From publisher blurb:
Giant-sized (100+ pages!) issue with a mega-section on Charybdis, the Dark Continent of Mythika, including a complete gazetteer, Charybdian adventurers, creatures, magic and mythic items and an epic adventure; also includes a bonus dossier on the Middle Sea, islands & colonies and some new marine creatures!
A Word from the Editor
Welcome, dear readers, to the tenth and biggest ever issue of the Minotaur, the one-and-only official webzine of
Mythika Gazetteer: Charybdis
Exploring the land of wild jungles, ancient secrets and lost cities - from within
Article: Charybdian Characters
How to create heroic adventurers from Mythika’s Dark Continent
Mythic Bestiary: Charybdian Creatures
Antelopes, giraffes, zebras – and some blood-curling horrors too!
Maze Master’s Lore: The Power of Names
A closer look at one of the most fascinating aspects of Charybdian tradition
Pandora’s Box: Treasures of Charybdis
Fantastic fetishes, tribal talismans and ancestral artifacts
Bonus Article: The Mighty Mammutep
An optional nonhuman Folk (and character class!) for Charybdian campaigns
Adventure: The Spear of Tamro (1/3) - The Call of the Wild
A Charybdian adventure – and the first part of Andrew Pearce’s new epic trilogy!
Bonus Feature Article: Islands & Colonies
Yes, some people actually WANT to live on these Zeus-forsaken islands!
Bonus Mythic Gazetteer: The Middle Sea
Yes, that’s right, you’ve got yourself TWO Mythic Gazetteers in the same issue!
Bonus Mythic Bestiary: Beneath the Waves
Not to be outdone, the Mythic Bestiary takes you back under the sea!
Griffin Archives: One Thousand Ships
Look! Is it a bireme? Is it a trireme? No, it’s a history of naval warfare in Mythika!
Campaign Plot: The Quest for Prince Argan
High adventure across the Middle Sea, in search of a missing heir to the throne
A Twist in the Maze: Marksmen & Missiles
Luke G. Reynard takes a shot at missile use in M&M – and scores a bullseye!
Almanac of Mythika: Mythic History (1/3)
Anagnosis of Thena takes us back to the Mythic Age of Mythika
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Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
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