Mythic Core

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  • Create dynamic role-playingadventures without preparation

    For use as a stand-alone game or as a supplement for other systems

    Create dynamic role-playingadventures without preparation

    For use as a stand-alone game or as a supplement for other systems

    TM

  • by Tom PigeonPublished by Word Mill Publishing

    Adventure GeneratorRole Playing System

    TM

  • ARTISTSRyK Productions

    To contact RyK, you can send email to [email protected], or visittheir webpage at www.ryk.nl

    RyK Productions is responsible for artwork on pages: 12, 16,28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119

    Karl NordmanTo contact Karl, send email to [email protected] View

    his work on the web atwww.angelfire.com/art/xxtremelygraphic/

    Karl North is responsible for artwork on pages: 8, 19, 32,34, 41, 47, 50, 57, 60

    PRINTINGRDS Printing in Ontario, California. Thanks to Bob for hisguidance and for investing in technology that allows for the

    production of digital print-on-demand products.

    PLAYTESTERSA host of online and real-time gamers whose names are lostto me now. Sorry. Thanks, even to that guy who hated this

    game and thought it a waste of time.

    HELPFUL ADVISORSDaniel and Ginger Wagster of Adventure Games

    Incorporated in Moreno Valley, California.

    MORAL SUPPORTMy wife, Jennifer, who believes all things are possible.Also, my daughter Ally, just because shes so darn cute.

    TECHNICAL SUPPORTApple, for making such an insanely great computer.

    OTHER FORMS OF SUPPORTWord Mill Publishing, my daytime job.

    Word Mill Publishing 5005 LaMart Dr. #204 Riverside, CA 92507

    [email protected] www.mythic.wordpr.com

    Mythic Copyright 2003 by Tom Pigeon and Word Mill Publishing. Publishedby Word Mill Publishing. All rights reserved. Reproduction of this work by anymeans without written permission from the publisher, except shor t excerpts forthe purpose of reviews or pages clearly marked for personal use, is expresslyprohibited. The mention of or reference to any company or product in thesepages is not a challenge to the trademark or copyright concerned.

    PRINTED IN THE UNITED STATES ISBN 0-9718100-9-5

    To help, to continually help and share, that is the sum

    of all knowledge; that is the meaning of art.

    Eleonora Duse

    Credits

    W

    W

    The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Withoutcontributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic.

  • 3Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

    Chapter 1: Mythic Adventures . . . . . . . . . . . . . .6

    Chapter 2: Character Creation . . . . . . . . . . . . . .12

    Chapter 3: The Fate Chart . . . . . . . . . . . . . . . . . .24

    Chapter 4: Task Resolution . . . . . . . . . . . . . . . . .36

    Chapter 5: Combat . . . . . . . . . . . . . . . . . . . . . . . .42

    Chapter 6: Randomness . . . . . . . . . . . . . . . . . . .58

    Chapter 7: The Adventure . . . . . . . . . . . . . . . . . .66

    Chapter 8: Game Master Emulation . . . . . . . . .78

    Chapter 9: World Creation . . . . . . . . . . . . . . . . .84

    Chapter 10: Character Advancement . . . . . . . .88

    Chapter 11: Converting to Mythic . . . . . . . . . . .96

    Chapter 12: Notes and Suggestions . . . . . . . . .100

    Chapter 13: Extended Play Example . . . . . . . . .104

    TM

  • Welcome to Mythic, a universal, improvisational role-playing game. If you are a veteran role-player, then youwill likely find much in this chapter that is old hat to you.However, it still contains concepts unique to Mythic, so youdbest give this section at least a cursory skim through. If yourenew to the role-play gaming world, then this section willhopefully clear up any confusion you have as to what thiscraziness is all about.

    WHAT IS AROLE-PLAYINGGAME?

    Those veterans who are still with me are probablygroaning now. You have seen this headline in various formsabout a zillion times. For those of you new to this genre ofgames, youre in for a treat. A role-playing game is,basically, virtual reality. People sit around a table, pretendto be characters (just like in a movie), and go on quests andmissions.

    The action in a role-playing game (or RPG) takes placeentirely in your imagination. Your character can be anyone,or anything, you want to be. There are no limits. The rulesset forward in this RPG, as all others, give you theparameters you need to operate in this virtual reality. Thismostly consists of rules for advancing the story andperforming task resolution, or seeing whether a charactersaction succeeds or fails.

    Following are some terms you should become familiarwith:

    Universal - Mythic is a Universal RPG. This means thatthe rules within these pages are generalized to any type ofgame you want to play. They work just as well for a sciencefiction world as they do for a fantasy or super-hero universe.Setting-specific RPGs have rules specifically tailored to aunique genre and place, such as swashbuckling on the highseas or modern spies. Mythics open-ended nature allowsyou to import elements from other games to create yourown worlds, or you can start with a brand new setting madeup on the spot. Although Mythics rules are universal tobegin with, setting-specific rules will evolve throughoutgame-play, giving you the best of both worlds.

    Improvisation - I call this an improvisational game becausethe action and details in a Mythic adventure are concoctedas you go along. In most RPGs, a Game Master (GM) cooksup an adventure, complete with details, and then runs theplayers through that adventure. In Mythic, you can start anadventure with zero details. The players, and the GameMaster (if there is one), come up with the details as theadventure progresses. The mechanics of Mythic are designedto facilitate this process smoothly.

    Adventure - This is the term Mythic uses for a complete,played-out storyline. This consists of a quest or mission,from beginning to end. Usually, an adventure will take fromone to two play sessions (about two to four hours or more)of actual game time. You can think of this as a completestory, like a movie or book.

    Game Master - The Game Master (or GM) is the personwho commonly runs an adventure for the players. The GMis in charge of all details concerning the world of theplayers and their characters. They describe the scenes, tellwhat is happening, and decide the outcome of characteractions. You can think of the GM as the story narrator. Sheis also the person who knows and applies all of the gamerules. You will find that in Mythic, however, a GM is notalways necessary.

    Emulator - I call Mythic a Game Master Emulator becauseyou can use Mythic to take the place of a real, live GM.You will see what I mean later.

    Player - The player is you, the person playing this game.We use this term to distinguish you from your character ...

    Character - The character is the players persona in thegame world. You will use a character sheet to record alldetails about your character, just like a dossier in the realworld. Characters can, and probably should, havepersonalities much different from your own. A charactercan be anyone you want.

    Statistics - Characters are described using statistics ofvarious sorts. These are details, such as strength and skills,which describe who your character is and what he can do.

    Attributes - These are statistics that describe a charactersbasic, innate abilities. Attributes are usually a set, finite list,such as: strength, intelligence, intuition, agility, etc.

    4

    Introduction

  • Introduction

    Attributes are used to decide the outcome of some tasksand help in the development of skills and abilities.

    Abilities - These are statistics that describe what acharacter can do. Usually, this is a list of skills. These canalso be powers and supernatural abilities.

    Strengths & Weaknesses - Many characters will havespecific strengths and weaknesses beyond their attributesand abilities. This usually takes the form of bonuses andpenalties for performing certain tasks. For instance, acharacter with Eagle Eyes may gain a bonus when firing aranged weapon. A character with Sea-Sickness may acquirea combat penalty when fighting on a ship.

    Details - Detail is a catchall word for any statistic,attribute, or ability of a character or item within a Mythicadventure. Strength is a detail for a character.Breakability is a detail for a window. PasswordComplexity may be a detail of a computer firewall. Detailsin Mythic are decided as you go along an adventure. Forinstance, a windows Breakability detail is not importantuntil a character tries to break one.

    Ranks - Every detail in Mythic has a corresponding rank.A rank is a description of potency ranging from weak tostrong. The higher the rank, the more potent the detail. Acharacter with a high ranking strength detail is very strong,for instance. A task with a low rank difficulty is easy toaccomplish.

    Non-Player Character - Non-Player Characters (or NPCs)are the other denizens of the game world besides the playercharacters. They have attributes and statistics just like theplayer characters have. These are the bad-guys andsupporting cast that the players will encounter in the courseof an adventure. If you are playing Mythic with a GM, theGM will control the NPCs actions. If you are playingwithout a GM, the players and Mythic will determine whatthe NPCs do.

    Dice - Mythic uses only ten-sided dice (referred to as D10).These can be purchased at any game store that sells RPGs(such as the one you bought Mythic at!) Generally, you

    will be asked to roll 1D100. This is done by rol