Wednesday, March 26, 2025

Mythic RPG Project: Chapter 5a: Combat Rules

Return to TOC

Combat in Mythic is like no game I have ever seen before, be it abstract or tactical. The whole of chapter 5 geared for you to get the most out of it with charts that explain various tactical advantages, weapon capabilities, the effects of armor, and the consequences of hit location. As such I highly suggest you have a copy of the book at hand to play, but can give you a simplified run down here. 

Basic Combat Procedure

Combat comes down to Fate Questions. There is no side system that treats combat differently than a car chase or reeling in a swordfish in a deep sea fishing trip; with that said though, combat is more granulated than most other Fate related question answer pairs.

The three things to ask to lead to a resolution are:

  1. Do I go first?
  2. Do I hit?
  3. Is the opposition hurt?
Depending on the weapon, the character skill, and a dose of luck combat can be very fast or very drawn out.

Do I go first?
As simple as this question is there could be some complexity around the answer. The relevant check would be either the combat ability that the PC wishes to bring forward (Martial arts, sword fighting, a hip shot with a pistol, or a magic combat spell). But there is a secondary consideration that has to be wedged in. Is your pistol or sword in hand? Is the spell simple enough to "cast on the fly"? Are you in a combat disadvantaged position (sitting in a chair or laying in bed). If you don't have a particular combat related skill or can't bring it to bare you can default to Reflex Attribute -2RS.

If the answer is yes, you preform the combat action you have in mind. If it is an exceptional yes you may, if logic of the situation dictates get an additional +1RS on the following question. 

If the answer is no then the opposition goes first, usually with the most logical attack available to them. If the result was an exceptional no then the opponent gets the leg up in the next section.

Do I hit/Do they Hit? 
In the case of a melee this is an apposed roll between two combat skills or failing that combat skill vs. Reflex -2RS.  

If you are aiming for a particular location then that will penalize your roll. It is assumed most attacks are for center mass or some other logical position (an armor leg maybe if you are using a swinging weapon).

In the case of ranged weapons, such as guns, lasers, and crossbow bolts the attack is abstracted to the difficulty of the shot, considering things like range, cover, and visibility, but after that point it follows the same procedures below to how effective the hit is. 

A Yes is a hit and a No is a miss, but and Exceptional hit can give an additional +1 or +2RS, or instead give a rider such as disarms knocks down.

Do I hurt them/Do they hurt me?
To determine damage make a Fate check with the aggressors weapon damage (see chart pg. 50) verses the defenders Toughness Attribute (modified by armor if applicable). On a Yes you have a partial effect and the defender now has -1RS for all actions until they have a chance to recover.  All wounds are cumulative.

On a No the damage was grazing or absorbed as a cosmetic wound. 

On an Exceptional Yes  you get the full effect. Not only does the defender take a -1RS wound penalty, but the but a lethal weapon, assuming a hit to center mass or head is dead. A hit to a limb renders that limb crippled. If the weapon is designed to stun the effects are the same for the combat. The defender is knocked out or the limb rendered inoperable. 

Make sure to track each wound taken in your notes, because the information is vital for recovery.

Do I/They Succumb to Wounds
After taking 3 wounds, whether are lethal or stun, a character must make a Toughness check against an opposition of the damage rank that caused the last wound. Succumbing to wounds is not fatal, but it is the end of the fight. Should you pass, you still have to make this check again after every additional wound, at the new difficulty. 

On a Yes answer the character falls unconscious, over come by the massive system damage of a terrible beating. 

On a No you still take the damage of the hit, -1RS, but you still have fight in you. 

On an Exceptional Yes Stun damage knocks you unconscious. Lethal damage kills you

On an Exceptional No the lethal hit becomes a stunning hit, and a stunning hit is not registered.

Recovering from Stunning Wounds
As one would expect recovering from stunning wounds takes less time than recovering from lethal wounds. This roll places the characters Toughness across from the most damaging Stunning wound. 

On a Yes result the character recover from that particular wound. (Each wound must be handled individually, so keep track of how and where you are damaged).

On a No result, there is no change and the accumulated penalties still apply to your actions.

On an Exceptional Yes, You recover form this wound and the next highest wound.

On an Exceptional No, the wound not only doesn't recover, but a recovery check cannot be made for another 1-30 days (depending on players choice based on the severity of the wound)

Recovering from Lethal Wounds
Recovering from a lethal wound is harder. First an appropriate increment from 1-30 days must pass. Then a Toughness check is made against the highest ranked Lethal Wound.

On a Yes Result the character recovers from that particular wound. 

On a No Result the character has no change and the same amount of recovery time must pass before another roll can be made.

On an Exceptional Yes result the Character recovers in half of the expected time.

On an Exceptional No result a complication arises from the wound and the character dies.

Each one of these rules above are just the bare bones of the system. The full combat chapter has all kinds of useful modifiers to make the game shine.  

Editor: This is one of the more lethal combat systems for a narrative RPG. If you are playing solo you can adjust the dials a bit, but then you would lose the excitement of the fight. I strongly suggest if you character takes lethal damage then you find medical care somehow. Sure you may then owe the mob money, but they will be invested in your recovery so you can pay them back. 

Editor: I highly encourage you to take some time and read this chapter. It has excellent examples and cards which outline each step of combat, useful weapon charts and charts that give combat modifiers. There is no way to do justice to this system with a mere summary. 

Over the next couple days I will play out a few combats the come back here and drop a demo, but if you are reading this before I do, pick up a copy of the book and see all the excellent demos that are already in print.

Tuesday, March 25, 2025

Mythic RPG Project: Chapter 4b: Resolution Table and Unskilled Tasks


One of the most delightful things about the Mythic RPG is that while your character is out there doing quest, risking there lives, or just enjoying some down time at the local coffee bar, you are in fact building the setting.

Back at the beginning of the project I encouraged you folks to record baseline Attributes, Abilities, etc., because they are the measuring stick by which you can judge the power level of the character. If super strength is the norm for most NPC then that becomes the Average. If a typical hacker can crack a bank security system, that becomes the Average, if a scavenger in a post apocalyptical game can gather enough food and water in 1 day to support 1 person that becomes the Average. The degree of how much better, or worse your character is from that defines the Rank of the Detail (tag) which imbuing them with. 

But, there is another "baseline" that needs to be covered, and that is Tasks. Fortunately the author provided us with tools to easily record Task difficulties, complications, results. 


(click on image to expand)

These are Resolution Tables. As you play you fill out the details of these cards. 
(if you don't have access to a computer with a printer or a woodcut press in your garage, these can easily be made on a double sided index card, or a word processor document).

There are great detailed examples in the Mythic RPG of these getting filled in on page 39 of Mythic RPG

Mythic RPG has a great example of these cards that have been filled in starting on pgs. 36 and 39, fully filled out copies on pg. 41.

Lets go through the process real quick, using Mr. Quin as our example. Mr. Quin's best ability is designing drones and vehicle, but what does that process look like?

Question:

  • Is an engineer successful at designing a new snooping drone?

Notes:

  • The end result will have a unique design and custom, chasse, OS,  signaling system, firewall, etc. to make it resistant to other hackers.

Acting Rank:

  • Drone/Vehicle Design

Difficulty Rank:

  • Abstract quantification of unique design (Ranges from High to Awesome)

Modifiers:

  • Library of drone design schematics +1RS
  • Machine shop to work with hands on design +1RS
  • Lack of parts or software necessary for prototype -2RS
  • Inferior work environment (hardware or software) -2RS
Results

Yes:

  • Fabricator ready schematic and software bundle, and a 1 use prototype.

No:

  • Flawed product of lower than expected quality in one or more areas, +1SR to hack attempts by other pilots.

Exceptional Yes:

  • Design exceeds expectations and is of a quality rank 1 higher than original design

Exceptional No:

  • Time and money wasted, this drone will never fly.


Now lets look at something Mr. Quin is less proficient with.

Question:
  • Can drone pilot hacker seize control of opposition's active drone
Notes:
  • Impossible without vehicle control deck (VCD) or a Cyber Deck (CD), and cracking software
  • Success by Hacking doesn't allow Remote Drive, it just allows the Hacker to use the listed commands.

Acting Rank: 
  • Remote Drive or Hacking (or similar skill at -3SR penalty)

Difficulty Rank: 
  • Higher of opposed Pilots Remote Drive (if actively controlled) or Firewall of attacked drone.
Modifiers:
  • Quality of  Vehicle Control Deck's Signal module +/-1RS
  • Familiarity with drone model +/- 1RS
  • Distracting conditions -1RS
Results:


Yes:
  • gain control of oppositions drone for 1 minute until it senses the intrusion and reboots.
No:
  • Cannot try to gain control now and must wait 1 round to try again with -1RS (cumulative).
Exceptional Yes:
  • This is your drone now to do with as you please.
Exceptional No:
  • Signal interference shuts down your your VCD's signaling capability until a system reboot (minimum 1 round), All your drones go on auto pilot.
One last topic to wrap up Chapter 4: 

Unskilled Tasks
Ideally your character knows what they are doing, but there are only so many points go around and nobody knows how to do everything. Not to worry though there are ways to work around this (maybe).

Unskilled simple tasks
If a task is just an expression of an Attribute then you can just roll the attribute with no penalty. 

Semi-specialized tasks
If you are attempting a simple task that could be assisted by training, default back to the Attribute with a -2SR for the unfamiliarity.
If the character has a similar ability the penalty is only -1SR and uses the Ability as the default. 

Specialized tasks
If you are a fish out of water when it comes to a very specialized Ability there are three ways it could go. First is simply you can't perform it. Secondly if you have a very tangentially related ability you could attempt it at -3RS. Lastly if you are the sort that believes any player should be able to try anything you can attempt it at a -4RS or larger penalty. Keep in mind every negative RS brings you that much closer to an Exceptional No result.

Mythic RPG Project: Chapter 4a: Task Resolution

Link to Toc
Link to Character Sheet and Fate Chart

This next section on task resolution picks up where Odds rolls and Resisted Questions leave off, giving guidelines for variables, and information on storing regularly occurring game actions. There are a lot of little knobs and dials in this chapter, though it is pretty short (pgs. 37- 42 in the MRPG). We will cover here section by section and then, perhaps in the next post, continue Mr. Quin's mini adventure and see what kind of modifiers are necessary to get through a day in the Fringe.

By now Odds questions are pretty well covered, and the primary focus of this chapter is squeezing the most utility out of Resisted Questions, which are used for the resolving of Tasks. 

"Task resolution is the process of figuring out whether a
character is successful in attempting an action. Mythic uses
the same yes/no question format to resolve tasks as it does
any other question, phrased simply as, “Does the character
succeed at such-and-such task?

Task resolution is one of the most frequent uses made of
the Fate Chart. Everything from a character trying to climb
a wall to fighting an enemy is task resolution.
No matter what the task, though, they are all handled in
similar fashion." pg. 37

A task resolution starts with an initiating question, that will call on your own Attributes, Abilities, and Strengths (see Chapter 3a) that will be resisted by some other Ranked Detail on the opposing side. (Remember Details are descriptive tags such as IQ, Sprinting, or Shape Shifting, and Ranks are how good you are actions related to your Details when compared to the average person with the same ability.)

Initiating questions don't have to mention a Detail on either side. They just clearly shouldn't be odds questions. 
Odds Question: Is the Guard looking my way? Answer No
Task Question: Can I sneak past the guard and slip into the next hallway?

Here we can see the relation between the Odds and Task questions. The Odds question sets the scene, the Task question puts the scene in motion. Task Questions can proactive, "Can I sneak past the guard?",  but they can also be reactive. 

Set up: Rounding the corner you note a goon is waiting with an  baseball bat mid swing at your face?
Task Question: Can I duck!?!


Once you have determined what the Task is now determine the  Details from your character and the opposition that will come onto play. In the first example of sneaking past the guard, if you have Stealth Ability that could be paired against the guards Intuition Attribute or perhaps an Alertness Ability (if he is a professional guard). Now you have the set up for Resisted question. Note your Stealth Ability (lets say Exceptional)  and the Guards Alertness Ability (Hight), and check where they bisect on the Fate Chart: 65%.  You roll a 30, and quietly slip past the guard before he turns back around.

The parts covered so far.
  1. Set the Scene (much more on this in future chapters)
  2. Ask the Task Question
  3. Determine the related Details 
  4. Determine the associated Ranks
  5. Find the intersection on the Fate Chart and roll for success (which will probably take you right back to number 1. Set the Scene)
Now lets shake things up with...

Modifiers
So what is a Modifier in context of the Mythic RPG? 

"...circumstances that impact either
the acting rank or the difficulty rank." pg.37

Breaking that quote down we see that modifiers are not arbitrary, but are brought on by circumstances, and they have to be important enough to "impact"  the rank of the Detail; and finally that they can be applied to the Acting Rank (active  or the party of the roll, not always, but frequently the PC) or the Difficulty Rank (usually an opposition or obstacle). 

There are three broad categories of Modifiers outlined in this chapter.
  1. Wounds, modifiers for injuries and damage. This could be a casual injury that hasn't healed yet, like a broken nose, or very serious injury that will take a while to heal, like being jut stabbed.. Time and action can heal wounds unless you are very unlucky.
  2. Momentary Advantages such as attacks from surprise, finding a long pole to help boost you over a moat, or delivering a scathing remark that leaves your debate opponent stammering.
  3. Environmental:  On going conditions that make a task harder or easier. Weather, temperature, and biome come to mind when we think of environments, and those can certainly be impactful, but so could activating your wired reflexes, trying to fight after being tear gassed, trying to remove things from a burning building, or trying to swim against a riptide.
With a broad and open mind these three categories should cover all your modifier needs. That covers the breadth of a modifier: How about the depth? How many Rank Shifts (RS) are a modifier worth? And for that matter what is a Rank Shift?

A Rank Shift raises or lowers a Detail's Rank depending on the severity of advantage or disadvantage of the modifier. And how much should it RS effect a roll? The game suggest for most be conservative and stick with a single rank shift and then only in the case of a significant advantage. Though if circumstances are overwhelming (yet not impossible according the the Logic of the scene) a higher rank shift (positive or negative) could be warranted, up to a +/-4RS for the most extreme circumstances. 

Figuring out Results
After taking any RS into consideration you roll for an outcome. As we discussed in the last chapter there are four potential results, but what each of them means is highly dependent on the context of the scene. 

"In short, a yes means the character did indeed succeed at
her task, exactly as stated, and a no means she did not. It’s
okay to keep this simple. If an exceptional result is rolled, but
there is no immediate exceptional result presenting itself,
then keep it a simple yes or no. For instance, a character may
attempt to pick a lock. A yes means he succeeds, a no means
he doesn’t, so what does an exceptional yes mean? I suppose
he could succeed really fast, although we’re only talking a few
seconds here. Rather than spending time trying to figure out
what additional benefit this character gained, it may just
make more sense to downgrade this to a simple yes." pg.37

So, Yes answer means a success in the action, and a No answer means a failure. Exceptional Yes may add a rider, such as such as a faster performance, and an Exceptional No may indicate some additional negative consequences to a failure. All of the results need to be filtered through the Logic or context of the scene. 

(Editor: there are times when you should pass according to logic or you should fail, but there was enough of a gap to determine a roll was necessary or the outcome of a single roll could drastically impact the fun of the game. In such circumstances, maybe you chose not to roll, but that does subtract some excitement from the game. In stead I suggest failing forward. For an example lets say you are playing a character with a cybernetic arm on which is a hydraulic hammer. It can punch dents into half inch steel plates (according the the advertisement). The character wants to bust some security glass to make a hasty escape from some dire situation. He checks his Exceptional Power punch vs there High-quality security glass and he rolls over the 75% pass rate. It isn't an exceptional failure but he doesn't break the glass. But, that doesn't mean he hasn't effected the glass. It could now be riddled with fractures weakening it to further attacks, should security give him time to make them.)

Continued in Chapter 4b: Resolution Table and Unskilled Tasks

Sunday, March 23, 2025

Mythic RPG Project: Chapter 3b: Odds and Resisted Questions: A day in the life of Mr. Quin

Link to ToC

In Chapter 3 we are introduced to the Fate Chart (see Interlude 1), which is used to resolve binary, yes/no questions.  There are two types of such questions introduced in this chapter. One are simple odds questions, "Is it raining?", "Are the Guards looking this way?", "Do they have maple donuts?"

The second kind of question is Resisted. This is pitting one trait against another. In the first part of the narrative below we will focus on Odds questions. At the bottom we will engage in some Resisted Questions. It will pretty clear which is which.



"Wake up,
Get out of bed,
Drag a comb across your head"

Jack wakes to his alarm playing the old Beatles tune and considers very seriously rolling over and going back to sleep [Why doesn't he? Transform Friendship, he has offered help to a potential ally with some of his technical expertise], but then he remembers that Tom is waiting at the "park" or will be in (he checks his watch) about 23minutes. Damn.

He follows the instructions of the Beatles tune and even goes so far as to put on clean clothes: well clean-ish clothes. After a little consideration he also slips on a lightly armored great coat and puts his stun wand in one pocket and his antique Peace Maker Mark 4 in the other. He hums a little discordant tune of his own and the audio shuts off and his coffee maker starts. Well, coffee-ish. He hasn't had real coffee in weeks, but if the new contract plays out maybe he will have a few credits to spare and splurge a bit, but that is business for tomorrow. 

Another hum at a different tone brings several small drones his way, until they reach his feet and fold up like origami boxes. He picks them up an fervently hopes he won't need them today. Lastly, he puts on a pair of smart glasses, several years out of fashion, but loaded with good software, and with twice rinsed Styrofoam mug of "coffee" hits the street. 

Is there a scrap vendor out today? Odds 50/50 (we are ignoring chaos factor for todays examples) 71 No.

He is meeting Tom at a small "park" in a clearing behind a couple of old apartment blocks whose rear sides face each other. After 9pm it is a good place to get shot, but during the day it should be safe.

As he walks there (as quickly as he can and not get out of breath), he goes over Tom's request again in his head [preceding the mundane]. He just wants a "quick" lesson on how to scavenge scrap from old tech. What Jack knows that Tom apparently doesn't is that this isn't a skill you can pick up in an afternoon, but he agreed to see just how much he could pass on in a few hours. 

He mumbles to his glasses and they start a 3 hour count down. After 3 hours of friend prices, meaning free as he owes Tom a marker, Jack will start charging. By the minute. 

Does Jack make it on time? Somewhat Likely (65) No he is late, by about 10 minutes. Tom looks annoyed (is Tom a merc?  Unlikely 26  Yes, his specialty is (waste misfortune) a Cleaner, which pays very well, so this new found interest in scrap is a bit odd, but it is calling in a marker, so I reset the count down to 3.5 hrs.

Is Tom surly? unlikely (he after all wants a favor) (61 No), Tom tries to plaster on a smile and swallows  the bitching that is just on the tip of his tongue. The two associates politely shake hands. Tom too has smart glasses, a newer pair, the bastard. 

As they walk to the Market, Jack explains that scrap is only the start to the processes of making a living off of reclaimed tech. Should we find a few doodads that aren't to busticated we can pull out some components and that will make some quick cred, but it isn't too likely. What you really need to have an eye for is that busticated junk that the vendor wants to unload quick. You will want to pick out pieces that will require minimal repair, or maybe even can immediately be used by a tech-doc to make something lasting and useful with minimal effort on their part.

The lecture portion of the lesson lasts all the way to the Market, which is already pretty busy. The Market is an open air affair with just tiles on the floor marking off what used to be sheik shopping space: back when this part of the Fringe was still part of town. It may have even looked good back in the day, but the geodesic dome that covered the "open air mall" has had dozens of panels drop out. On rainy or cold days it is a miserable place to be, but Tom and Jack got lucky and there are sunny skies, and it looks to be a good day. Until they go to step in. A young man with an 8 inch spiked mohawk stands in front of them. "Toll day losers, pay up or F*ck off". 

J-"It is your show Tom"

Tom shrugs and pulls out some Benford Inc. scrip, and peels off a couple hundred. The punks eyes glaze over with greed. He quickly pockets the dough and lets Tom through but puts a hand on Jack's chest. "That coves him, now you pay up."

Jack knows that the punk has been paid enough to let 4 people in. The punk knows that Jack knows. So they both lock eyes in a classic stair down [Punk's Will Power is Average, Jack's is High, crossing the two on the Fate Chart gives Jack a 75% chance of making the punk flinch. roll... 45]. The punk steps back "Just screwing around with you geezer, go on in." 

Once inside, Jack starts to regret the coat. Yes, the holes in the geodesic mall let he rain in and the cold in, but the grime makes the Market dingy and there are not enough holes (lets not even mention air conditioning) to vent off  the heat of this many moving bodies. He feels slow roasted under the layers of grey acrylic faux wool and Kevlar. 

Jack catches up with Tom at the first "booth" which is really just square of blanket in one of the "room". Back when this place was fully operational, sound buffers in each shop would have cut the noise down to a murmur, but now all the haggling voices, especially from the barkers trying to attract business to there square, bounce off the transparent (but very dirty) photoelectric plates and even half full in the morning the noise is painful. Jack pops in a set of ear plugs he designed which should cancel some of the racket. This is the prototype put to its first real test, [Jack is a drone designer but a lot of elements go into that so I have decided he can use his Exceptional drone design skill against the High noise volume, checking the Fate chart he has a 65% chance of success. roll... 34] and the buffers kick in giving him a relief to one discomfort of the Market. 

Now he just has to avoid getting fleeced or rolled and he may have a good morning. 

Wizard Dad: Setting Elements Tables for the Eberron Setting (3.5 edition) Pg. 4: Beyond Khorvaire; Monster Nations; New Nations

Link to Page 1 and ToC 

Beyond Khorvaire

1-2
    1-2. Aerenal
    3-4. Xen'drik
    5-6. Sarlona
    7-8. Frostfell
    9-0. Argonnessen

3-4
    1-2. Khyber
    3-4. Planer Chart


Monster Nations

1-2
    1-2. Darguun
    3-4. The Demon Waste
    5-6. Droaam
    7-8. The Mournlands
    9-0. The Shadow Marches


The New Nations

1-2
    1-2. Darguun
    2-3. The Eldean Reach
    5-6. The 
Lhazaar Principalities
    7-8. The Mror Holds
    9-0. Q'barra

3-4
    1-2.  Talenta Plains
    3-4. Valenar
    5-6. Zilargo

Mythic RPG Project: Interlude 2: Setting Sketch: Cyberworld number [Redacted]

Return to ToC

what we know. 

  • Cyberpunk setting
  • Mega corps
  • Governmental Power weakened
  • Powerful organized crime
  • Fringe mercenaries used for corporate and underworld espionage.
  • If you leave an M-class corp alive, it means they think you are still useful
    • be useful
  • Life on the Fringe
    • Exist in the abandoned parts of cities, mostly an outer ring or a fenced off internal ghetto
    • Fringers have no legal rights. They are non entities. Protection comes from gangs and organized crime, for what it is worth.
    • There is a brisk business in making use of scrap, the cast off technology of the archeologies and 'burbs. 
    • Tech Docs refurbish or create needful things and small luxuries from scrap. For a price. 
    • Fringe Runners typically live on the Fringe but fairly close to the edge of "The City"
    • Fringe Runners work for or with Fixers. They are the ones with all the connections.
      • Fixers  arrange jobs, equipment, and mediation as necessary, but it will cost you.
  • Most Fringe Runners have deep ties to some more powerful organization.
  • There are broadly four types of ordinary people. 
    • Outsiders/Nomads, who live beyond the Fringe. Very dangerous. No guaranteed protection, excepting the various extended family/gangs of the nomad packs.
    • Fringers, who live in the abandoned parts of urban sprawl. See life on the Fringe above
    • Sub-urbanites, people who work for corporations, but as easily replaceable cogs. Spend between 10-14 hours a day proving themselves useful. Afraid of sliding into the Fringe and desperate to rise up into the archologies.
    • Archologist. valuable employees living in corporate compounds. Have access to all the basics of human needs, plus what ever luxuries are available. Typically paid in scrip but as everything is available from your friendly megacorp, that is not a problem.

Friday, March 21, 2025

Mythic RPG Project: Interlude 1: How we are going forward, Mr. Quin's Character Sheet, And the Fate Chart.

Return to ToC

For the next section of the project I want to share several examples of the use of the Mythic Fate Chart. 

Rather than just inventing scenarios,  I plan to actually play a few hours of the sample character,  Mr. Quin, and then lift the examples from that session. 

I feel examples from a real play session will better demonstrate the versatility of the system than hypothetical examples would (and I am eager to get to know Mr. Quin as well). 

So, I am going to drop both a copy of Mr. Quin, and the Fate Chart here to refer back to, as we move forward, to avoid to much clutter on the topic pages.

To those if you still following this project,  thank you. 

W.D.

Thursday, March 20, 2025

Mythic RPG Project: Chapter 3a: The Fate Chart Explained

Return to ToC

Nothing I could write would actually give you clear view of the Fate Chart (found on page 26 of Mythic RPG  for a better image) so lets just start with an image (used with authors permission. Thanks Tana!) 







The heart of the Mythic RPG is this chart. Essentially Mythic, through the Fate Chart, gives binary answers of Yes or No, some times with the added description of Exceptional. Learning to read and use this chart, along with the use of descriptive word pairs as prompts, is all you need to play any gaming situation you can imagine. 

Before we dive into how to use the chart, lets examine its various part. You will see up the center a grey column and across the center a grey row.  Both of these have "Average" Marked at one end. Where they join in the middle of the chart it reads 50 with a small 10 to the left and a small 91 to the right. The bottom row represents the characters aptitude at whatever it is they are doing (which corresponds to the trait tags purchased for Mr. Quin in the last article). Here the aptitude is Average. Along the left hand side it says Acting Ranks. This indicates the strength (or weakness) of the object, character or force you are pitted against. It also reads Average. If you look at the right hand side you see a series of descriptive words representing your odds of success (or failure) of a task. In this row it reads 50/50. Knowing your characters aptitude, the strength of opposition or the odds of success are al the details you need to know to play Mythic. These are all generated logically from the current context of the scene or character/object/force involved.

What do the numbers in the cell mean? The larger number is your basic chance of the answer to the question being either a success if you are facing opposition (left hand side) or the chance that the answer to the question you are asking is Yes (right hand side). If you are of average skill and are facing an average challenge you will succeed 50% of the time. If you are seeking an answer and the odds are 50/50 you will get a Yes 50 % of the time. 

The smaller number to the left in the cell (10 in this case) is your chance of an Exceptional Success or Exceptional Yes. Should you roll 10% or less you have a larger effect than a simple Yes answer would provide. (Example, in combat you may not only cause damage but get a rider, like knocking your foe prone).

If you roll over 50% (the large central number) you have either failed at the task (and then will determine logically the outcome of failure based on the context of the moment) or if it is a of Yes or No, the outcome will be a No answer. (Is the door locked? rolls 64 on percentile dice; No the door isn't locked.)

The small number on the right hand side (in this case 91 or any higher number) indicates an Exceptional Failure or an Extreme No. Whether it is an Extreme Failure or an Extreme No, the outcome will once again be dictated as the most logical for the given context. Going back to combat as an ever useful example, an Extreme Failure could mean that you didn't just miss your opponent but also your gun is jammed and you need to spend around clearing the chamber, before it can be used again. On a Yes/No question an Extreme No, on the question "is the door locked?" may indicate that the door doesn't even have a lock. (Hope that werewolf doesn't know how doorknobs work).

The last part of the chart is a series of small numbers along the bottom ranging from 9 on the left to 1 on the right. These represent the current Chaos Factor. Chaos Factor will get discussed in more detail later, just know for now that it is a measure of how chaotic events change the odds of an outcome. The higher the number, the more gonzo the world can get.

In the next installment we will follow a day in the life of Mr. Quin and see Odds Questions and Resisted Questions in action.

Link to  3b: The Fate Chart in action


Sunday, March 16, 2025

Wizard Dad: Setting Elements Tables for the Eberron Setting (3.5 edition) Pg. 3 Conveyances, The Five Nations, History

Link to Page 1 and ToC 

Conveyances

1-2
   1-2. Clawfoot
    3-4. Mage bred mount or Valenar mount
    5-6. Caravan
    7-8. Lightening Rail
    9-0. Airship
3-4
    1-2. Storm Ship
    3-4. Teleportation
    5-6. Elemental Stage Coach (or similar)

The Five Nations

    1-2. Aundair
    3-4. Breland
    5-6. Cyre/Mournlands
    7-8. Karranth
    9-0. Thrane

History

    1-2. The Age of Dragons
    3-4. The Age of Demons
    5-6. The Age of Giants
    7-8. The Age of Monsters
    9-0. Current Age

Wizard Dad's Workshop: West Marches on one character a day, or a Crosshatch Campaign

So, one day, not too long back, nobody asked me if it were possible to play a West Marches type campaign as a solo player. Well, after a bit of experimentation I can now say the answer is a definite sort of. Like most things involving gaming it comes down to a point of view. On one hand the player vs, player run for the loot is not feasible. On the other hand it is relatively simple to have multiple characters in the same campaign who's stories crisscross over one another. So, instead of setting ourselves up for disappointment, largely caused by an ill fitting labels, lets call what we are about to explore a Crosshatch Campaign.

In many ways a crosshatch campaign is like a West Marches style. A single player (if you are a soloist this is a given) can assume several different character roles, and by keeping good notes, especially about the passage of time, you can see how one PC's play arch crosses paths with another PC's play arch, each adding details and depth to the totality of the setting. 

I had a few false starts, scratched out segments, and do-overs before I came upon a system that worked, but I think I have it pretty well down pat at this point. 

Lets start with similarities to a West Marchs type game. First of all, it is open world, meaning there are no physical constraints on the actions of characters, with one caveat which is home town or "Base" is typically a safe place. Not to say you can't have adventures there, but it needs to fall back to its "default state" after said adventures. 

Secondly, many of the game hooks are floating out there in the  rumor mill and any character can grab a thread and run with it. Again though, this time for soloing reasons, only one character at a time can pursue a primary plot hook . (Trust me on this. I tried PC vs PC race to the finish line, and it is just difficult, strange, and your favorite character always wins). 

Next, though the "base" town, village, or city is somewhat static, the world can, and will, be effected by player action. If there is a dragon menacing the north territory, and one of your characters, maybe with some hired mercenaries, drive it off or kill it, it is no longer in the campaign for any of the PCs. 

I feel that flows into the next topic. Every time we play, I think especially with a solo game, the branches of the adventure uncover more plot hooks than any one person can follow. So, here we bend logic a little bit and add the ignored threads to a general rumor list (more on this later), which can you feed to your other PCs by rumor mill, or contacts. If the thread discovered is a secret kept by the initiation PC, then the discovery roll (how ever it works in the system you are using) will have a higher difficulty. If they are the type to brag over drinks at the local tavern or union hall, then the rumor will be easy to find out. I encourage the later a bit, unless one of your PCs is particularly furtive. 

Lastly, the calendar is very important. You must strictly mark the passage of time, to know when a particular PC makes changes to the setting (outside of the base) so that they can be added to the group on going story. I call this a Synchronized Game Calendar.

Okay, lets move onto the differences.

As with most of my solo games, I use the Mythic GM Emulator 2nd edition as my randomizer, but really any GM substitute that works  for you will work for this  (even one you make for yourself), but I encourage you to borrow two of MGME2 useful tools, which we will adapt to our purposes here. A Rumors List  (called in GME2 a Threads list), and a Universal Characters List (just called Character List in Mythic). 

I am differentiating Rumor list from Thread list, because threads are personal to the PC at hand. Rumors are there to latch onto and explore for any hero or entrepreneur, but do remember,  once a PC has grabbed at a Rumor and started to untangle it, it is locked until they give it up. 

A last list I would add is a Settings Elements list. This isn't rumors or specific people (though sometimes it will over lap with the Universal Character List) but is a list of universal organizations, weather conditions,  powerful NPCs, etc. that could pop on the scene at anytime. They show that the world is bigger than the PCs, even if the PC being played is the "bel of the ball" at the moment. 


Let hit a quick glossary here so people don't have to swim through the intro for terms.

  • Base: A semi static safe zone to start adventuring from and for adventurers to return to afterwards.
  • Rumors List (RL): a collection of plot hooks any adventurer can take.
  • Universal Character List (UCL): NPC who are significant enough to the setting that any player may encounter them.
  • Setting Elements List (SEL): A group of qualities off the setting that could come to into play at any time. 
  • Synchronized Game Calendar (SGC): A list of events that happen in the course of an adventure, that will effect the whole setting and the Specific Date In Which They Happen
    • Also a detailed game calendar allows for the addition of holidays, national days or mourning, or any other predictable timed event, all of which work as plot hooks.


Here are a few more useful details to add. 

Whether you are playing in an established setting or you are home brewing it, pick a Base that could be a crossroads for adventure hooks. My first Crosshatch Campaign started in a town where the train system crossed over the well upkept merchants roads. That gave me ample ability to move around in the broader setting and didn't have low power characters having to leg it 100 miles before they jumped into an adventure. 

On the note of the base, though you may want to make a village or thorp because of there simplicity, consider using instead a small city or large town, so that the PCs can equip, and as some become rich maybe start investing in the Base, with an inn or a home or a business. That will ground them more in the setting. There is no point in building an inn if there is no traffic to fill it up.

 Also, give serious consideration to the first PC who will be going out to explore. You certainly can create plenty of rumors for the RL straight from scratch, but your "adventurer prime" will be one that generates the more organic hooks that the other PCs will follow up. If you are playing a D&D style game, consider a character that travels easy, like Ranger or Scout. 

Finally, populate the surrounding country with things to go see or do. They don't have to be ADVENTURES in all caps, but could be curiosities, like a ring of standing stones, or a seemingly bottomless well,  or an infamous cave system that periodical gets in habited by monsters. If you are an experienced solo player, just the act of going somewhere will incite something to happen along the way. (and if that fails there are always things from the Setting Elements List you can roll up to make things more interesting).

I am sure there is more to say on this topic, and as I experiment more with this type of game I will come back to the blog and add more suggestions, but I think this is enough to get started. If you have any questions please hit me up in the comments section.

Friday, March 14, 2025

Mythic Magazine articles in Alphabetical order

Return to MMIbT

I think I wrote a pretty good index for when you are looking for something, but your not quite sure what it is. The Mythic Magazine Index by Topic , if I may say so, if a pretty good tool.

But, now that there are a lot of experience Mythicist who know what they want, probably a good old fashioned alphabetical index is more useful. So, I will drop one here and may it serve you well. (naturally I will update it every month).

W.D.

P.S. Should anyone find something I missed please let me know so I can correct it. 

P.S.S Much thanks to fellow Mythic Discord user jws, for using his software capabilities to send me this list mostly finished. THANKS!

Mythic Magazine Articles in Alphabetical Order


  •  “3-Act Structure For Mythic Adventures” in MM Vol.42, pg. 12


  •  “A Chat With Trevor Devall” in MM Vol. 21, pg. 3
  •  "A Guide for New Solo Roleplayers" in MM Vol. 49, pg. 31
  •  “Adapting Mythic’s Ranks Rules” in MM Vol. 13, pg. 3
  •  “Adapting The Event Focus Table To Your RPG” in MM Vol. 18, pg. 3

  •  “Behavior Checks Simplified” in MM Vol. 1, pg. 8

  •  “Combining Mythic With The Adventure Crafter” in MM Vol. 5, pg. 4
  •  “Conclusive Adventure Conclusions” in MM Vol. 20, pg. 3
  •  “Control Your Adventure With Keyed Scenes” in MM Vol. 10, pg. 12
  •  "Cozy Solo" in MM Vol. 48, pg. 3
  •  “Crafting Solo Horror Adventures” in MM Vol. 19. pg. 20
  •  “Creating Complicated Campaigns” in MM Vol. 23, pg. 3
  •  “Creating Game Loops In Solo Play” in MM Vol. 43, pg. 3
  •  “Creating Mystery Adventures” in MM Vol. 6, pg. 4
  •  “Creative List Tips & Tricks” in MM Vol. 17, pg. 3
  •  “Creature Crafter Simplified” in MM Vol. 13, pg. 14
  •  “Customizing A Solo Adventure Before You Begin” in MM Vol. 7, pg. 4

  •  “Dealing With Solo Adventure Pacing” in MM Vol. 30, pg. 3
  •  “Dealing With Solo Play Fatigue” in MM Vol. 42, pg. 3
  •  “Dealing With Time Pressure” in MM Vol. 32, pg. 18
  •  "Deconstructing Prepared Adventures for Solo Play" in MM Vol. 50, pg. 3
  •  “Detailed Flowcharts For MGME2e” in MM Vol. 39, pg. 22

  •  “Emotional Quest Adventures” in MM Vol. 14, pg. 3
  •  "Event Crafter Collection" in MM Vol. 51, pg. 18

  •  “Fluid Scene Structure” in MM Vol. 34, pg. 10

  •  “Gather A Crew” Mythic Adventures” in MM Vol. 32, pg. 3
  •  “Generating Adventure Puzzles” in MM Vol. 23, pg. 18
  •  “Generating Compelling Backstories” in MM Vol. 8, pg. 11
  •  “Generating Dark Woods And Wild Places” in MM Vol. 5, pg. 12
  •  “Generating NPC Behavior With Fate Questions” in MM Vol. 9, pg. 11
  •  “Getting Prepared For A Solo Adventure” in MM Vol. 4, pg. 4
  •  “Getting The Most Out Of Sourcebooks” in MM Vol. 12, pg. 3
  •  “Giving Mythic A Personality” in MM Vol. 27, pg. 3

  •  “Handling Long Journeys In Solo Play” in MM Vol. 25, pg. 10

  •  “Ideas For Cooperative Mythic Games” in MM Vol. 35, pg. 12

  •  “Journey To The Isle Of Kitra” in MM Vol. 22, pg. 11

  •  “Location Based Adventures” in MM Vol. 36, pg. 3
  •  “Location Crafting Random Cities” in MM Vol. 16, pg. 3

  •  “Magical Tradition Generator” in MM Vol. 45, pg. 18
  •  “Make Your Own Elements Meaning Tables” in MM, Vol. 38, pg. 26
  •  "Making Characters You Can Connect With" in MM Vol. 47, pg. 48
  •  “Making The Most Of Altered Scenes” in MM Vol. 2, pg. 4
  •  “Matching An RPG To Your Style Of Solo Play” in MM Vol. 9, pg. 4
  •  “Meaning Table Collections” in MM, Vol. 40, pg. 3
  •  “More Flowcharts!” in MM Vol. 14, pg. 24
  •  “MORE Specialized Meaning Tables!” in MM Vol. 22, pg. 3
  •  “Mythic & Crafter Flowcharts” in MM Vol. 4, pg. 14
  •  “Mythic And Crafter House Rules” in MM Vol. 16, pg. 19
  •  “Mythic As A Solo Journaling Game” in MM Vol. 30, pg. 10
  •  “Mythic GME As A Rules-Light RPG” in MM Vol. 31, pg. 12
  •  “Mythic Mass Combat System” in MM Vol. 33, pg. 12
  •  "Mythic On The Move" in MM Vol. 50, pg. 51
  •  “Mythic RPG Narrative Combat” in MM Vol. 28, pg. 10
  •  “Mythic Stress & Fear Rules” in MM Vol. 36, pg. 16
  •  “Mythic as a Player Emulator” in MM Vol. 41, pg. 18

  •  “NPC Evolving Motivation Rules” in MM Vol. 39, pg. 3
  •  “Never-Ending Adventures” in MM Vol. 28, pg. 3
  •  “News Feeds” in MM Vol. 35, pg. 22

  •  “One-Page Adventure Crafter” in MM Vol. 29, pg. 3
  •  “One-Page Character Crafter” in MM Vol. 45, pg. 3
  •  “One-Page Creature Crafter” in MM Vol. 34, pg. 3
  •  “One-Page Location Crafter” in MM Vol. 31, pg. 3
  •  "One Page Mystery Crafter" in MM Vol. 47, pg. 3
  •  “One-Page Mythic” in MM Vol. 25, pg. 3
  •  “Open World, Sandbox Solo Play” in MM Vol. 33, pg. 3

  •  “RPG Social Skills With Mythic’s Behavior Check” in MM Vol. 12, pg. 13
  •  “RPGs As Inspiration For Mythic Adventures” in MM Vol. 35, pg. 3
  •  “Random Dungeon Crawl Generation” in MM Vol. 3, pg. 12
  •  “Randomized Location Crafting” in MM Vol. 2, pg. 8
  •  “Randomized Starship Generation” in MM Vol. 7, pg. 13
  •  “Randomized Worlds Generation” in MM Vol. 15, pg. 3
  •  “Removing The Ambiguity Of Ambiguous Events” in MM Vol. 1, pg. 4
  •  “Resolving Character vs. Player Knowledge” in MM Vol. 8, pg. 4
  •  “Rules & Tools For Science Fiction Adventures” in MM Vol. 40, pg. 16
  •  “Rules Guide” in MM Vol. 27, pg. 16
  •  “Running Solo Procedural Dramas” in MM Vol. 26, pg. 3
  •  “Running Solo Slice Of Life Adventures” in MM Vol. 44, pg. 39

  •  “Scene Treatments” in MM Vol. 26, pg. 23
  •  “Solo Adventure Modules” in MM Vol. 11, pg. 12
  •  “Solo Adventures In The Style Of Found Journals” in MM Vol. 46, pg. 34
  •  “Solo Play Strategy: Focusing In” in MM Vol. 11, pg. 4
  •  “Solo RPG Mythic Starter: Scrubber’s Error” in MM Vol. 12, pg. 13
  •  “Solo Roleplay In Video Games” in MM Vol. 37, pg. 16
  •  “Solo Setting & World Creation System” in MM Vol. 38, pg. 3
  •  “Specialized Meaning Tables” in MM Vol. 18, pg. 10
  •  “Star System Creator” in MM Vol. 46, pg. 3
  •  “Starting, And Ending, Scenes” in MM Vol. 10, pg. 4
  •  "Steal the Rebellion" in MM Vol. 48, pg. 16
  •  “Swords & Towers” in MM Vol. 29, pg. 12

  •  “The Big Collection Of Big Examples” in MM Vol. 17, pg. 18
  •  “The Crypts of Krozen Crest” in MM Vol. 44, pg. 3
  • “The Event Crafter” in MM Vol. 24, pg. 3
  •  "The MechanicsCrafter" in MM Vol. 51, pg.3
  • “The Mythic Magic System” in MM Vol. 21, pg. 9
  • “The Secret Of Tockley Manor” in MM Vol. 11, pg. 19
  •  "The Society Crafter" in MM Vol. 49, pg. 3
  • “The Villain Crafter” in MM Vol. 41, pg. 3
  • “Tips For Threads List Management” in MM Vol. 19, pg. 3
  • “Troupe Style Solo Adventures” in MM Vol. 37, pg. 3
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure” in MM Vol. 20, pg. 17

  • “Use Mythic To Learn A New RPG” in MM Vol. 6, pg. 28
  • “Using Mythic With Published Adventures” in MM Vol. 3, pg. 4

  • “Virtual Tabletops In Solo Role-Play” in MM Vol. 15, pg. 16

  • “When Characters Distrust Each Other” in MM Vol. 24, pg. 24
  • “Writing Fiction With Mythic” in MM Vol. 43, pg. 19

Thursday, March 13, 2025

Mythic Musings 5: Using the One Page Creature Crafter with your pile of Bestiaries

Let me admit it. I own a LOT of bestiaries. For D&D, Numenera, various WoD games, etc. Most of them I never use much anymore because I play a lot of freeform games (like Mythic RPG), but  I can't see them collecting dust. So, while I was reading through the classic D&D 2nd Monstrous Manuel I had a sudden flash. 

Many months ago now Word Mill Publishing put out a 1 Page Creature Crafter (MM34, pg. 3). I have used it and liked it, but what hit me then is that it could also be a 1 Page Creature Selector. 

In a recent game, I had a Random Event "Add new NPC". I was in an area that had a lot of monsters so I just asked if the new NPC was a monster. I got an Exceptional yes. So I jumped over to the 1 Page Creature Crafter and made a few rolls. I had humanoid. I got that it was more powerful than most, and that it had a radius damage. Considering the location (an underground tangled cave network), I just trimmed off the end, and flipped over to the M section and added a Minotaur. I hadn't thought of using one of those in a game in ages, but it fit right into the circumstance I was in. Fortunately my PC heard it coming and it was in a big hurry to be elsewhere and passed right by me. 

A few scenes later I got a PC negative Random event  roll. Again it was interested to be a monster. Instead of playing 20 questions with the Fate Chart, I just used the One page again. The first word that came up was Composite. I didn't make a single other roll, I just inserted Mongrel Folk, as I was in an area with a lot of mutant like creatures. 

I admit. I haven't been using this method long, but it has given very satisfying results.  If you have a few bestiaries collecting dust it can be a fast way of adding a fully formed creature to the game and revisiting some old tools that maybe just laying around. 

Best of Gaming
W.D.

Tuesday, March 11, 2025

Mythic RPG Project: Chapter 2 Character Creation, part 2b, Making Mr. Quin: Point Buy.

Return to ToC


If you just bumped into this check out Part 2a, and then come back for the show.

Let me drop a copy of the Summary here, as that is out blueprint for the up coming point buy.

Summary

"Jack Quinton, professionally known as Mr. Quin, is a mechanical genius, and once a major designer for [mega-corp name redacted], before in a moment of foolishness he backed the wrong horse in an intra corporate power play, that not only left him out of work, but with a mark on his head. So, like many persons of talent, too useful to murder, but too dangerous for society, he now makes a living on the Fringe, as a designer/fabricator of useful thing, and when necessary a mercenary. 

Along with the loss of status, came a loss of youthful naivety, and Quin now watches the intrigues of the major players like a krill harvester watches the sky for danger and opportunity, or maybe like a big stakes gambler: looking for danger and opportunity.

While a man of questionable ethics on the grand scale, he has a lot of feeling on the small scale and does what he can to make the life of other Fringers, less onerous, while at the same time taking every chance can to get small digs back at the man who cost him his old life. If offered a chance tomorrow to return to the archology and be nested back in the bosom of [mega-corp name redacted],  he would like to think he would tell them to go to hell, but considering that luxury today, is a block of pressed krill that has been certified by the Food Safety Board, he isn't sure he could resist. Not that it matters anyway. Nobody gets off the Fringe."

I decided this character would take the 70 point option. Lets jump right in.

Attributes
Because we are staying close to the rules our list of attributes are:  Strength, Agility, Reflex, IQ, Intuition, Will Power, and Toughness. Attributes cost

Mr. Quin was a corporate engineer, so I don't see him being extremely beefy. He is more of a tools man that an Adonis body.

Strength:  Average: 5 points/65

I am inclined to say the same for his Agility. He will rarely personally be crawling through duct work. That is what spider drones are for.

Agility: Average: 5 points/60

As a designer of drones, and more importantly a pilot of drones I can see Mr. Quin standing out a bit more at his twitch speed, so lets make that.

Reflex: High: 15 Points/45

We know from the Summary that Mr. Quin is damn smart. But is he all around smart or just smart in his field? Well points be damned!

IQ: Exceptional: 20/25

That just leaves us 25 points for Intuition and Willpower, and we haven't even got to skills yet. 
Intuition is all about perception, and again he can build drones with sensor arrays. Nothing can replace Willpower though.

Intuition: Above Average: 10/15

Willpower: High: 15/0

Toughness is a derived Ability Score that falls between the average of Strength and Willpower, which comes out to be 10.

Toughness: Above Average (no cost)


Abilities
If you recall Abilities are skills, powers, and talents that aren't Attributes, or Strengths. We covered the Attributes above. Strengths are bonuses that are not always active. Abilities are like a skill or a trait that is always available. 

The summary points to him being a designer of drones and vehicles. So lets start there.

Drone/Vehicle Design: Exceptional 20/20

With parts available, maybe even salvaged, Mr. Quin can do exceptional things in a work shop, but what about out in the world. Well he better be pretty good at it or he isn't going to last long out in the Fringe, so...

Remote Drive: High 15/5

Now we have to ask ourselves how does he get all those wonderful toys. When Jack Quinton worked for [mega-corp name redacted] he had access to stock parts and sophisticated fabricators. As Mr. Quin he has to make due with what he can find in junk yards and renting time on fabricators from other people who maybe less than savory. The later is probably best expressed as a Strength, but his ability to scrounge salvage is inherent, and should be pretty good at least, so lets set 

Scrounge Parts: Above Average: 10/-35

He probably has other skills as well, but we can worry about them some other time (say when he gains some advancement). What is left for now is 

Strengths and Weaknesses

What Mr. Quin can't buy off the street, he will have to purchase from a dealer in stock or from somebody with access to a fabricator. He needs some contacts, and those contacts need to be pretty good. Since we know he can't afford to buy the parts (hard to get a bank lone as a legal non entity) that leaves him going to some pretty sketchy people and asking for some very expensive things. Though is high IQ will help him smooth the way, Mr. Quin will need a Fixer to arrange the exchange of Quin's talents for cold hard cash, and maybe an industrial fabrication unit. As this is an absolutely vital part of his life we aren't going to skimp here.

Strength: Fixer: Mr. J. : +4RS: 20/-55

Now Mr. Quin needs to pay back that -55 build points. Looking back at his Summary, a few things stand out. He is something of a Robinhood in his community, using his talents to help his less criminally gifted neighbors. He is a little obsessed with revenge against [name redacted] whom he feels is responsible for his downfall, and he desperately misses a life of luxury that he on some level still believes he deserves. Lastly nobody lives out in the Fringe unless the have no other choice. Lets see how those thing shake out as Weaknesses.

Jack's biggest block for a comeback is that he was a corporate citizen, and his old life has literally been deleted. That means he can't have a bank account, he can't rent a legal residence, and he instantly is considered vagrant with no rights when he goes back to [Location name Redacted].  This is a huge stumbling block for a man who needs a lot of spare parts for a lot of little, and not so little, gadgets, and food too I guess.

Weakness: Legal nonentity: -4RS points/-25

A smaller but still substantial problem is he has poor impulse control when offered any glitter or glam that reminds him of his old life. 

Weakness: Addicted to Luxury: -1RS points/-20

Riffing on that particular problem may have lead to making some poor business decisions when he first hit the Fringe, so he is probably pretty far in the hole to people who don't say please. 

Weakness: Owes [name of criminal family very redacted] a lot of money: -3RS points/-5

There are two elements left to define (and pay back that -15 points). Those are his weakness to a sob story, and his burning need for revenge. Of the two I believe 

Weakness: Thirst for Revenge: -1RS Points/0

Notes

Notes is where you put character details. I will sneak back and fill this out when I get to know Mr. Quin a bit better. 

Favor

Favor is the meta currency of Mythic. It is used on a one to one basis to change the percentile die roll (more on this later) that defines whether or not you succeed or if about the setting gets a yes or no answer. 

Starting characters get Favor of 50

Ok, we now have a character. In the next installment we will start to figure out what to do with him!

Mythic RPG Project: Chapter 2 Character Creation, part 2a, Making Mr. Quin

Return to ToC

I love to build characters. I will do it just to relax, even if I have no intention to play them anytime soon. There is something about taking an idea in your head, and shaping it into a homunculi of yourself to send off on the wildest of fancies your imagination can conceive.

With that said, I frequently have problems with getting started. I am an middle aged geek who spent most of his life like a playing D&D. So I am going to get started the D&D way. Randomly.

If we skip ahead in the book to page 64 we will find a couple of random word generation charts. Event Action and Event Subject. Lets take a few rolls and see what comes of it? 

Gratify/Intrigues. Hmm, no. Lets switch them around. Intrigues/Gratify... Looks like we have some sort of detective or perhaps a spy. Either way we are looking at someone smart and curious. That is a good start. Lets try another one and see where that goes. Develop/Vehicle. Ok, we have someone here who is smart curious and mechanically capable. Probably a lot of imagination as well. This shouts superhero genre, but lets not go there yet. One more time, but this time we are rolling for more of a setting feel. Lie/Illness. Hmm. Maybe the illness is the lie. That pulls us back towards that world of intrigue. 

Another type of vehicle could be a drone. Anything from a tiny speck to an automated tank. Which, I think gives us the last major detail we need. 

I don't think I am feeling the obvious superhero or super spy story. At least not in a standard setting. So lets move all of this somewhere else. I think a step forward in time to a world of lies, high technology, and invention and make this a cyberpunk story. 

Now that we have a feeling of who and where, lets decide how many points we are going to use to make our "hero", whom for no reason whatsoever I am going to call Mr. Quin. Jumping back to page 21 we see a handy chart outlining the number of points for different styles of games. I want to realize all of Mr. Quin's potential. This is a man of intrigues and inventions, so somewhere between High Fantasy/ Science Fiction (65 40 Superhuman 5) and Super Hero, low powered (70 40 Superhuman 5). There are only a difference of 5 points, but that makes sense as the two styles sort of bleed back and forth, but I did say I wanted to fully realize the character so we will go with "Super Hero, low powered".

All of this done we are ready to make a character. 

We are going by the book, so the first thing we need is a character summary as a blueprint. 

Summary

"Jack Quinton, professionally known as Mr. Quin, is a mechanical genius, and once a major designer for [mega-corp name redacted], before in a moment of foolishness he backed the wrong horse in an intra corporate power play, that not only left him out of work, but with a mark on his head. So, like many persons of talent, too useful to murder, but too dangerous for society, he now makes a living on the Fringe, as a designer/fabricator of useful thing, and when necessary a mercenary. 

Along with the loss of status, came a loss of youthful naivety, and Quin now watches the intrigues of the major players like a krill harvester watches the sky for danger and opportunity, or maybe like a big stakes gambler: looking for danger and opportunity.

While a man of questionable ethics on the grand scale, he has a lot of feeling on the small scale and does what he can to make the life of other Fringers, less onerous, while at the same time taking every chance can to get small digs back at the man who cost him his old life. If offered a chance tomorrow to return to the archology and be nested back in the bosom of [mega-corp name redacted],  he would like to think he would tell them to go to hell, but considering that luxury today, is a block of pressed krill that has been certified by the Food Safety Board, he isn't sure he could resist. Not that it matters anyway. Nobody gets off the Fringe."

Looking at this summary (in which I may have gotten a little carried away), we can see many details that can be used to define the character: mechanical genius; too talented to murder; designer/fabricator; mercenary. There are also some parts that could make for good weaknesses later. Ethically flexible, but soft hearted to other Fringers. Tempted by luxury (one gets sick of blocks of pressed krill, I would imagine, even if it has been vetted by the Food Safety Board) suggest he will take a chance to get back some of the old life he had, even if getting back all together is a pipe dream (Nobody gets off the Fringe). Lastly, there is the old hook of revenge, always a great motivator.

This is running a bit long, so lets break it up into a part A and B so I don't have people falling asleep halfway through.

Check out Part 2b

Monday, March 3, 2025

Wizard Dad: Setting Elements Tables for the Eberron Setting (3.5 edition) Pg. 2 Classes and Factions

Link to Page 1 and ToC

This is a continuation of the sub-lists for the Eberron Campaign setting, started in part 1. For the whys and wherefores follow the link above.

Classes (including NPC Classes)  (Eberron is supposed to have everything from D&D 3.5 in it. Well in this class list I tried to take them at their word. Sorry to have to use an irregular format, but it was the only way to fit everything in I will try to come back and give some insight on where the exotic classes can be found in Eberron.)

Link to Classes D20 SRD Classes

1-2
    1, Aristocrat
    2. Adept
    3. Mage Wright
    4. Commoner
    5. Expert
    6. Artificer
    7. Barbarian
    8. Bard
    9. Cleric
    10. Druid
    11. Fighter
    12. Monk

3-4
    1. Paladin
    2. Ranger
    3. Rogue
    4  Sorcerer
    5. Wizard
    6. Psion
    7. Psychic Warrior
    8. Soulknife
    9. Wilder
    10. Psychic Rogue
    11. Ninja
    12. Scout

5-6
    1. Spellthief
    2. Warlock
    3. Wu Jen
    4. Shugenja
    5. Spirit Shaman
    6. Ardent
    7. Divine Mind
    8. Erudite
    9. Lurk
    10. Hexblad
    11. Samurai
    12. Swashbuckler
 

7-8
    1. Dragonfire Adept
    2. Factotum
    3. Archivist
    4. Dread Necromancer
    5. Incarnate
    6. Soulborn
    7. Totemist
    8. Favored Soul
    9. Healer
    10. Marshal
    11. Warmage
    12. Shaman

9-10
    1. Sohei
    2. Beguiler
    3. Dragon Shaman
    4. Duskblade
    5. Knight
    6. Crusader
    7. Swordsage
    8. Warblade
    9. Binder
    10. Shadowcaster
    11. Truenamer 
    12. Re-roll or pick

Factions

1-2
    1-2. Aurum
    3-4. The Blood of Vol
    5-6. The Chamber
    7-8. The Dreaming Dark
    9-0. The Library of Korranburg

3-4
    1-2. The Lords of Dust
    3-4. Order of the Emerald Claw
    5-6. The Twelve
    7-8. The Wayfinders Foundation
    9-0. The Church of the Silver Flame


Sunday, March 2, 2025

Wizard Dad: Setting Elements Tables for the Eberron Setting (3.5 edition) Pg. 1: Master List, Sapient Humanoid Species, and Unique Magics

When I  solo play in a preestablished setting I want the feeling of that setting to really shine. I mostly use Mythic GM Emulator 2 for my stand in GM. Two important elements in using MGME2 are Character Lists and Threads (plots) Lists

The one thing that delightful system lacks, is a dedicated lists for setting elements. Because I have been noodling around in the Eberron campaign setting for the last few months of solo play, I have built up a master list for the setting and a ton of sub-lists that it refers to. As I have had a few requests for those list I am going to drop them here. This is hardly comprehensive for a 288 page book, but I feel it adds spice that differentiates this setting from a more generic setting. 

The way I use these lists is two fold. First, I roll three elements from them at the beginning of an adventure arc to insure that the game unfolding will have a Eberron flavor. I make sure in the first three scenes that all of the elements show up in some form. 

Next I have an entry in both the Threads list and the Character list of "Setting Elements Table". This allows for a random introduction of some aspect setting to spring in unexpectedly.

Enough explanation, on to the Lists.

Master List

1-2
    1-2. Sapient Humanoid Species* 
    3-4. Classes*   
    5-6. Magic Common
    7-8. The Five Kingdoms*
    9-0. The New Nations*

3-4
    1-2. The Monster Nations*
    3-4. Beyond Khovaire*
    5-6. History*
    7-8. Factions*
    9-0. Magic, Unique*

5-6
    1-2. Monsters
    3-4. Faiths
    5-6. Dragon Marked Houses
    7-8. Dragon Shards
    9-0. 
Conveyances (seems weird but it one of the coolest parts of Eberron)*

Many of the sub-lists (Like the Five Kingdoms) have sub-lists of their own (details of a specific kingdom). So this little side project may take a while. I am going to mark the major topics with an " * " to denote I have done them, so I am not getting redundant. 

Sapient Humanoid Species            

1-2.                                
    1-2. Humans                    
    3-4. Changelings           
    5-6. Dwarves                
    7-8. Elves                    
    9-0. Gnomes

3-4
    1-2. Half-elves
    3-4. Half-orcs
    5-6. Halflings
    7-8. Kalishtar
    9-0. Shifters

5-6
    1-2. Orcs
    3-4. Goblins
    5-6. Hobgoblins
    7-8. Bugbears
    9-0. Warforged (close enough)

7-8
    1-2. Gnolls
    3-4. Lizard Folk

Unique Magics of Eberron

1-2
    1-2. Artificing
    3-4. Dragon Marks
    5-6. Dragon Shard Items
    7-8. Draconic Prophecies
    9-0. Elemental Binding

3-4
    1-2. Daelkyr Corruption Magic
    3-4. Dragon Totem Rituals
    5-6. Positive Energy Necromancy
    7-8. Mage bred Animals
    9-0. Kunderack Deposit Boxes

5-6
    1-2. Schema
    3-4. House Sivis Speaking Stones

I don't want this page to get to crowded, so I am going to split up the sub-lists over several posts. 

Pg. 2: Classes and Factions

Pg.3 Conveyances, The Five Nations, and History

Pg.3 Beyond Khovaire, The Monster Nations, The New Nations