If you have ever wished to sail with Jason on the Argo, to
dare the labyrinth in the footsteps of Theseus or to twist men s bodies into the shapes of swine like Circe; if you would besiege the white walls of Troy or fly amid the clouds on winged sandals. If you would walk in columned halls and practice the magic that ibis-headed Thoth teaches, or learn the secrets buried in the hearts of the pyramids; if you would leave your body and, in spirit form, meet with the witches on lonely mountains. If you long to spread your wings with the artificer Dedalus and hunt with silver Artemis, listen to the Orphic melodies and aspire to the feast that awaits a true hero in Olympus... then read on! ogl ancients system and other ogl games The basic system used in OGL Ancients is fundamentally similar to those used in the other Core books from Mongoose Publishing. The skills and feats are similar, as are the combat and task resolution systems, though there are some important changes. If you are familiar with other games using this same system, then feel free to skip right over this chapter. introduction 3 characters in the ancient world Players in OGL Ancients take the role of heroes, characters who stand a head and shoulders above ordinary men and women. Each player s character, even at the lowest level of experience, is an exemplar in his field, capable of performing tasks far out of reach of ordinary folk. They are the warriors, sages and artificers whose deeds will eventually enter the realm of legend or be commemorated in epic poems. There are two styles of play available in OGL Ancients. If you wish to recreate the atmosphere of heroic legends in which the Gods walked the earth and terrible monsters lurked in forsaken places, then you can play in the Mythic Age. This kind of game is essentially a fantasy world built on a Graeco-Egyptian theme. The Gods are real, there is such a thing as witchcraft and magic and the powers of heroes and their ilk are supernatural. When the strength of Heracles is spoken of, people mean that he genuinely can tear a tree up by the roots or hurl a boulder for a mile. Monsters such as the Gorgons or the Minotaur are very real. This is the recommended option for players who want magic, adventure and the broadest range of powers. Films such as Jason and the Argonauts or Clash of the Titans typify this style of play. Alternatively, you may play in the Classical Age. This is a recreation of ancient Greece and Egypt as they were, incorporating a measure of poetic licence to allow for easy game play. In this version of the game, miracles do not occur and the myths are only stories. Those creatures that the legends record as monsters are exaggerations of the truth; the Cyclops was only a brutish human with one eye and the Minotaur was the deformed son of King Minos, hidden away in a labyrinth. You may prefer to play in the Classical Age if you like a more realistic campaign or if you want to tie events in world history into the adventures. Characters and Dice When an Egyptian archer draws back his bowstring and looses a shot at a charging barbarian, he may hit or he may miss. In a movie, his success or failure would be part of the script. In a roleplaying game, this is determined by random chance based on the skill of the archer in question. Since there is a variable involved, dice become a necessary part of the roleplaying medium. This is part of the excitement of roleplaying; you can never be certain that what you have in mind will come to pass, and you are always taking a chance whenever you do anything dramatic. The story of your character is not written in advance and even the Games Master respects the results of the die rolls. Strange though it may sound, dice make a game more realistic and enrich the challenge of the game. Just as in the real world, you never know quite what is around the corner. When a person fires arrows at a straw target, the variance of their shots is mostly based on their skill but can also be influenced by luck, timing and a thousand other factors. These are summed up by rolling a d20 (that is a 20 sided die) with a high number representing more of these factors aligning in a favourable way and a ne cause. If you have ever wished to sail with Jason on the Argo, to dare the labyrinth in the footsteps of Theseus or to twist men s bodies into the shapes of swine like Circe; if you would besiege the white walls of Troy or fly amid the clouds on winged sandals. If you would walk in columned halls and practice the magic that ibis-headed Thoth teaches, or learn the secrets buried in the hearts of the pyramids; if you would leave your body and, in spirit form, meet with the witches on lonely mountains. If you long to spread your wings with the artificer Dedalus and hunt with silver Artemis, listen to the Orphic melodies and aspire to the feast that awaits a true hero in Olympus... then read on! ogl ancients system and other ogl games The basic system used in OGL Ancients is fundamentally similar to those used in the other Core books from Mongoose Publishing. The skills and feats are similar, as are the combat and task resolution systems, though there are some important changes. If you are familiar with other games using this same system, then feel free to skip right over this chapter. introduction 3 characters in the ancient world Players in OGL Ancients take the role of heroes, characters who stand a head and shoulders above ordinary men and women. Each player s character, even at the lowest level of experience, is an exemplar in his field, capable of performing tasks far out of reach of ordinary folk. They are the warriors, sages and artificers whose deeds will eventually enter the realm of legend or be commemorated in epic poems. There are two styles of play available in OGL Ancients. If you wish to recreate the atmosphere of heroic legends in which the Gods walked the earth and terrible monsters lurked in forsaken places, then you can play in the Mythic Age. This kind of game is essentially a fantasy world built on a Graeco-Egyptian theme. The Gods are real, there is such a thing as witchcraft and magic and the powers of heroes and their ilk are supernatural. When the strength of Heracles is spoken of, people mean that he genuinely can tear a tree up by the roots or hurl a boulder for a mile. Monsters such as the Gorgons or the Minotaur are very real. This is the recommended option for players who want magic, adventure and the broadest range of powers. Films such as Jason and the Argonauts or Clash of the Titans typify this style of play. Alternatively, you may play in the Classical Age. This is a recreation of ancient Greece and Egypt as they were, incorporating a measure of poetic licence to allow for easy game play. In this version of the game, miracles do not occur and the myths are only stories. Those creatures that the legends record as monsters are exaggerations of the truth; the Cyclops was only a brutish human with one eye and the Minotaur was the deformed son of King Minos, hidden away in a labyrinth. You may prefer to play in the Classical Age if you like a more realistic campaign or if you want to tie events in world history into the adventures. Characters and Dice When an Egyptian archer draws back his bowstring and looses a shot at a charging barbarian, he may hit or he may miss. In a movie, his success or failure would be part of the script. In a roleplaying game, this is determined by random chance based on the skill of the archer in question. Since there is a variable involved, dice become a necessary part of the roleplaying medium. This is part of the excitement of roleplaying; you can never be certain that what you have in mind will come to pass, and you are always taking a chance whenever you do anything dramatic. The story of your character is not written in advance and even the Games Master respects the results of the die rolls. Strange though it may sound, dice make a game more realistic and enrich the challenge of the game. Just as in the real world, you never know quite what is around the corner. When a person fires arrows at a straw target, the variance of their shots is mostly based on their skill but can also be influenced by luck, timing and a thousand other factors. These are summed up by rolling a d20 (that is a 20 sided die) with a high number representing more of these factors aligning in a favourable way and a ne cause. If you have ever wished to sail with Jason on the Argo, to dare the labyrinth in the footsteps of Theseus or to twist men s bodies into the shapes of swine like Circe; if you would besiege the white walls of Troy or fly amid the clouds on winged sandals. If you would walk in columned halls and practice the magic that ibis-headed Thoth teaches, or learn the secrets buried in the hearts of the pyramids; if you would leave your body and, in spirit form, meet with the witches on lonely mountains. If you long to spread your wings with the artificer Dedalus and hunt with silver Artemis, listen to the Orphic melodies and aspire to the feast that awaits a true hero in Olympus... then read on! ogl ancients system and other ogl games The basic system used in OGL Ancients is fundamentally similar to those used in the other Core books from Mongoose Publishing. The skills and feats are similar, as are the combat and task resolution systems, though there are some important changes. If you are familiar with other games using this same system, then feel free to skip right over this chapter. introduction 3 characters in the ancient world Players in OGL Ancients take the role of heroes, characters who stand a head and shoulders above ordinary men and women. Each player s character, even at the lowest level of experience, is an exemplar in his field, capable of performing tasks far out of reach of ordinary folk. They are the warriors, sages and artificers whose deeds will eventually enter the realm of legend or be commemorated in epic poems. There are two styles of play available in OGL Ancients. If you wish to recreate the atmosphere of heroic legends in which the Gods walked the earth and terrible monsters lurked in forsaken places, then you can play in the Mythic Age. This kind of game is essentially a fantasy world built on a Graeco-Egyptian theme. The Gods are real, there is such a thing as witchcraft and magic and the powers of heroes and their ilk are supernatural. When the strength of Heracles is spoken of, people mean that he genuinely can tear a tree up by the roots or hurl a boulder for a mile. Monsters such as the Gorgons or the Minotaur are very real. This is the recommended option for players who want magic, adventure and the broadest range of powers. Films such as Jason and the Argonauts or Clash of the Titans typify this style of play. Alternatively, you may play in the Classical Age. This is a recreation of ancient Greece and Egypt as they were, incorporating a measure of poetic licence to allow for easy game play. In this version of the game, miracles do not occur and the myths are only stories. Those creatures that the legends record as monsters are exaggerations of the truth; the Cyclops was only a brutish human with one eye and the Minotaur was the deformed son of King Minos, hidden away in a labyrinth. You may prefer to play in the Classical Age if you like a more realistic campaign or if you want to tie events in world history into the adventures. Characters and Dice When an Egyptian archer draws back his bowstring and looses a shot at a charging barbarian, he may hit or he may miss. In a movie, his success or failure would be part of the script. In a roleplaying game, this is determined by random chance based on the skill of the archer in question. Since there is a variable involved, dice become a necessary part of the roleplaying medium. This is part of the excitement of roleplaying; you can never be certain that what you have in mind will come to pass, and you are always taking a chance whenever you do anything dramatic. The story of your character is not written in advance and even the Games Master respects the results of the die rolls. Strange though it may sound, dice make a game more realistic and enrichAlmost everyone claims t o be a good Christian, but a few men and women are truly such. They are God s saints, and because of their holiness they can intercede more effectively with the Godhead. The ignorant claim that God grants them a portion of His power, but the saints know that they are nothing, and that all their wonders come purely from God, and purely at his will. Still, God has promised that he will not abandon his faithful followers, and as long as the saint remains faithful, she fi nds that her prayers are still answered. Saints, perhaps surprisingly, often fi nd themselves in confl ict with the Church authorities. Many abbots and bishops prefer their saints safely dead, as living saints have a tendency to make uncomfortable pronouncements, and to attract the veneration of the living. In some cases, where the ecclesiastical hierarchy is actually corrupt, this confl ict can become serious, but usually it takes the form of wellmeaning churchmen trying to direct the saint into a more ? The Saint Core Class ? conventional, less obvious, path. If the confl ict becomes serious, the Church may even excommunicate the saint, but this has no effect on the saint s link with God. A few saints are declared heretics by the church, and most of these truly do appear heretical. The Church believes that their powers come from Satan, but the Church is wrong. God s view of his doctrine is broader than that of his servants, and not all heresy is wrong in His eyes. Adventures Saints do not go on adventures as such. That kind of activity is too selfi sh, driven by the character s own needs and desires. Instead, the saint follows God s will, and this can sometimes take her into danger, from which she can trust God to protect her. Some saints have a better insight into God s will than most people, and thAlmost everyone claims to be a good Christ ian, but a few men and women are truly such. They are God s saints, and because of their holiness they can intercede more effectively with the Godhead. The ignorant claim that God grants them a portion of His power, but the saints know that they are nothing, and that all their wonders come purely from God, and purely at his will. Still, God has promised that he will not abandon his faithful followers, and as long as the saint remains faithful, she fi nds that her prayers are still answered. Saints, perhaps surprisingly, often fi nd themselves in confl ict with the Church authorities. Many abbots and bishops prefer their saints safely dead, as living saints have a tendency to make uncomfortable pronouncements, and to attract the veneration of the living. In some cases, where the ecclesiastical hierarchy is actually corrupt, this confl ict can become serious, but usually it takes the form of wellmeaning churchmen trying to direct the saint into a more ? The Saint Core Class ? conventional, less obvious, path. If the confl ict becomes serious, the Church may even excommunicate the saint, but this has no effect on the saint s link with God. A few saints are declared heretics by the church, and most of these truly do appear heretical. The Church believes that their powers come from Satan, but the Church is wrong. God s view of his doctrine is broader than that of his servants, and not all heresy is wrong in His eyes. Adventures Saints do not go on adventures as such. That kind of activity is too selfi sh, driven by the character s own needs and desires. Instead, the saint follows God s will, and this can sometimes take her into danger, from which she can trust God to protect her. Some saints have a better insight into God s will than most people, and thAlmost everyone claims to be a good Christ ian, but a few men and women are truly such. They are God s saints, and because of their holiness they can intercede more effectively with the Godhead. The ignorant claim that God grants them a portion of His power, but the saints know that they are nothing, and that all their wonders come purely from God, and purely at his will. Still, God has promised that he will not abandon his faithful followers, and as long as the saint remains faithful, she fi nds that her prayers are still answered. Saints, perhaps surprisingly, often fi nd themselves in confl ict with the Church authorities. Many abbots and bishops prefer their saints safely dead, as living saints have a tendency to make uncomfortable pronouncements, and to attract the veneration of the living. In some cases, where the ecclesiastical hierarchy is actually corrupt, this confl ict can become serious, but usually it takes the form of wellmeaning churchmen trying to direct the saint into a more ? The Saint Core Class ? conventional, less obvious, path. If the confl ict becomes serious, the Church may even excommunicate the saint, but this has no effect on the saint s link with God. A few saints are declared heretics by the church, and most of these truly do appear heretical. The Church believes that their powers come from Satan, but the Church is wrong. God s view of his doctrine is broader than that of his servants, and not all heresy is wrong in His eyes. Adventures Saints do not go on adventures as such. That kind of activity is too selfi sh, driven by the character s own needs and desires. Instead, the saint follows God s will, and thisThe Tale of Laodice Somewhere far to the west of Thena, on a cliff that rises above the Middle Sea, there stands a single withered olive tree surrounded by a ring of stones whose aspect brings to mind horses. This tree marks the entrance to a series of caverns that once served as a hideout for the greatest thief of the Age of Magic, Laodice of Minea, who stole countless treasures and artifacts from all across Mythika. Laodice's legend spread far and wide in those golden days. Sailors from every corner of the world came to sail with her, and upon seeing unparalleled beauty swore allegiance to her. She and her crew knew no fear (or wisdom) and ransacked bazaar and temple with equal zeal. Laodice's career came to a devastating end when she dared to boast the she was a better thief than even wind-swift Hermes. The god of thieves, ever clever, sought to punish Laodice for her hubris. Rather than simply visit divine wrath upon her, though, he challenged her to prove her skill by daring her to steal both the trident of Poseidon and the spear of Athena. Such was her skill that Laodice actually succeeded in this fool's errand. Still, Hermes held the upper hand. He simply informed the two mighty gods of the identity of the thief and left them to mete out punishment. The affront so angered Poseidon and Athena that they brought forth the full weight of theirThe Tale of Laodice Somewhere far to the west of Thena, on a cliff that rises above the Middle Sea, there stands a single withered olive tree surrounded by a ring of stones whose aspect brings to mind horses. This tree marks the entrance to a series of caverns that once served as a hideout for the greatest thief of the Age of Magic, Laodice of Minea, who stole countless treasures and artifacts from all across Mythika. Laodice's legend spread far and wide in those golden days. Sailors from every corner of the world came to sail with her, and upon seeing unparalleled beauty swore allegiance to her. She and her crew knew no fear (or wisdom) and ransacked bazaar and temple with equal zeal. Laodice's career came to a devastating end when she dared to boast the she was a better thief than even wind-swift Hermes. The god of thieves, ever clever, sought to punish Laodice for her hubris. Rather than simply visit divine wrath upon her, though, he challenged her to prove her skill by daring her to steal both the trident of Poseidon and the spear of Athena. Such was her skill that Laodice actually succeeded in this fool's errand. Still, Hermes held the upper hand. He simply informed the two mighty gods of the identity of the thief and left them to mete out punishment. The affront so angered Poseidon and Athena that they brought forth the full weight of their can sometimes take her into danger, from which she can trust God to protect her. Some saints have a better insight into God s will than most people, and th the challenge of the game. Just as in the real world, you never know quite what is around the corner. When a person fires arrows at a straw target, the variance of their shots is mostly based on their skill but can also be influenced by luck, timing and a thousand other factors. These are summed up by rolling a d20 (that is a 20 sided die) with a high number representing more of these factors aligning in a favourable way and a