TEXT: by Kyle M. Jones 
   
  elcome to Ascension to Olympus, the ancient Greek mythology game in which the 
  players try to achieve godliness the only way you know how: fame. In Ascension 
  to Olympus, players are afforded the unique opportunity to play Godlings, the 
  offspring of gods and mortals, with the ultimate goal of being admitted as a god to Mount 
  Olympus. To become gods, the players must perform heroic deeds and slay menacing beasts, 
  but they get no credit for their acts unless they are witnessed by the Greek citizens they are 
  serving. The more people that witness an act of heroic might, the faster that player will 
  advance towards crossing the gates and enjoying the wine and ambrosia of Olympus. If no 
  one sees the player’s acts, it’s as though they never happened. So fight strong, fight brave, but 
  most importantly, fight where people can see you. 
  IMPORTANT: Ascension to Olympus is not a standalone game and requires the first edition of Mutants & Masterminds 
  RPG (hereinafter “M&M”) by Green Ronin Publishing for character creation and combat rules. Even though M&M is a 
  game of superheroes, it is also perfectly suited to tales of Godlings and monsters. The terms Power Points (hereinafter “PP”) 
  and Hero Points (hereinafter “HP”) are M&M product identity of Green Ronin Publishing (as defined in the Open Game 
  License on page 15). 
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1: the 
  term Godlings, the entire sample mission (everything in the section “The Godlings’ First Quest: The Prince of Minos”), King 
  Minos and the Minotaur.  
  Creating a Godling........................................................2 
  Who Are You and Why Are You Here? .................2 
  The Pantheon ...........................................................2 
  Godling Stats.............................................................4 
  Skills .....................................................................4 
  Feats and Super-feats ...........................................4 
  Powers ..................................................................4 
  Devices .................................................................5 
  Weaknesses ..........................................................5 
  Teamwork and Sibling Rivalry. ...............................5 
  Immortality:  the Best Thing About Being a 
  Godling................................................................. 6 
  Ascension… ............................................................. 6 
  …and Decline .......................................................... 7 
  Getting Their Attention............................................... 8 
  The Oracle of Delphi.................................................... 8 
  Godlings’ First Quest: The Prince of Minos .............. 10 
  King Minos (Power Level 12) ........................... 13 
  Minotaur (Power Level 15)............................... 14 
  OPEN GAME LICENSE Version 1.0a........................ 15 
   
  Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are 
  trademarks of Green Ronin Publishing and are used by permission.  Power Points and Hero Points 
  are product identity of Green Ronin Publishing.  
  W 
  
   
  2
  Creating a Godling 
  Who Are You and Why Are You Here? 
  In ancient Greece the gods dabble in the affairs of mortals on a regular basis. Oftentimes 
  things get out of hand: an innocent picnic lunch with Penelope, a little too much wine, an 
  accidental transformation of oneself into a vulture. The next thing she knows, Penelope is 
  heavy with child, and nine months later it’s a beautiful bouncing boy. He may be bald, with 
  wings and a beak, but darned if he doesn’t radiate a godly aura. 
  Creating a Godling for Ascension to Olympus is easy. Just ask yourself, exactly why is your 
  vulture/god/boy roaming the countryside in Greece? Which god was his mother or father? 
  Was his mortal parent a member of royalty or a shepherd of the royal flock? Some may find it 
  helpful to look through the M&M feats and powers section for powers that look interesting 
  (keep in mind that some feats and powers aren’t available in Ascension to Olympus; 
  see below), find some that fit together well, and then determine how your 
  Godling came into being. For other people, it’s easier to devise a 
  background first and then choose their abilities and powers to suit. Do 
  whatever works best for you.  
  Background is important to Ascension to Olympus as well—more 
  important even than powers and abilities in determining who this 
  Godling really is. Make sure players have a well developed background 
  which, if done properly, will be alienating, traumatic, debilitating, and have 
  a profound effect on their fundamental personality and character traits. Players 
  should have a background that is worthy of its own chapter in the high school 
  primers on mythology. Creativity in Ascension to Olympus should be highly rewarded. 
  The Pantheon 
  For those who have forgotten their high school mythology/literature classes, here are the 
  primary gods and goddesses of ancient Greece: 
  Zeus 
  Ruler of the Greek gods. Husband of Hera. Brother of Poseidon and Hades. Lord of the skies, 
  rain and lightning. When he overthrew the titans and his titan father, Cronos, he drew lots 
  with his brothers to determine which realms they would rule. Zeus won the realm of the 
  gods and mortals. 
  Hera 
  Wife and sister of Zeus. Daughter of the titans Ocean and Tethys. Goddess of marriage and 
  wives. Her sacred animals are the cow and peacock. Her tempestuous relationship with her 
  husband has led to infamous spats and, only once, a rebellion in which she sided against Zeus. 
  
   
  3
  Poseidon 
  Ruler of the seas. Brother of Zeus and Hades. When they overthrew the titans, he drew lots 
  with his brothers to determine which realms they would rule. He drew all waters, rivers and 
  the vast oceans. His weapon of choice is the trident, which can cause earthquakes and shatter 
  any item. 
  Hades 
  Ruler of the underworld. Brother of Zeus and Poseidon. When they overthrew the titans, he 
  drew lots with his brothers to determine which realms they would rule. He drew the land of 
  the dead. As the lord of the underworld, he is also the god of wealth and precious metals. He 
  is married to Persephone, whom he abducted to the underworld. 
  Athena 
  Daughter of Zeus. Zeus spontaneously created her, thus she has no mother. She is the goddess 
  of wisdom, reason, purity, craftsmen, cities and agriculture. She is the favorite child of Zeus 
  and has the appropriate privileges from her father. She is a fierce warrior who always appears 
  in full armor. Her animal is the wise owl. 
  Ares 
  Son of Zeus and Hera. The most despised of the gods. He is the god of war 
  and bloodshed. Although considered a fierce and formidable warrior, he 
  is also known for his acts of cowardice. His animals are the vulture and 
  dog. 
  Apollo 
  Son of Zeus and Leto. Twin brother of Artemis. He is the god of the sun, 
  music and healing. Associated with archery, Apollo can loose an arrow that 
  travels as far as the rays of the sun. Every day, Apollo harnesses his chariot and, 
  with the help of his four steeds, leads the sun across the sky. 
  Aphrodite 
  Said to have been spawned spontaneously when Cronos castrated another titan and discarded 
  his testicles into the seas. Aphrodite then appeared in a spray of sea foam on a giant scalloped 
  shell. She is the goddess of love and is married to the disfigured Hephaestus. 
  Artemis 
  Daughter of Zeus and Leto. Twin sister of Apollo. She is the goddess of the hunt and all things 
  wild. She also reigns over the moon and chastity as well as presiding over childbirth. Her 
  animal is the deer, but all wild animals are sacred to her and her followers. 
  Hermes 
  Son of Zeus and Maia. He is the messenger of the gods and always wears winged shoes and a 
  winged hat. He is the fastest of all the gods. He is the god of thieves, trade and commerce. 
  Another of his duties is to guide the dead on their way to the underworld. 
  
   
  4
  Hephaestus 
  Son of Zeus and Hera. He is the only god who is not physically beautiful. In fact, he is 
  disfigured and lame. He obtained his injuries when his mother Hera, angered by having an 
  ugly child, threw him from Mount Olympus onto the rocks below. He is the god of fire and 
  blacksmithing, and is responsible for creating the weapons and armor of the gods.  
  Godling Stats 
  All Godlings start at Power Level 10 (see M&M character creation rules). With only a few 
  restrictions, players should create their Godlings as they would a superhero in M&M, except 
  that the skills, powers, feats and abilities should be appropriate to ancient Greece. 
  Accordingly, all the abilities, skills, feats, super-feats and powers in Mutants and Masterminds 
  are available except for the following: 
  Skills 
  Because the game is set is ancient Greece, the following skills are not applicable: 
  Computers, Demolitions, Drive (except for chariots and wagons), Pilot (for 
  any vehicle other than a ship), and Science. 
  Feats and Super-feats 
  Because fame and infamy in Ascension to Olympus are a function of a 
  character’s power level and PP, the Fame, Infamy, Minions and Sidekick 
  feats are not applicable.  
  The Headquarters feat is allowed, but any benefit from the headquarters which 
  is derived from mechanics or technology is not allowed. 
  Because the players cannot hide their aura and presence as Godlings, the Secret Identity 
  super-feat is not allowed.  
  The super-feats of Radio Hearing and Radio Broadcast are not permitted. 
  Powers 
  Players cannot die. Thus the Reincarnate power is not permitted or required. 
  The realms of the Greek gods are well defined and compose the finite boundaries of the 
  worlds. Thus, the Dimensional Travel and Space Flight powers are not allowed.  
  The Time Travel power is disallowed. Time travel was not a concept the ancient Greeks 
  understood, and it does not play a part in Greek mythology. The Time Control power is 
  allowed, but the Time Travel extra is not available. 
  For obvious reasons, the Datalink and Gadgets powers are not available to players. 
  
   
  5
  Devices 
  Devices are only allowed if they are appropriate to the setting and time period of ancient 
  Greece. 
  Weapons and Armor must be of the antiquity variety (no guns or kevlar). Similarly, vehicles 
  must be appropriate (ships, mounted steeds, etc.). 
  Mechanical Gadgets and Constructs are not allowed, but magical constructs are permitted (for 
  example, golems or magical swords). 
  A player is permitted to have a Headquarters, but any benefit from the headquarters which is 
  derived from mechanics or technology is not allowed. 
  Weaknesses 
  All weaknesses are available. 
  Teamwork and Sibling Rivalry. 
  In Ascension to Olympus, the players are all related-- literally. If one 
  player’s father is Zeus and the other’s mother is Athena, then, because 
  Athena was Zeus’ daughter (however she had no mother since she 
  sprang directly from his forehead), the first player would be the uncle 
  or aunt of the second player. Thus, the players are working together to 
  achieve their goals and gain notoriety with the Greek-going public, but it 
  is inherent in their Godling nature to also compete with each other for 
  who is the most godly, heroic and worthy of admission to Olympus. 
  Accordingly, it is not unheard of for Godlings on the same team to subtly sabotage 
  their teammates’ efforts to vanquish the enemy, only to allow themselves to swoop in and 
  deliver the fatal, long-remembered, finishing blow to the creature. 
  In the beginning of every game of Ascension to Olympus, the players visit the Oracle of 
  Delphi who will inform them of a new menace that needs dispatching, or godly mission that 
  needs undertaking. After that, it is completely incumbent upon the players to determine the 
  best way to accomplish the mission. It is important that the players work together to 
  accomplish the goal. If they succeed, they will gain PP which will get them ever closer to 
  achieving godly status. Moreover, if they perform particularly spectacular acts of heroism, 
  they will gain additional PP. If they fail, however, they will lose PP. If acts of sabotage are 
  observed by the public they will also lose even more PP. These points may be spent on new 
  powers, skills, and abilities as detailed in the M&M core rulebook (subject to the limits 
  provided in these rules). 
  Thus, attainment of the ultimate objective is important and will require the use of the entire 
  team. But if a player can sneak in a particularly clever flourish to finish off the menace, that 
  player will receive bonus points. 
  
   
  6
  Immortality: the Best Thing About Being a Godling 
  The greatest benefit to being a Godling is a big one: immortality. Godlings, even though they 
  are not allowed to reside in Mount Olympus yet, are still held dear to the gods because of 
  their divine nature. Thus, one of the powers every player holds is that they are unable to die. 
  If a character is brought to a point at which death would normally occur, they are defeated. 
  This means they are rendered into a feeble, powerless state which takes nearly a month of 
  recuperation to recover from. After one month, the character is back to his or her normal 
  state (less any loss of PP suffered for failure of a mission or being defeated). Because they 
  know they are immortal, Godlings are much more brazen and daring in their actions than 
  mortals. 
  In addition to immortality, all Godlings have the following traits:  
  Immunities to aging, exhaustion, starvation and suffocation: As Godlings, the players do not 
  age and do not need to eat, sleep or breath. 
  Comprehend (Flaw- spoken language only): Godlings have a basic comprehension of 
  all the languages (mystical and otherwise) of ancient Greece.  On the 
  Comprehend DC chart (see M&M p. 63) understanding the language of fey 
  (satyrs, nymphs, sirens, etc.) is equivalent to a common human language 
  (DC 10).   
  The key to becoming a god is to convince the people that a Godling is a 
  worthy candidate. This cannot be achieved through lobbying or Socratic 
  dialogue. It is only achieved when people witness, with their own eyes, 
  the Godlings acting in ways that make them appear worthy of entrance to 
  Olympus. 
  Ascension… 
  Each Godling’s progress towards godhood is measured in PP, and the more heroic they are, 
  the more spectacular their exploits, the greater their reward. Ultimately the Godlings strive to 
  reach Power Level 25, the minimum level of power required to enter Mount Olympus. At the 
  beginning of every adventure, the players will visit the Oracle of Delphi who assigns them a 
  heroic task. Achieving that goal might earn them one PP. Attracting a small crowd of locals 
  to watch them dispatch the gorgon in the town square could garner each Godling two PP. 
  Luring the manticore to the floor of the Athenian forum and slaying it before the assembled 
  populace, could mean three PP to the Godling who cast the killing blow. 
  Individual Godlings who perform uniquely heroic acts, should be singled out for an additional 
  PP or two. Thus, a good party will work together to slay the mythical monster, but will 
  compete to deliver the killing blow. In other words, when the players are devising ways to 
  achieve their goals, each will seek ways to maximize their exposure for those acts. The players 
  should be encouraged to plot all their strategies from the initial goal of achieving the most 
  fame if they succeed. 
  
   
  7
  …and Decline 
  With one hand the Gamemaster awards points and with the other she takes them away. 
  Players should have PP taken away for failure, acts of cowardice, or other embarrassing acts. 
  Any act that would severely detract from a player’s reputation with the public should result 
  in the loss of PP. For example, if the party fails to achieve their mission, they should each lose 
  one PP. Any player who is openly defeated and debilitated should individually lose one PP. If 
  a player is witnessed committing an act that obviously sabotages the team’s efforts, the 
  Gamemaster should deduct one PP. Extreme acts of betrayal which are widely witnessed may 
  result in the loss of two or more PP (depending on the nature of the act, at the GM’s 
  discretion).  
  If a player loses enough PP, he can potentially revert to a mortal state. As an extreme 
  example, if a player repeatedly fails and loses PP to the point of reverting to power level zero, 
  that player becomes forever mortal and can no longer advance. Even though it would be 
  nearly impossible for this to happen, it demonstrates that the loss of PP will result in a “less 
  godly” character. To wit, characters can lose their powers and abilities as a result. 
  If a player loses a PP, the player gets to choose where it comes from. It can 
  result in the loss of abilities, powers, skills or feats, at the player’s 
  discretion. 
  The game master should only award PP (or take them away) at the end 
  of each adventure.  The following chart provides general guidelines on 
  the award or penalty of PP in common situations. 
   
  FP Award/Penalty Chart 
   
  +1 
  Had a hand in successful completion of mission 
   
  +1 
  Played a critical role in mission’s success 
   
  +1 
  Delivered a Killing Blow 
   
  +1 
  for extra witnesses at crucial moments of heroism 
   +1 (or more) for extra style 
   -2 (or more) 
  Complete mission failure 
   
  -1 
  Not seen assisting even though mission is successful 
   
  -1 
  Act of apparent cowardice 
   -1 (or more) 
  Act of apparent treachery 
   
  -1 
  Act of apparent weakness (eg: being rescued by another Godling) 
   
  -1 
  for extra witnesses at crucial moments of weakness 
   -1 (or more) 
  for particularly spectacular failures 
  
   
  8
  Getting Their Attention 
  In Ascension to Olympus, the players must always be aware of who is watching and what 
  kind of exposure they have to the public at any given time. To this end, HP can function in 
  ways different than what is provided in M&M. 
  M&M provides that players can do one of eight things with their HP: re-roll a die roll; 
  improve defense; eliminate stun hits; recover; ignore fatigue; overcome injury; escape death; 
  and inspiration. Players in Ascension to Olympus can use their HP for any of these except 
  escape death (which is moot because they are immortal). 
  In addition to those uses, characters can also expend one HP to accomplish the following: 
  Attract Attention 
  If a player realizes that she is about to do something heroic and wants to make sure people are 
  watching, she can expend one HP to draw attention to herself. By letting out a godly war cry, 
  emitting a super-powerful godly presence, or by other appropriate means, the player ensures 
  that everyone within eyesight (other than the other players, godly creatures or 
  other supernatural creatures) turns and looks at the player. This can also be 
  useful if the player notices another player about to commit a particularly 
  heroic act, and wants to draw attention away from them. 
  Killing Blow 
  If a player believes he is about to strike a final blow which will down an 
  opponent, she can spend one HP to perform a Killing Blow. If a player 
  chooses to spend a point on a killing blow, she must declare so before her 
  attack. If the player manages to incapacitate the enemy on either of her next 
  two attacks, that attack is a highly-stylized, super-impressive killing blow. 
  People who witness such a killing blow will remember it forever and relate it to their 
  successive generations in tales of legendary battles. A player who is witnessed delivering a 
  killing blow may be entitled to an additional PP or more, depending on the circumstances. 
  The Oracle of Delphi 
  The Oracle of Delphi serves as the instigator of every mission. The players will visit the 
  Oracle at the very beginning of every mission and be given an assignment. However, in 
  typical mystical Oracle fashion, the exact details are not entirely clear, because she tends to 
  speak in riddles and vague metaphors. In fact, it isn’t unheard of for players to come away 
  from a meeting with the Oracle not understanding anything more than the place they should 
  go to. 
  The Oracle resides in the temple of Delphi, which is an ornate, white stone temple. Along 
  with the normal accoutrements that one finds in a temple, there is a vast marble staircase 
  which descends downward for several hundred feet. At the bottom of the stairs is a simple 
  wooden door, and nothing more. Inside the door, is an unadorned white marble room. There 
  is absolutely nothing in the room other than a five foot by twenty foot reflecting pool which 
  
   
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  bisects the room along its length. Sitting cross-legged against the far wall is the Oracle of 
  Delphi. She appears to be a slight, Greek woman of indeterminate age. Her person is almost 
  completely enveloped in a long flowing robe and a hood completely obscures her face. When 
  she speaks, it is in Greek and totally devoid of accent. Whenever anyone enters the room, the 
  Oracle says, “Stop. Advance no more towards the sacred vessel. The visions have foretold 
  your arrival and spoken of the fates that behold you.” At this point the Oracle will divulge the 
  player’s mission in a cryptic, unhelpful fashion. 
  For example, if the mission involves the regenerating multiheaded hydra attacking the fabled 
  city of Thebes, the Oracle may say: 
   With an unassailable fury; 
  The beast punishes Thebes. 
  Noble and serf alike will pray; 
  For the slayers of dragons to arrive. 
  Strike once, strike twice; 
  Strike four times more. 
  The deadlier you are; 
  The more dangerous the beast becomes. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  10
  Godlings’ First Quest: The Prince of Minos 
   
  Introduction 
  This sample mission is intended to give the Gamemaster a general idea of how to form a 
  typical Ascension to Olympus mission.  This is by no means a comprehensive mission, but 
  merely an outline to be fully developed by the Gamemaster.  There are many details which 
  are missing that the Gamemaster should complete in advance to personalize the adventure for 
  her party. 
  “The Prince of Minos” is typical of the missions for Ascension to Olympus—it starts with the 
  cryptic mumblings of the Oracle of Delphi; works with a mythological background the 
  players should be generally familiar with (the Minotaur); gives plenty of opportunities for 
  public acts of heroism; and even contains a simple twist when the players discover that the 
  Minotaur is actually the King and vice-versa.  
  Getting Started and Background Information 
  As with every Ascension to Olympus adventure, the players should begin 
  by visiting the Oracle of Delphi, if this is supposed to be the characters’ 
  first visit to the Oracle, read them the description in the preceding 
  section to fully describe the temple and the Oracle.  When she finally 
  speaks, the Oracle says: 
  “Strong as a compass and twice as reliable. 
  The walls of your soul are as transparent as glass. 
  As always, he sees through them all; 
  Directly into your blood red heart. 
  He seeks the throne; 
  And on the throne he sits. 
  Minos suffers while you tarry 
  Through my visions.” 
  From this prophecy, the players should realize (but may need to be prompted) that they need 
  to travel to Minos to complete their goal.  As Greek Godlings, all characters begin the 
  adventure with general knowledge of Minos, its king and the legend of the Minotaur.  To 
  provide this background, the Gamemaster should read the following passage to the players: 
  “Minos is a large, historied town which has long been ruled by the benevolent King Minos.  
  While Minos is much loved by his people, his past is not without controversy.  Upon 
  founding his namesake city, King Minos asked a blessing of Poseidon to safeguard it.  
  Poseidon proudly granted Minos’ request and soon a gigantic pearl white bull ascended from 
  the adjacent shores.  As tradition dictates, Minos was to sacrifice the bull in Poseidon’s honor 
  on the sixth day following its birth from the frothy seas.  Minos, however, thought the bull 
  was too perfect a specimen to sacrifice, and instead sacrificed another bull in its place.  Minos 
  kept the pearl white specimen in his stables, doting on it like a child.  After several months, 
  
   
  11
  the Queen of Minos gave birth to the hideous Minotaur, a monstrous creation that has the 
  body of a huge man, with the head of a bull.  Some say that when Poseidon discovered Minos’ 
  deception, he cursed his newly conceived child into the form of the twisted bull/man.  Others 
  say that Poseidon struck Minos’ wife with an uncontrolled passion and love for the pearl 
  white bull and that one night, when Minos was absent from the royal grounds, she 
  consummated her love and mated with the bull.  When the Minotaur was ultimately born, 
  Minos could not bear to slay the beast because he believed the Minotaur to be his own 
  monstrous child afflicted with a curse by Poseidon.  Instead of killing the monster, he had his 
  chief architect build an elaborate Labyrinth to house the creature, where it has dwelt ever 
  since.  Today criminals who are sentenced to death by King Minos are given the option of 
  taking their chances in the Labyrinth, but none have escaped alive.” 
  Traveling to Minos 
  As the players set out on their adventure, the Gamemaster can decide how quickly or slowly 
  the trip should take.  For a shorter session, tell the players that it was a one-day, uneventful 
  journey and skip to the meat of the adventure.  For a longer session, make it a three-day 
  journey with a couple of mythical beast encounters.  For a middle-ground 
  approach, have the journey take two days, and at the tavern they stay at 
  after the first day, provide one or more of the following rumors to the 
  players:  (1) the adjacent lands report that that there has been a rebellion 
  led by Minos’ chief warlord; (2) an unsuccessful assassination attempt 
  has left Minos feeble from poison; (3) the Minotaur has left the 
  Labyrinth and is freely roaming the countryside killing Minos’ people. 
  The City of Minos 
  When the players arrive in Minos, they can either head directly to the 
  Labyrinth (to vanquish the Minotaur straight out) or they may head to the royal 
  palace to counsel with King Minos.  If they speak to the king, they find him in his throne 
  room, heavily veiled in blankets and shrouds.  The king’s counselors inform the players that 
  he was taken ill by poison that was put in his wine.  After torturing the page who served the 
  wine, the advisors discovered that the Minotaur, long thought to be addle-brained, is actually 
  quite intelligent and has been forming a small army of criminals that were sentenced to the 
  Labyrinth.  Through these contacts, the Minotaur plotted the assassination of Minos in an 
  attempt to overtake the throne.  The advisors will also tell the players that it is only a matter 
  of time before the Minotaur emerges from the Labyrinth to assume the throne, and the 
  players need to stop him.  The counselors tell the players that the antidote to the poison is 
  contained in a lead flask which hangs from the neck of the Minotaur. 
  To an extent, the advisors are telling the truth.  The Prince of Minos has organized a vast 
  network of criminals and had poisoned his father.  What the players don’t know is that the 
  prince has already assumed the throne and is the one posing as the king.  Wearing a magical 
  broach crafted by one of his original minions, the Minotaur is magically transformed to 
  appear exactly like his father.  But he refuses to speak for fear that his ruse will be detected if 
  his real voice booms out of a human mouth.  Instead he only speaks, if at all, in the faintest of 
  whispers.  Forbidden by the gods to slay his father, the son has poisoned his father and 
  
   
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  transformed him to trick the players into killing him.  King Minos, transformed into a 
  heinous visage of his son by the mystical poison, was dragged to the midst of the Labyrinth in 
  the middle of the night, and left to wonder the maze. 
  The Labyrinth 
  The Labyrinth is a massive, sunken structure with an entrance near the royal palace.  The 
  front third of the Labyrinth can actually be seen by spectators above through the bars that 
  create a makeshift roof (the remainder is underground).  When rumor spreads that a new 
  victim is entering the maze, a large crowd gathers to get a glimpse of the bloodshed if they 
  can.  Indeed, a small gambling industry has been born from the wagers and guesswork of how 
  long a criminal may last. 
  If the players venture into the Labyrinth, the Gamemaster does not need to create an entire 
  mapped-out maze, because shortly after entering the Labyrinth and turning several corners, 
  the players will encounter the recently transformed king of Minos who looks exactly like his 
  monstrous son, but is not nearly so powerful.  He has a flask around his neck which is filled 
  with normal wine.  When the players engage him in combat, he will take evasive 
  action for the first three rounds of combat while trying to communicate with 
  the players, which he is unable to do because his speech is nothing more 
  then booming roars, and his bulky hands are unable to write.  After three 
  rounds, or if he suffers a major wound, the king will attempt to flee into 
  the maze.  Only if cornered will he attack the players. 
  King Minos’ Throne Room 
  Upon returning to the throne room, the blanketed Minotaur (posing as his 
  father) will question the players in a hoarse whisper.  After getting 
  confirmation that they killed his father, the Minotaur will direct the players to 
  assist his counselors in preparing the antidote, which takes place on the other side of the 
  throne room with an alchemical set of beakers and chemicals.  Obviously, preparing the 
  antidote is simply a distraction so that, while their backs are turned, the Minotaur can rise 
  from the bed, discard the broach which gives him the illusion of being human, and charge the 
  players.  The Minotaur will flee to the Labyrinth if he takes a serious wound (see description 
  of the Minotaur’s fighting tactics below) 
   
  
   
  13
  King Minos (Power Level 12) 
  Str: 20 
  Dex: 16 
  Con: 18 
  Int: 16 
  Wis: 16 
  Cha: 10 
  Attack Bonus: 
  8 
  Defense Bonus: 4 
   
   
  Skills: Diplomacy +10; Intimidate +5; Knowledge 
  (Philosophy) +5; Ride +3; Search +3 
  Feats: Assessment; Connected; Dodge; Great Fortitude; 
  Heroic Surge; Improved Initiative; Inspire; Leadership 
  Super Feats: Scent 
  Powers 
  Amazing Save [Damage/Tough Hide]- 8 Ranks 
  Armor- 3 Ranks 
  Combat Sense- 7 Ranks 
  Drain- 10 Ranks; Extra- All Mental Abilities 
  Natural Weapon [Horns]- 5 Ranks 
  Running- 4 Ranks 
  Sensory Protection- 4 Ranks 
   
   
  Personality & Tactics 
  Minos is frightfully aware of his predicament.  He’s trapped in the body of a 
  monster and has not figured out a way to communicate with others.  Every time he has tried 
  to leave the Labyrinth, he’s discovered that the magic embedded in the structure prevents his 
  escape.  When confronted by the players, Minos will refuse to attack for the first three rounds 
  and instead will make every attempt, through grunting and gesturing, to indicate that he will 
  not harm them.  However, what Minos thinks are innocuous gestures of peace (shaking his 
  head back and forth in a “no gesture” or laying his hands down on the ground to show that he 
  is weaponless) appear like the aggressive actions of a bull to others.  The Gamemaster should 
  act these out for the players.  After three rounds, or after receiving a serious wound, Minos 
  will run away into the interior of the Labyrinth.  If followed, he will use his mental drain 
  abilities on the closest combatant and continue to run.  He will only attack when he is 
  cornered. 
   
  
   
  14
  Minotaur (Power Level 15) 
  Str: 20 
  Dex: 16 
  Con: 18 
  Int: 14 
  Wis: 16 
  Cha: 12 
  Attack Bonus: 
  8 
  Defense Bonus: 5 
   
   
  Skills: Intimidate +15; Listen +10; Spot +10 
  Feats: Blindfight; Dodge; Heroic Surge; Improved 
  Initiative; Iron Will; Lightening Reflexes; Great 
  Fortitude; Move By Attack; Power Attack; Takedown 
  Attack; Rapid Takedown 
  Super Feats: Blindsight (Scent); Immunity to Critical Hits; 
  Scent 
  Powers 
  Amazing Save [Damage/Tough Hide]- 10 Ranks 
  Armor- 5 Ranks 
  Combat Sense- 7 Ranks 
  Drain- 10 Ranks; Extra- All Mental Abilities 
  Natural Weapon [Horns]- 5 Ranks 
  Running- 4 Ranks 
  Sensory Protection- 4 Ranks 
  Weapon/Axe- 10 Ranks 
  Growth [Large/Always On] 
   
  Immovability- 5 Ranks 
   
  Protection- 1 Rank (included) 
   
  Super Strength- 1 Rank (included) 
   
   
  Personality & Tactics 
  The Minotaur is a fierce fighter.  He begins by trying to drain the mental abilities of the 
  nearest combatant, preferably one who looks like a wizard, alchemist or scholar.  He will 
  then follow up with punishing blows from his axe on the most powerful-looking fighter.  If 
  he receives any serious wound, he will retreat into the Labyrinth.  If not wearing his illusory 
  broach (which makes him look like his father) the magics of the Labyrinth will prevent him 
  from escaping.  If the players follow him into the Labyrinth, he will dart around the maze 
  with tremendous speed trying to drain the mental abilities of the characters.  Once he feels he 
  has drained them all (and rendered them unable to find their way out) he will use his 
  knowledge of the passageways to sneak up and charge the players from behind.  Ultimately 
  he will fight to the death. 
  
   
  15
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SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/1st Edition/M&M Superlink - Ascension to Olympus.pdf