dual Wielder Combat Style

The Soldier Beetle Dual Wielder Combat Style trains in the use of two of the same small weapons. Weapons are limited to those of Size or Reach Small. This effectively limits this Combat Style to club (or stick), dagger (or knife, main gauche and similar weapons), hatchet, mace, and shortsword. Soldier Beetle cities generally train in shortsword, club (stick fighting), or hatchet styles.

Dual Wielder Combat Style has the following Traits:

  • Do or die (Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon)
  • Throw Weapon
  • Parry at size Medium weapon (both weapons are required; i.e., a single shortsword won't allow this if a character for some reason doesn't have both)

Spider Combat Styles

Wasp Combat Styles

Light Airborne

Sentinels

The Wasp Sentinel Combat Style includes the Intimidating Scream Trait - Sentinels are known to bellow out their unit identifier, e.g., "Pride of the Ninth!".

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Shadows and Echoes New Careers

Artificer

Artificers design, invent, create, and enhance tools and technology. Different artifice specialties require an understanding of the structure and behavior of materials like metals, woods, chemicals, and stone; and techniques for sculpting, forging, and assembling them into both practical and aesthetically pleasing creations.

Example specializations of artifice could include:

  • Electrical Artifice
  • Chemical Artifice
  • Mechanical Artifice
  • Hydraulic Artifice
  • Structural Artifice
  • Weapons Artifice

Standard Skills: Customs, Drive, Endurance, First Aid, Locale, Perception, Willpower.

Professional Skills: Commerce, Craft, Engineering, Literacy, Lore, Mechanisms, Teach.

The Mythras Crafter Career may also be used.

Kin Animal Handler

The Kin Animal Handler Career should only be undertaken by those with the Ancestor Speech Art. Others risk injury or death.

Airship Crew

Standard Skills: Athletics, Brawn, Customs, Endurance, Locale, Willpower, Combat Style (Airship Defense).

Professional Skills: Commerce, Craft, Engineering (Airship Systems), Lore, Mechanisms, Pilot1.

1

From Destined.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

The Gifts of the Ancestors

Kinden Ancestor Art
   Common Ancestor Art
   Ant Ancestor Art
   Bee Ancestor Art
   Beetle Ancestor Art
   Dragonfly Ancestor Art
   Fly Ancestor Art
   Grasshopper Ancestor Art
   Mantis Ancestor Art
   Mole Cricket Ancestor Art
   Moth Ancestor Art
   Roach Ancestor Art
   Soldier Beetle Ancestor Art
   Scorpion Ancestor Art
   Spider Ancestor Art
   Wasp Ancestor Art

Kinden Aptitude and Artifice

Kinden Magic

True People Stepping

True People Shamanism

Champions and Weaponsmasters

Kinden Ancestor Art

All kinden have an intrinsic spiritual relationship with their animal Ancestor. Some, like Beetles, try to distance themselves from a more primal interpretation, finding that a bit too close to the worship of gods. They cloak the Ancestor in notions of an ideal form, finding it more intellectually palatable. Nevertheless, all kinden can develop Ancestor Art. Meditation is the most common technique that opens kinden to the Art; pre-adolescent children start training to develop their Art. Some Art powers manifest during periods of intense stress or as the result of events of great personal importance.

Art powers corresponding to characteristics of the Ancestor's animal are common; more esoteric Art powers may be accessed by studying, meditation, or being exposed to Magic.

For the most part, it is always possible to invoke Ancestor Art that one possesses. However, the strength or power varies by individual.

Common Ancestor Art

All kinden have the potential for Climbing and Ancestor Speech. Climbing is universal. Some individuals have Ancestor Speech innately, but most must spend significant time in meditation to unlock this Art.

ArtRangeANC CostDamageDescriptionOccurrence
ClimbingN/A1 point/5 metersN/AClimb sheer surfaces100%
Ancestor SpeechVariableVariableN/ACommunicate with and control Ancestor kin10%; can train through meditation

Ant Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
Acid HandTouch2 points/use1d3Corrosive acid produced from hands70%
Enhanced Strength1N/A4 pointsN/ABrawn rolls 1 Difficulty Grade easier99%
MindlinkVariableN/AN/ATelepathy; generally only works with other members of the same city99%
Natural WeaponryTouchN/A+2 punchBony protrusions on knuckles99%
1

Stackable up to twice per roll.

Other Ant Ancestor Art Powers

Ants naturally have the Formation Fighting Combat Style Trait if they are fighting while Mindlinked with other Ants. See also the Ant Mindlinked Combat Style.

Bee Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
Acid HandTouch2 points/use1d3Corrosive acid produced from hands70%
FlightN/A1 point/mileN/AArt wings that allow flying99%
MindlinkVariableN/AN/ATelepathy; generally only works with other members of the same city15%
Natural WeaponryTouchN/A1d4Fist blades99%
Sting5 meters5 points/use1d4Energy bolt from hands99%

Flight

Bee flight starts at DEX x 4.

Beetle Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
Enhanced Endurance2N/A4 pointsN/AEndurance rolls 1 Difficulty Grade easier99%
Enhanced Willpower2N/A4 pointsN/AWillpower rolls 1 Difficulty Grade easier99%
FlightN/A3 points/mileN/AArt wings that allow flying15%; can train through meditation
Natural WeaponryTouchN/A+2 punchBony protrusions on knuckles99%

Flight

Beetle flight starts at DEX x 2.

2

Stackable up to twice per roll.

Dragonfly Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
DarksightN/AN/AN/ASight in near darkness99%
Enhanced Athletics3N/A4 pointsN/AAthletics rolls 1 Difficulty Grade easier99%
FlightN/A1 point/mileN/AArt wings that allow flying99%
Natural WeaponryTouchN/A1d4Thumb blades99%

Flight

Dragonfly flight starts at DEX x 4.

3

Stackable up to twice per roll.

Other Dragonfly Ancestor Art Powers

Dragonflies naturally have the Do or Die Combat Style Trait regardless of weapons used. If one or no weapons are held, a Dragonfly can use thumb blades as the second (or both) weapon.

Fly Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
Danger Sense10 meters3 points/useN/A75% chance to sense imminent attack99%
FlightN/A1 point/2 milesN/AArt wings that allow flying99%
Quick ReactionsN/A10 points/useN/AExtra Action Point99%

Danger Sense

Flies have an uncanny way of knowing when they're about to be the target of something bad. The Danger Sense Art and the 3 ANC point associated cost may be initiated by a player or by the Games Master. If the character has less than 3 ANC, Danger Sense can't be initiated.

Flight

Fly flight starts at DEX x 5.

Quick Reactions

Flies can not only sense danger, Great Fly has given them the Art to react more quickly than others. This shows up in the form of granting extra Action Points in a combat round for 5 points of ANC each. A Fly can use this Art at the start of their Turn in any Cycle in a combat round, even if they would otherwise have no more Action Points.

Other Fly Ancestor Art Powers

Flies naturally have the Daredevil Combat Style Trait regardless of Combat Style being used, allowing them to Evade without ending up prone.

Grasshopper Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
DarksightN/AN/AN/ASight in near darkness99%
FlightN/A3 points/mileN/AArt wings that allow flying35%; can train through meditation
JumpN/A3 points/jumpN/ASuperhero style jumping99%

Flight

Grasshoppers are clumsy fliers but a bit better than Beetles; base chance is DEX x 3.

Grasshopper Jump

Grasshoppers may jump vertically ANC meters, and horizontally roughly ANC * 5 meters. When jumping both vertically and horizontally, those limits are halved.

Jump allows Grasshoppers to fall a similar distance without injury.

Mantis Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
CamouflageN/A4 points/minuteN/AChameleon-like blending in w/background35%
Danger Sense10 meters4 points/useN/A75% chance to sense imminent attack99%
DarksightN/AN/AN/ASight in near darkness99%
FlightN/A3 points/mileN/AArt wings that allow flying50%
Natural WeaponryTouchN/A1d6Forearm spikes99%

Camouflage

Some Mantids have the ability to blend in with their backgrounds, causing those attempting to spot them to have a penalty of 2 Difficulty Grades.

Danger Sense

Mantids have an uncanny way of knowing when they're about to be the target of something bad. The Danger Sense Art and the 4 ANC point associated cost may be initiated by a player or by the Games Master. If the character has less than 4 ANC, Danger Sense can't be initiated.

Flight

Mantid flight starts at DEX x 3.

Other Mantis Ancestor Art Powers

Mantids naturally have the Daredevil Combat Style Trait regardless of Combat Style being used, allowing them to Evade without ending up prone.

Mole Cricket Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
Earth ShapingTouch1 point/100 pounds shapedN/AShaping, moving, digging, etc. with and through earth and rock100%
Enhanced Brawn4N/A2 pointsN/ABrawn rolls 1 Difficulty Grade Easier99%
4

Stackable up to twice per roll.

Moth Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
DarksightN/AN/AN/ASight in near darkness99%
Enhanced Insight5N/A3 pointsN/AInsight rolls 1 Difficulty Grade Easier99%
FlightN/A1 point/2 milesN/AArt wings that allow flying99%

Flight

Moth flight starts at DEX x 4.

5

Stackable up to twice per roll.

Roach Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
CamouflageN/A1 point/minuteN/AChameleon-like blending in w/background99%
Danger Sense10 meters4 points/useN/A75% chance to sense imminent attack99%
Decompose WoodTouch3 points/useN/ADestroy or decompose 1 pound or 1/2 yard of wood (1 inch thick)99%
DarksightN/AN/AN/ASight in near darkness99%
Enhanced Insight6N/A3 pointsN/AInsight rolls 1 Difficulty Grade Easier99%
FlightN/A3 points/mileN/AArt wings that allow flying50%

Camouflage

Roaches have the ability to blend in with their backgrounds, causing those attempting to spot them to have a penalty of 2 Difficulty Grades.

Danger Sense

Roaches have an uncanny way of knowing when they're about to be the target of something bad. The Danger Sense Art and the 4 ANC point associated cost may be initiated by a player or by the Games Master. If the character has less than 4 ANC, Danger Sense can't be initiated.

Flight

Like Beetles, Roaches are clumsy fliers; base chance is DEX x 2.

6

Stackable up to twice per roll.

Soldier Beetle Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
Acid HandTouch2 points/use1d3Corrosive acid produced from hands30%
MindlinkVariableN/AN/ATelepathy; generally only works with other members of the same city5%
Natural WeaponryTouchN/A+2 punchBony protrusions on knuckles95%

Scorpion Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
Natural WeaponryTouchN/A1d6Claws99%

Other Scorpion Ancestor Art Powers

Scorpions have received naturally tough skin from Great Scorpion. They have 1 point of natural armor in every location.

Spider Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
DarksightN/AN/AN/ASight in near darkness99%
Enhanced Influence7N/A4 pointsN/AInfluence rolls 1 Difficulty Grade Easier99%
Natural WeaponryTouchN/A+2 punchKnuckle spines99%
PoisonTouch5 points/ConditionSee notesPoison of potency ANC via touch on skin99%
WebTouch4 pointsN/ASee notes99%

Spider Poison

Potency: Current ANC
Resistance: Current ANC vs. target's current ANC
Onset Time: Current ANC / 3 in minutes, round up
Duration: Current ANC in minutes
Conditions: Choose from the Mythras Disease and Poison Conditions table, except Bleeding, Death, or Maiming.
Note that if chosen, the Asphyxiation Condition is shortness of breath rather than total respiratory collapse.

Spider Web

The Spider Web Art allows Spiders to generate sticky clumps or strings of web from their palms. This may be used in a variety of ways, including stopping up locks or doors, bundling or tying things together (including hands or wrists), etc.

7

Stackable up to twice per roll.

Wasp Ancestor Art

ArtRangeANC CostDamageDescriptionOccurrence
FlightN/A1 point/mileN/AArt wings that allow flying99%
MindlinkVariableN/AN/ATelepathy; generally only works with other members of the same city5%
Natural WeaponryTouchN/A+2 punchKnuckle spines30%
Sting7 meters4 points/use1d6Energy bolt from hands99%

Flight

Wasps are facile fliers; base chance is DEX x 4.

Ancestor Art Points

WIP

Kinden Aptitude and Artifice

See Artifice.

Kinden Magic

See Magic.

True People Stepping

True People Shamanism

Champions and Weaponsmasters

The Champions of the True People and the Weaponsmasters of the kinden are both reflections of an individual's connection with their Ancestor. This connection is deep and meaningful with Champions and Weaponsmasters, and grants those so chosen special status and abilities.

The Mythras Cults & Brotherhood rules are used as a framework for Champions and Weaponsmasters.

Champions

Weaponsmasters

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Magic

Magic in Shadows and Echoes is the sole domain of the Inapt, and even among them it tends to be viewed as morally ambiguous at best and downright nefarious or evil at worst. SaE magic uses Mythras Sorcery, which practitioners call Ritual Magic. Each Inapt kinden have their own specific tradition and rituals in their Ritual Magic.

Although not canon, it may be desirable to have magic be more pervasive or common. In that case, use Mythras Folk Magic in addition to Sorcery.

It may be desirable to group Sorcery and Folk Magic spells by kinden. For example, Dragonfly spells might be oriented towards battle magic, while Roach magic might be oriented towards camouflage and stealth. In this case (magic traditions being specific to kinden), one kinden's spells might only be accessible to that kinden under most circumstances (rarely, some kinden may share such knowledge). A sample grouping is provided below.

The spells and rituals listed for each kinden are those that would commonly be available to that kinden in the normal course of passing on magical training. Other spells and rituals are not denied them, but are not considered traditional for that kinden.

Note that the Inapt don't start with all of the spells or rituals common to their kinden. Use the section How Many Abilities? from Mythras for starting characters.

In Shadows and Echoes, the question "Where do magic points come from?" is answered simply: it's the ANC characteristic, and it comes from the Ancestors.

Folk Magic

Folk Magic spells cost 3 ANC each to cast.

All Kinden

  • Beastcall (Specific)
  • Heal

Dragonfly Spells

  • Bladesharp
  • Coordination
  • Dry
  • Fireblade
  • Mobility
  • Pathway
  • Pierce
  • Protection
  • Speedart
  • Vigour

Grasshopper Spells

  • Bladesharp
  • Bludgeon
  • Coordination
  • Dry
  • Glue
  • Light
  • Pathway
  • Protection

Mantis Spells

  • Bladesharp
  • Coordination
  • Darkness
  • Firearrow
  • Protection
  • Speedart
  • Vigour

Moth Spells

  • Alarm
  • Avert
  • Befuddle
  • Curse
  • Darkness
  • Disruption
  • Fanaticism
  • Shove
  • Tire
  • Witchsight

Roach Spells

  • Alarm
  • Befuddle
  • Breath
  • Calculate
  • Calm
  • Chill
  • Cool
  • Dullblade
  • Dry
  • Extinguish
  • Heat
  • Pathway
  • Protection

Spider Spells

  • Avert
  • Babble
  • Darkness
  • Demoralize
  • Disruption
  • Fanaticism
  • Glamour
  • Mimic
  • Tire

Ritual Magic

Ritual Magic spells cost ANC equivalent to 2 times the POW cost in the Mythras Sorcery rules.

All Kinden

Dragonfly Rituals

  • Bypass Armour
  • Damage Enhancement
  • Haste
  • Wrack

Grasshopper Rituals

  • Abjure
  • Damage Resistance
  • Enlarge
  • Repulse (Specific) Creature

Mantis Rituals

  • Damage Enhancement
  • Haste
  • Transfer Wound
  • Trap Soul
  • Undeath

Moth Rituals

  • Animate
  • Castback
  • Dominate (Specific) Creature
  • Draw (Specific) Creature
  • Enslave (Specific) Creature
  • Evoke
  • Hide Life
  • Wrack

Roach Rituals

  • Abjure
  • Damage Resistance
  • Enhance (Specific) Characteristic
  • Holdfast
  • Intuition

Spider Rituals

  • Animate
  • Attract (Specific) Threat
  • Diminish (Specific) Characteristic
  • Dominate (Specific) Creature
  • Hide Life
  • Phantom
  • Switch Body

New Ritual: Neutralize Artifice

The new Sorcery spell Neutralize Artifice is similar in principle to Neutralise Magic. However, instead of a single spell, it can either suppresses the workings of single specific Artifice mechanism or it can suppress Artifice within an area. In either case, range is determined normally using the Mythras Sorcery rules.

The table Affect Single Device is meant to provide a rough guideline for the required Magnitude to neutralize general types of devices or mechanisms. The GM should use their judgement for the Magnitude required to suppress the operation of specific devices.

Affect Single Device

ArtificeMagnitude
Door knob1
Lock2
Crossbow/nailbow/snapbow3
Steam/clockwork mechanism4
Steam/clockwork/combustion engine5
Heliopter/orthopter/fixed wing aircraft7
Automotive7
Siege engine8



The table Affect Area shows the Magnitude required for Artifice suppression within an area. Note that suppressing all devices within an area requires more Magnitude than suppressing the operation of a single device.

Affect Area

AreaMagnitude
1/4 ANC meters4
1/2 ANC meters6
ANC meters8
2 * ANC meters12

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Artifice

One definition of artifice is clever or cunning devices or expedients. Artifice, the technology and science of Shadows and Echoes, is just that: clever devices, processes, and fantasy science that enable the Apt to create technology both wondrous and terrifying. The term artifice is used to describe both the creation process and the result.

Artifice has provided things such as ornithopters powered by clockwork engines, crossbows (repeating and single), pneumatic small arms (snapbows, named for the sound they make when they fire), metallurgy, chemical warfare, firearms (called nailbows), mechanical prosthetics, insect-legged and wheeled automotives, auditory sensors, assembly lines and factories, siege engines...

A theme or pattern may be detected: much artifice is technology supporting warfare. That's not all artifice has to offer, but the kinden can't help that they're human and thus intrinsically warlike.

If trained or educated, Apt kinden have the ability to invent and manufacture things using artifice. Their raw talent in artifice is directly related to their maximum ANC. In most cases, INT and education are also strong influences; often, skill in artifice is due to a character putting their scholastic time in, and Games Masters and Players should cooperate to make this work both from narrative and gameplay perspectives.

Artifice in Shadows and Echoes can provide the material for major campaign or plot arcs. A new weapon or tool that provides a significant advantage or efficiency might be highly sought after. Characters in possession of such designs or items could find themselves with major leverage - or under attack from all sides.

The results of artifice need not be weapons. A new kind of propulsion, a better agricultural system, a better way to store and access information... imagination is the only real limit.

Invention

Artifice, as a verb, is when an artificer conceives and builds something novel or new. Artificers need several things to invent and build: the concept, the plan, the resources, and the effort.

The Concept

The artificer Player(s) are usually responsible for the initial concept. The Games Master may steer, assist, or constrain Players in order to prevent deus ex machina while not crushing too much of the fun. The campaign or scenario itself may also provide hints or initial ideas for artificer Players to run with.

Some direct or peripheral connection to actual physical, mechanical, scientific, or theoretical principles is encouraged for the artifice concept - something pseudo realistic is preferred. It's better narrative and game form to use some creativity and style. Consider two examples.

Metz Alkin, Beetle artificer and crew member on the airship Lowlands Aurora, has a new idea for airship-to-airship combat.

"I conceive of a miniature clockwork timer. The timer may then be used to trigger a small bladder of rotten vegetables mixed with sulfurious, my previously invented chemical mixture. When triggered, it explodes with violent force. It also spreads the sulfurious, often causing fires."

Bee artificer Rath Warder has an idea for a new weapon.

"I invent a hand grenade."

It's obvious that Rath Warder's Player has some more conceptual work to do.

The Plan

The plan for artifice is the design for the new invention. It may take the form of blueprints, rough sketches, detailed instructions, etc. The plan may take any of various forms, but it should serve as adequate information to carry out creating at least a proof of concept of the invention.

Some plan designs may intentionally leave out key information in order to render them useless if stolen or copied. If this is the case, the Player whose character is designing the plan should tell the Games Master where the missing information is kept, how it is protected if at all, etc.

The Resources

Resources are the physical materials, equipment, and facilities required to create the invention. This may variously include things like raw or finished materials or parts; workshops, facilities, forges, smelting equipment, chemical processing equipment... The specific resources will likely differ from project to project.

Resources obviously require money. This may be the artificer's own money, or that supplied by patrons, employers, governments, or other interested parties.

The Effort

Artifice may require days, weeks, or months to design and build even proofs of concept. Refer to the Mythras rules for Equipment Manufacturing and Quality to help determine Task Round number, duration, and difficulty.

Success and Failure in Artifice

Inventions are up to Players, but characters are limited by ANC and artifice skill levels. If an artificer fails in creation, they may try again - how many times is up to the Games Runner. It is likely that the plan will need to be redefined to take into account the failure mode, which may increase the time required for attempting the creation again.

Note that even proofs of concept may take weeks or months to implement and refine.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Miscellaneous Rules

Increasing Skills
Currency
Language

Increasing Skills

Shadows and Echoes uses the following table to determine the amount that a skill may increase using Experience Rolls:

Current Skill LevelIncrease
Under 31%1d6 + 1
31% - 65%1d4 + 1
66% - 95%1d3 + 1
Over 95%1d2

A skill increases by 1% on a failed Experience Roll (when an Experience Roll is less than the current skill), and a skill increases by 1% automatically when a character fumbles that skill (once per skill per session).

Currency

Currency in Shadows and Echoes is meant to lessen the cognitive burden on players. Thus, the most common unit of currency, the Standard (made of silver), corresponds to one US dollar.

Units of Currency

Standard (formally, Silver Standard)
The standard or most common coin. Equivalent to one US dollar. One hundred Standards is equal to one Central.

Central (formally, Gold Central)
A convenience currency unit for expensive goods and services (and for the wealthy, as a more standard unit). One Central is equal to one hundred Standards.

Conversion with Mythras Currency

Generally, the cost of goods as listed in the Mythras core rules may be converted using the following heuristic:

One Shadows and Echoes Standard is equal to between 10 and 100 SP (Mythras Silver Piece).

This is due to the Mythras pricing lists being based around a roughly Bronze Age economy. As an example, the Mythras core rulebook lists a riding saddle as costing 60 SP. The cost of a riding saddle in today's modern world could conservatively be priced at between $600.00 USD and $6,000.00 USD.

Language

Shadows and Echoes is mostly language agnostic. This is because the kinden share a spoken language, and effectively everyone can understand everyone else. Regional dialects have somewhat complicated this, but that's rare.

On the other hand, while the True People also share a common language among their many tribes, the kinden and True People do not share a common language.

Note that while the kinden share a spoken language, written languages between kinden may vary, and thus require separate literacy skills.

Weapons and Armor

Kinden-Specific Weapons

Two Handed Weapons

WeaponDamageSizeReachCombat EffectsENCAP/HPTraits
Dragonfly Double Sword1d8LLBleed, Impale, Sunder25/11Double Ended
Grasshopper Polearm1d8 + 2LVLBleed, Impale, Sunder24/10Double Ended

Dragonfly Double Sword

Similar to a double-ended Japanese Katana.

Grasshopper Polearm

Similar to a double-ended Japanese Naginata.

Artifice Missile Weapons

Nailbows are essentially firearms. Long nailbows are rifles, usually single shot (repeating, magazine-fed nailbows exist but are most often military weapons). Hand nailbows are pistols, currently available in single, two, and four shot versions (two and four shot hand nailbows are like oversized derringers). Impale effects only grant the choice of two damage rolls rather than secondary impaling effects.

Scatterbows are essentially shotguns. For short range use, they shoot ammunition that consists of 3 - 6 pellets, generally metal. These nasty weapons are mostly the tools of some military units and are quite rare, but are becoming more common in civilian use.

Crossbows are available in light, heavy, magazine-fed repeating, and hand (pistol) versions.

Snapbows are high-powered airguns, currently seen in long and hand (pistol) versions. Impale effects only grant the choice of two damage rolls rather than secondary impaling effects.

WeaponDamageForceRangeLoadCombat Effects
Crossbow, Hand1d4+1S3/10/152Impale
Crossbow, Light1d8L20/100/2003Impale
Crossbow, Heavy1d10H20/150/3004Impale, Sunder
Crossbow, Repeating1d8L20/100/2005Impale, Sunder
Nailbow, Long1d8+2H30/200/3002Bleed, Impale, Sunder
Nailbow, Long, Marksman11d8+2H60/300/4002Bleed, Impale, Overpenetration, Sunder
Nailbow, Long, Repeating1d8+2H20/150/2005Bleed, Impale, Sunder
Nailbow, Hand Single1d6L5/10/151Bleed
Nailbow, Hand Double21d6L5/10/152Bleed, Sunder3
Nailbow, Hand Quad21d6L5/10/153Bleed, Sunder3
Scatterbow41d12+2H5/15/202Bleed, Stun Location, Sunder
Snapbow, Long1d8+2H30/200/3004Bleed, Impale, Sunder
Snapbow, Hand1d6L3/10/154Bleed

1 A marksman rifle has specialized mechanical or optical sights. The user must using Aiming for one full Combat Round to achieve the additional range and the Overpenetration effect. Otherwise, Overpenetration requires a critical.

2 A double can shoot 1 or 2 projectiles per shot; a quad can shoot 1, 2, or 4 projectiles/shot.

3 A double or quad shot can Sunder armor or natural protection.

4 Scatterbows shoot multiple pellets, but damage is a single roll comprising all of them per shot.

 

AmmunitionAverage Cost
Crossbow Bolt1 S per 5
Snapbow Bolt1 S per 5
Nailbow Round3 S per 5

Armor

ArmorMaterialAPENCDescription
Wasp Light AirborneMetal32Quarter plate
Wasp Sentinel Full PlateMetal87Full articulated plate

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Notes on Canon

The setting for Shadows and Echoes is partially inspired by the Shadows/Echoes novels. There's canon and then there's playability, and Shadows and Echoes breaks canon for playability. It's not meant to be the exact world and timeline. If it were there would be definite limitations on what was doable simply because deviating from the storylines would break canon.

For example, in Shadows and Echoes, magic is much more widespread. Cities and nation-states that are not prominent in the storylines are hotbeds of adventure and excitement. Kinden and True People don't freak out in each other's lands. Kinden that don't have large roles in the stories are more badass, and have more might and sway. Game campaigns or sessions could take place during any time period or time periods that would make no sense from a canon perspective, and could have mashups of things that didn't exist at the same point in time in the storylines. Things are more open to interpretation, in the name of fun and playability.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

References

Mythras

The Design Mechanism

Mythras

RuneQuest 6, Mongoose Legend, and Friends

Adrian Tchaikovsky

Shadows Of The Apt Book Series: ThriftBooks; Goodreads; Amazon

Echoes of the Fall Book Series: ThriftBooks; Goodreads; Amazon

Personal Site/Blog

Twitter

Shadows of the Apt Site

Please note that all of Adrian Tchaikovsky's literature is copyright Adrian Tchaikovsky, and is referenced here only as setting and motivating material. NO CLAIM is made to ANY copyright of Adrian Tchaikovsky (or Tor or any other publisher).

Please note that NO copyrighted material is reused or copied from any of the games listed. Games and game systems referenced are inspirations only.

 


The Mythras game system, rules, etc. are copyright The Design Mechanism.

All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.

Material on this site not covered by other ownership or copyright statements is Copyright © 2022 Robert Prince.

Changelog

0.9.5 June 16 2023

  • Convert ANC from POW replacement to attribute

0.9.4 June 11 2023

  • Add Decompose Wood Roach Art
  • Add Combat Styles
  • Add weapons
  • Break Combat Styles out into separate page
  • Add ANC spell casting cost

0.9.3 June 1 2023

  • Update Flight Art; note that Combat Styles are capped by Flight while flying

0.9.2 May 30 2023

  • New Careers
  • Finish first character creation example

0.9.1 May 24 2023

  • Use identified Culture for initial Standard and Professional Skill choices
  • Progress on character creation examples
  • Start on Combat Styles

0.9.0 May 22 2023

  • Conversion to Mythras