About this project
Mythos is based in 1920's Providence, Rhode Island, USA. Humanity is pitched against unspeakable terrors. Countless degenerates have turned their backs on their kin to serve dark Gods and joined insane cults that seek blood just for bloods sake.
Multiple allegiances exist, each of them with different agendas whether for Humanity, or for their own nefarious goals.
Drawing upon Mythos has had many names such as magic, arcania, shamanism and down through the ages knowledge has been learnt, lost and rediscovered.
Accessing Mythos opens doors that were once sealed, and can awaken horrors that have been slumbering or unaware of humanity's presence.
Players will be able to choose from a variety of factions, all of whom have a special place in the game we are creating.
Each faction will give players the chance to explore the many different facetes that we are introducing into the game, continuing the horror and terror that H.P. Lovecraft set in motion those many years ago.
Rest assured sanity is a key component within this game
Recently, Gareth and Dom were lucky enough to head over to Beasts of War to talk through all things Mythos with Warren and the gang. We think Warren's reaction to both playing the game and Gareth's description of our character's back story was brilliant. Check out the Weekender video below and see what Beasts of War thought of Mythos.
Faction / Campaign - What's the difference?
In Mythos we want people to have a number of options for gameplay. Sometimes you want to get your models out, put them on a gaming table, duke it out and then pack them away, we call this "Standard Play". On other occasions you want to really immerse yourself into your Faction's triumphs and losses, playing through a number of story based scenarios which we call "Narrative Campaigns" and "Role Playing Campaigns".
Whichever Box Sets you pledge for, you will have the ability to play any or all the gameplay types. In each box set, each model will have an accompanying stat card which has that character's abilities along with everything else you need to know to play that character in a "Standard Play" game.
We are also designing game mechanics in addition to "Standard Play" for the "Narrative Campaigns" and "Role Playing Campaigns." Players will be able to use starting statistics for each character type and guide their development within these campaigns.
Standard Play has been designed to play as a quick and easy Faction V Faction game straight out of the box. Scenarios for this type of game will be available and include straight up brawls and objective based games much in the vein of what you will used to in other skirmish games.
The Narrative Campaign is designed for linked scenarios that have accompanying story driven game play. In this format, you will use either the "Standard" stat cards for your models or create your own.
Role Playing Campaign
Role Playing Campaign is the area that we are most excited about and this is currently in early stages of development. If successful via Kickstarter, it is our intention to really involve the Mythos community to ensure we get the design element of this as close to what the community wants as possible.
It will allow for a team of characters to specialise in certain areas or remain balanced between all abilities they have access to. For example, your leader could be a Professor using the Professor Zachary Lazarus model(named character in the Priory). He will become “A Professor” and you will then be able to play through a Role Playing campaign and level up the characters including The Professor by increasing their stats, choosing new abilities, buying new equipment and generally making them a team of "badasses".
Currently we are working on the character development mechanics, building the foundation and framework for bringing characters and teams to life.
All Box Set Pledges - Free Exclusive Cultist Leader. One thing we were sure of was that we wanted to reward our backers with something, no matter what box set pledge level they jump in at. With that in mind we have created a Cultist Leader who you will be able to play in the game either as an NPC or (hopefully) should we unlock it, a specific campaign with him heading up a faction of Cultists.
We really couldn't undertake a project like this, dedicated and inspired by H.P. Lovecraft without referencing Cultists. Our artist was given the daunting brief of creating a look for our Cultists that made them recognisable as Cultists but didn't look like previous versions of Cultists and let's be honest there are a lot of them out there
One free Cultist Leader will be provided with every box set pledge no matter what level you decide to go in at. Our intention with the Cultist Leader is to make him an exclusive model, not a Kickstarter exclusive. We want others later on down the line to be able to buy him if they want to but this model will only be available as a show exclusive.
With all of the team being long term gamer's we approached this project right from the outset with one core game mechanic in mind and that was:
TO HAVE FUN!
Once we had settled on that core mechanic, which in all honesty was pretty straightforward, we set about the process of bringing a game inspired by H.P. Lovecraft to life. Here's a taster of some of the game mechanics in Mythos
1. Statistic Card Flipping
One key element was that of "Sanity" and how this would work as an in-game mechanic. We wanted to reflect the fact that during the game models would edge ever closer to madness but what would happen??
One night we were having a meeting to discuss the game and one of our Directors, Stuart Phillips (out of the blue we might add) came up with the mechanic that the stat card could "flip". We were always planning on using stat cards as to us they are an excellent way to represent models stats, abilities and other mechanics making them easily accessible during gameplay.
Back to the "Flip", Stu's suggestion was that once a model hit a certain trigger or a certain point of sanity, then the card could flip over to the reverse side and open up a whole bunch of new abilities for that model.
This effectively gives you two different ways of playing that character. Over the course of playtesting we have also now added in events that happen when some characters flip. This gives you a sense of this moment in the game where sanity or some other trigger has just been reached.
The image below shows you the two different versions of the Stat cards for Professor Lazarus (Leader of the Priory Faction) and the Dockland Queen (Leader of the Hidden Ones Faction).
2. Dual Statistics for model attributes
We wanted to create as much character into our models as possible.In that respect a dual stat system was implemented.
On the stat card you will find a number of attributes that have that stat split into two different numbers. The first number (left hand side) reflects that models offensive capability and the second number (right hand side) reflects the models defensive capability.
3. Live Combat
In Mythos, combat is brutal! Just because you initiate the combat doesn't mean that you are going to be the one doing the damage. If you pick the wrong fight this could come back to bite you.
An example of how this works in games is below:
Making a combat attack costs 1AP.
1. Using the active model the player declares that they are going to make a combat attack with a weapon (Weapons are detailed on a characters card). Target an enemy model in base contact. If the active model is in base to base contact with more than one of the opponent’s models then the active player may choose which one he is making the combat attack against.
2. Both players roll a 2D6, the attacking player adds their COM attack value, the defending player adds their COM defence value.
3. Compare final totals, the winner of the roll has hit their opponent and damage is resolved as per steps 4-6 below. If the totals are even the combatants are deadlocked and no damage is dealt.
4. The winner of the combat attack roll deals damage to their opponent equal to the factor by which they won the roll. i.e. a model scoring 12 vs their opponents roll of 9 will inflict 3 wounds.
5. If the winner of the combat roll scored a Double 6 apply the weapons critical effect. If a Double 6 was not rolled they may spend 1 MYT to activate this effect.
6. The losing player reduces his models WNDS equal to the final damage inflicted. If the model is reduced to 0 wounds immediately remove the model from the board
We are using high quality resin for all our Kickstarter miniatures. There are a number of reasons for us taking this decision including cost of production, final quality of the models and weight for shipping purposes.
Our first model, the Sea Queen, has been through a complete production cycle and we have had a lot of positive feedback since her launch at Salute 2015.
For time forgotten we have watched Humanity from below the surface, we have brought fear and terror, we have stalked them both day and night, we have hunted and slain, tracked and killed, found and devoured their souls and all for our sleeping God.
Science made them bold, made them think it was us who should be fearful. They found courage in weapons of bullets and fire, they brought light to the dark places and banded together to hunt us out. They spread like a disease and pushed us back to the very edges of their civilizations.
To them it seems we are gone forever, that our time has passed like a final breath and the myths and legends surrounding us have become but stories no longer believed. The lore learned from the deaths of those that were brave enough to face us has faded with time and is now all but gone. The human hunting grounds we once fought each other for have disappeared beneath wood and stone. Towns and cities now light the darkness of night, drawing our eyes and our burning hunger.
The world has become ripe, its numbers swelling as Humanity gorged and became lazy with technology. We have but taken a breath, a pause, a step back to measure. We have used the time well to change and adapt, to evolve and be reborn in the seas from which we rise. We have waited, following our Father’s dreams. No longer will we have to fight each other for those few souls within our boundaries. We will not have to be careful and only cull what we need for worry of wiping them all out in a single cycle’s feed.
We will feast like never before, delighting in Humanities fear and terror, consuming their bodies and sending their still screaming souls to our God, our Father. We have learned their ways as we waited, to better hide in plain sight; we can now wear and control the skins of men and women, of boys and girls that we might remain within our hunting grounds and not have to return to the seas embrace.
We will walk amongst them in the light of day marking out our prey and hunt them in the darkness of night. Our numbers are few but more rise with each lunar cycle, for the nightmare has gone forth, our re-awakening is beginning and the world….well the world will never be the same again.
Guardians of the dead Pharaohs of Egypt for thousands of years, the Custos Crypta have long served the Egyptian Priesthood as creatures of power and a connection to the Gods. In form they are closely related to the Scarab and many believe they were sent by the God Anubis as a death icon due to their voracious appetite for flesh.
Their numbers have to be closely monitored by the Priesthood as they only have a short life cycle, less than a single year but towards the end of its life each one lays eggs for the next generation which have to be harvested. After careful study it was found they did not even need to procreate, that they were an asexual predator. Even just one released into the populace could be very dangerous due to their short lifespan and the large crèches they produce before death.
In numbers, with their scythe like blades and powerful jaws, the Custos Crypta leaves only the skeletons of their victims in their wake. This has made them a perfect guardian for the dead Pharaohs of Egypt. When carrying out the final seal of a Pharaohs tomb a number of slaves are left alive in its maze like passageways, not realising that they are not alone. Over time the growing young find and feed on their victims and anything else still alive until only their brethren are left. With no other food source and no need to procreate it seems only then do they turn on each other until only the strongest remains.
But that was during the time of Egypt’s power. For nearly 5000 years the life cycle of the Custos Crypta has continued in the isolation of the tomb. Their only food sources those others that survive the birthing process. For five thousand generations they have been trapped within their own ecosystem. They have evolved to become more predatory, their bodies growing in size to be better able to fight and also provide more food when dead; their instincts have been honed to a razors edge, almost giving them the appearance of intelligence. A new threat to Humanity happily contained within stone and secrets, protected by mazes and traps. Or so we thought.
But Humanity in its curiosity has ventured back to Egypt, has begun to unearth those hidden places in its search to know what came before or in its greed for the gold and riches that were placed with the dead Pharaohs of Egypt. The outer chambers have been breached; people have died in the maze and traps never reaching the tombs heart. The scent of blood and new noises reach the latest form of the Custos Crypta, the last of this generation. From its favourite ambush point it views this new prey but with the intelligence it’s form now possesses it doesn’t rush in but calmly watches the creatures below.
With the archaeological team directly below it flexes its long legs and drops silently, arms ready to rip. Flaring its wings on landing it goes strikes fast and hard, in less than a second the four bodies lie upon the ground, a growing pool of blood extinguishing the crude torch they carried. Stopping only long enough to eat its fill the Custos Crypta traces back along the path of this new food source and for the first time in 5000 years one of its kind slips into the star filled night, a shadow of death.
Within the chamber containing the Pharaoh, electric blue gemlike orbs shiver at the touch of the cool air as the next generation of Custos Crypta enter the final growth phase before hatching.
The aim of our Kickstarter is to be as simple as possible. We cannot, like others, offer hundreds of free minis along with a massive range of add-ons. We have worked really hard to bring as much as we can to the Kickstarter and provide a free Cultist Leader model.
If we are successful, we will add additional pledge levels through the course of the campaign, If we manage to unlock the additional factions that we have designed. Here are the pledge levels as they stand:
Salute 2015 saw us attend our first event. Our aim to show what we could bring to the table, in this case quite literally. Having a goal with a sensitive timeframe we took our first model from concept to fully painted miniature with a 300 model production run, while increasing our art and faction design portfolios.
This was an invaluable experience for us in our transition from gamers to game designers. It allowed us to assess our abilities to work with the various outside agencies required to bring our game to life and find our talented artists, sculptors and production company.
We were lucky enough to catch the eye of Dawn and Gianna from the Beasts of War team who were kind enough to do a video interview which saw our campaign truly begin with our first media coverage. This has continued with further coverage of our art and model releases being featured on Beasts of War showing our journey and progress.
This has been an amazing journey for us to this point and we are all hoping that this is just the start and there's a lot more road to travel.
All five of us want to show our complete and utter appreciation to those that have helped us through the last 18 months. It is true to say that without these people Mythos would not be here today.
First up is Shane Cook, our artist. Quite simply Shane is a genius, his talent, vision and execution has pulled our entire project together with an amazing cohesive look.
As well as this Shane is a delight to work with, he has brought to life our (often) wandering thoughts on character design without a word of complaint. He just gets us. Check out Shane's deviant art portfolio using the link below:
Next up is Mate Jako, another artist that we have worked with. Mate has the same love for all things Lovecraftian as we do. When we started talking to Mate about the piece we wanted to commission he was on board straight away. Mate's talent is to really create a unique and sometimes disturbing take on the world which was perfect for us!
The medium that Mate uses really instills emotion and passion whilst retaining clarity. Check out Mate's home page using the link below:
In life there are moments when, when you look back on it, really define you. One moment for our team was at Salute 2015. Not only was it the first time we had put ourselves out to the public but it was also the time that we met Dawn and Gianna from Beasts of War.
Dawn interviewed Dom (Chief Rules Guru) and during the interview she said that she would follow us with interest. Boy did she keep here word. Over the last 12 months Dawn has been kind enough to post our updates over at Beasts of War helping us to get Mythos out to the wider gaming community. This for us has been invaluable and we want to thank her for this. Check out Dawn and Gianna's tireless work out here:
When putting the project together, and especially once we had started to receive models into our hands, we wanted to ensure that were displayed to their very best. We went to one of the very best! Scott Hockley is extremely well known within the British miniature industry for his exquisite paint jobs. He really did bring our models to life and absolutely nailed the colour schemes and details of our models. Here's his blog - make sure you follow his work!
Next up is Russ Charles from Clockwork Goblin. Russ has been involved with the project pretty much from the word go and has designed Maharal, Zeus, Bertie and Abigail from the Priory Faction.
Russ's expertise in the 3D sculpting world is well know and his reputation is well deserved. Check out Clockwork Goblin using the link below:
Alongside Russ on the Sculpting side has been Duncan Louca who has also contributed to the Priory with his detailed take on Professor Lazarus. In this sculpt he has captured every single detail, even down to the charms attached to the Prof's belt. We were so proud to show this model off at Daffcon 2016 where he received a lot of praise. Check out his work:
Sometimes you come across a piece of art or a miniature and you just have to stop and stare at the workmanship that has gone into it. Tom Lishman is one of those artists whose work falls into this category. An absolute pleasure to work with, Tom produced the Cultist Leader for us and we were so pleased with the finished result we decided that we wanted to give all of you boxset pledgers a free one! Check out Tom's portfolio here:
We would like to thank Steamforged Games for their advice and guidance throughout the course of our project. Mat and Rich have been there for us from the start, really engaging with our concept and the game mechanics but also there to say when they felt we needed to adjust and improve. Check them out here:
All 5 of us also want to say a massive thank you to all the guys and girls at Legion Wargames Club in Ipswich. They have been a fundamental part in us getting the game itself to where it is today. Special mention has to go to Brendan Taylor (he's that guy!), Wayne Salter (and his never powered off 3d printer), Tom Street (Lovecraft Groupie), Tom McGovern (I break any game) and Richard Nicholls (just lovely) for all of their time and thoughts on the game. If your in and about Ipswich then give them a shout out for a game:
Last but my no means least, it's all of the great community members that we have come into contact with over the last 18 months on our Facebook page. We have had a great time showing off our progress but more importantly looking at the comments that were made. That for us has really helped to guide our decision making. We have also spent some time with those people that spend their own time putting together all those great podcasts that we like to listen to in relation to the hobby.
Flock and Awe
Fulfilment for our project will be completed in conjunction with Steamforged Games.
Steamforged Games has rapidly built a strong reputation and we are proud to be using them to assist in fulfilling our project.
Our intention is to keep the cost of P&P to as minimal cost as possible whilst retaining a quality service to all backers. The cost for UK shipping will be at standard UK pricing. International orders are a little extra. Because Steamforged Games are shipping from the UK there won't be any hidden customs and import costs to the EU.
Mythos® is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of the creators’ imaginations, or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. © 2015, 2016 Paranoid Miniatures Ltd. Mythos® is a registered trademark of Paranoid Miniatures Ltd. All rights reserved.
Risks and challenges
All 5 of us that have been involved in preparing for this Kickstarter have worked tirelessly over the last 15 months to get to this point. We have committed finances, time and effort to produce what we think is a unique game and game setting.
Renders for the Priory Faction are complete and art for the remaining Factions has also been completed, the Sea Queen has sculpted and manufactured and has been on sale for the last 12 months. Therefore we have been through the production cycle and understand this process. So, backers already have a good idea of the quality and style of miniature they are investing in.
We have given careful consideration to each part of the process, to minimise risk when the campaign ends and fulfilment begins. We will also be working with Industry leaders, Steamforged Games in delivering this project.
We have also used the last 15 months via social media to show our progress.
We want our backers to be fully aware all the way through where we are in relation to the current status of production.
Finally, we have set achievable delivery date estimates. This will increase the likelihood that product will be delivered on time or, perhaps even ahead of schedule.Learn about accountability on Kickstarter
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