Mythic GME2 e V2
Mythic GME2 e V2
Playtesters
Ben McCabe, Austin “Dasher” Melnyk, Craig Molloy, José Manuel Navarro,
Spyridon Panagiotopoulos, Director Peoplez (Peoplz & Dragons)
ACKNOWLEDGMENTS
Thank you to my spouse, Jennifer, for always supporting me no matter how unusual my ideas are. Thank you
to my daughter, Alexandra, for being wonderful and encouraging me to launch a Patreon group. Thank you
Dochalloween for starting the first Mythic Fan Group back in 2006. Thank you Mythicists, the Patrons of
the Word Mill Games Patreon page. Your support has made this book possible. Thank you to all the fans of
Mythic, going back decades. You are the ones who brought Mythic to life and continue to do so. You supported
and publicized Mythic when I didn’t know how to, and you ushered in a solo role-playing revolution in the
process. And thank you to Mythic itself. As a game system Mythic has evolved in very much the same way that
it fosters adventures to evolve, as if with a mind of its own. I think Mythic evolved me more than I evolved it.
Mythic Game Master Emulator 2nd Edition is copyright © 2023 by Tana Pigeon and Word Mill Games.
Mythic Game Master Emulator is copyright © 2006, 2021, 2023 by Tana Pigeon and Word Mill Games. All rights reserved.
Reproduction of this work by any means without written permission from the publisher, except short excerpts for the
purpose of reviews, is expressly prohibited. The mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned.
1
2
A Mythic Journey
W
elcome to the Second Edition of Mythic Game Master Emulator! This book has been a long time
coming, but I’m pleased to present at last a fresh new version of Mythic that reflects nearly two
decades of player experience.
Mythic Role Playing was first published in 2003, the result of years spent longing for and
experimenting with a solo role-playing method that felt satisfying to me. Having used it for my own
solo adventures, I felt Mythic deserved to exist as its own book and not just scattered pages in a folder.
My intent was to produce a single copy for my own private collection—surely no one else would be
interested in such an unusual endeavor as solo role-playing.
I was pleasantly surprised to find there were many others also wanting an effective solo play strategy.
Fast forward to today, and oracle-style solo role-playing is a standard and accepted part of the tabletop
role-playing industry with its own vibrant and creative community. Mythic has inspired many others to
create their own solo oracle systems, leaving players with a wide variety of options that suit a gamut of
tastes and play styles. Solo rules are even finding their way into published games as an expected element
of the rulesets.
I cannot express how proud I am that Mythic has changed the hobby that I love. Where I once
assumed no one would be interested in solo role-playing because it went against the grain of what role-
playing games were perceived to be—a social experience—I now see it flourishing and growing.
And just like I felt Mythic deserved the respect of being in an actual book back in 2003, today I feel
Mythic deserves the respect of being in an updated volume.
This Second Edition of Mythic Game Master Emulator is meant to give the system a fresher, cleaner
look. The text has been rewritten with an eye towards making Mythic approachable to new players while
still giving experienced players plenty to work with. The core mechanics are much the same, with some
streamlining based on almost 20 years’ worth of Mythic play and feedback from fans. New material has
been added, some unique to this edition, some adapted from Mythic Variations, Mythic Variations II, The
Adventure Crafter, and Mythic Magazine.
The rules and ideas contained in this book are what I believe to be the most essential tools for
successful and enjoyable solo role-playing today.
Happy adventuring!
Tana Pigeon, January 2023
3
Table Of Contents
MYTHIC ADVENTURES............7 RANDOM EVENTS.................... 35
Mythic, Your Role-Playing Partner....................7 Generating Random Events............................36
Fate Questions..................................................9 Context .........................................................36
Chaos Factor.....................................................9 Event Focus ...................................................36
Random Events...............................................11 Random Event Focus Table...............................37
Scenes.............................................................11 Choosing The Event Focus.................................43
Lists................................................................12 Lists As Random Tables..................................44
Meaning.........................................................12 Adventure Lists................................................45
Expectations & Interpretations.......................13 Event Meaning...............................................46
Your Chosen RPG..........................................15 Meaning Tables: Actions...................................47
Meaning Tables: Descriptions............................48
Meaning Tables: Elements.................................49
FATE QUESTIONS..................... 17 Interpreting The Event....................................51
When To Ask A Fate Question........................17
The Big Random Event Example:
The Fate Chart...............................................18 Weird Times At Wutwo Labs..........................54
Fate Chart.......................................................19
Example Odds..................................................20
To Answer Your Question...............................23 SCENES........................................59
Fate Question Answers......................................24 Making A Big Scene.......................................59
The Fate Check..............................................25 Preparing Lists................................................60
Fate Check Modifiers........................................26 Threads & Characters Lists.............................60
Fate Check Answers..........................................26 Scene Structure...............................................63
When To Run With Expectations The First Scene...............................................63
And When To Question Them.......................27 Expected Scenes..............................................67
Using Fate Questions To Testing The Expected Scene...............................67
Replace RPG Rules.........................................28 Altered Scenes.................................................67
Fate Questions As RPG Rules............................30 Scene Adjustment Table....................................70
The Big Fate Question Example: Interrupt Scenes..............................................72
Henny In Z Land...........................................31 Playing Out The Scene...................................73
Adventure Journal............................................76
Discovering Meaning......................................84
Meaning Tables: Elements.................................87
Generating NPC Behavior............................106
NPC Behavior Table......................................109
End Of Scene Bookkeeping..........................111
The Big Scenes Example:
Guardian Of The Chosen One.....................115
4
Table Of Contents
VARIATIONS.............................123 RULES SUMMARY................... 186
Getting Prepared For A Solo Adventure........123
Determining NPC Statistics..........................127
NPC Statistics Table.......................................127
COLLECTED
Getting The Most Out Of Sourcebooks........128 TABLES & SHEETS.................. 192
The Thread Progress Track............................132 Adventure Journal..........................................192
Thread Progress Tracks....................................132 Adventure Lists..............................................193
Discovery Fate Question..................................136 Fate Chart.....................................................194
Thread Discovery Check.................................137 Fate Question Answers....................................194
Diversifying Threads.....................................140 Fate Check Modifiers......................................195
Resolving Character vs. Player Knowledge....141 Fate Check Answers........................................195
Player Vs. PC Knowledge................................144 Fate Questions As RPG Rules..........................196
Conclusive Adventure Conclusions...............145 Random Event Focus Table.............................197
Choose Your Chaos Flavor............................147 Choosing The Event Focus...............................198
Mid-Chaos Fate Chart...................................147 Meaning Tables: Actions.................................199
Mid-Chaos Fate Check Modifiers....................147 Meaning Tables: Descriptions..........................200
Low-Chaos Fate Chart...................................148 Meaning Tables: Elements...............................201
Low-Chaos Fate Check Modifiers....................148 Testing The Expected Scene.............................216
No-Chaos Fate Chart.....................................148 Scene Adjustment Table..................................216
What Is “A Session” In Solo Play?..................148 NPC Behavior Table......................................217
Control Your Adventures NPC Statistics Table.......................................217
With Keyed Scenes.......................................149 Thread Progress Tracks....................................218
Keyed Scenes Record Sheet...............................153 Discovery Fate Question..................................219
Using Mythic With Prepared Adventures......156 Thread Discovery Check.................................219
Adventure Features List...................................160 Player Vs. PC Knowledge................................220
Prepared Adventure Event Focus Table.............164 Mid-Chaos Fate Chart...................................221
Handling Complicated Campaigns...............166 Low-Chaos Fate Chart...................................221
Peril Points....................................................170 No-Chaos Fate Chart.....................................221
Using The Adventure Crafter With Mythic....171 Mid-Chaos Fate Check Modifiers....................222
Using The Adventure Crafter With Mythic.......175 Low-Chaos Fate Check Modifiers....................222
Where To Get More Support........................175 Keyed Scenes Record Sheet...............................223
Adventure Features List...................................224
Prepared Adventure Event Focus Table.............225
THE BIG EXAMPLE................. 177 Using The Adventure Crafter With Mythic.......226
COVER ART..............................227
5
6
Mythic Adventures
T
he Mythic Game Master Emulator replaces mechanics are deceptively simple, and once you
a live Game Master (GM) with a set of rules put them into practice it won’t be long before it all
that emulate a GM’s creative decision-making, starts to click.
allowing you to play any role-playing game (RPG) Let’s go over the various ways that Mythic can
solo or in a group without a designated person to be used as well as the individual components that
run things. Mythic becomes your GM, answering make it all work.
your questions and progressing the adventure one
step at a time. While the system is based in your
expectations and interpretations, it’s designed
to periodically subvert those expectations and MYTHIC, YOUR
introduce surprises to keep the narrative exciting.
This may sound complicated, but Mythic’s core ROLE-PLAYING
PARTNER
There are a number of ways you can use the
HOW DOES IT WORK? Mythic Game Master Emulator. Here are a few to
get you started.
How does Mythic emulate and replace a living
human being who would otherwise be running Solo Role-Play
your game?
Mythic uses a few concepts to achieve this end:
Mythic is designed primarily for solo role-
playing, where you play alone with your RPG
» A Yes/No question and answer mechanic system of choice and use Mythic to answer
» Random Events that add surprises questions, resolve the action, and guide the
» Meaning Tables that offer inspirational narrative along.
prompts for important details
» Lists tracking important goals and characters Group Role-Play With No GM
which are randomly selected when called for
The same rules that allow you to play solo
» A Scene structure to give your adventure
can also be used by a group of Players referring
form and order
to Mythic for answers instead of a GM. Group
» A Chaos Factor that changes the tempo of the play like this requires Players to agree on when
adventure as you play to ask questions, what questions to ask, and how
Everything above is guided by your expectations to interpret results. Exactly how you arrange
and interpretations based on the ongoing to play will depend on your particular group’s
Context. This makes sure the adventure continues dynamics; see the sidebar “Mythic With a
in a coherent fashion while still allowing for twists Group” on page 8 for some suggestions.
and subversions that keep things exciting.
7
MYTHIC ADVENTURES
Above are the most common ways Mythic can The methods above all require Players to
be used. However, imaginative players can find cooperate and trust each other. Each of you
other ways to use Mythic as well. needs to accept that your ideas won’t always
prevail, and that’s okay. You’re a group of
For example, Mythic can be used as a writing
storytellers working together in a tradition
tool to help you craft fictional stories. Since going back thousands of years. There’s also the
Mythic is, at its heart, a narrative constructor, it’s satisfaction of knowing that none of you are
only natural that it’d make as good an assistant fully in control: Mythic is part of the group as
writer as it does an assistant GM. well, acting as the Game Master who ultimately
If you love being a Game Master, you can flip determines whether or not your ideas play out
the script and use Mythic to emulate live Players as expected.
instead, asking Fate Questions to see what the
Player Characters do as you run them through an adventure solo; you can find guidance for this on
adventure or published module. page 156.
Speaking of published modules, Mythic can The possibilities are endless!
also be used to run yourself through a published
8
MYTHIC ADVENTURES
9
MYTHIC ADVENTURES
WHAT’S CHANGED?
You may be familiar with the first edition of Mythic Game Master
Emulator and wondering, “What has changed?” While the rules
have been completely rewritten most of the core components
of Mythic are the same while much has been added or refined.
Here is a summary of the biggest changes:
THE FATE CHART: Odds have been slightly simplified and some
of their titles changed to hopefully give a more intuitive feel for
deciding Odds as you play. The table itself has been redesigned
to also make it more intuitive, and some of the percentages have
been lowered to add more uncertainty to Fate Question answers.
THE FATE CHECK: This mechanic was brought in from Mythic
Variations II. It has been refined to make it feel more like the
Fate Chart.
RANDOM EVENT FOCUS TABLE: The Focus Table has a new
addition to it, “Current Context”. The d100 roll values have also
been slightly re-balanced.
CHOICES: Mythic GME Second Edition gives more power to Player
choices. You’ll find rules pertaining to choices throughout the
book. For instance, choosing an Event Focus instead of rolling is
an option.
LISTS: There is more direction in how to handle Lists in a
defined way. Lists are also weighted, with elements able to
appear more than once on a List. This makes Threads and
Characters Lists more dynamic.
MEANING TABLES: Some of the words in the Actions and
Descriptions Meaning Tables have been changed to make their
meaning more clear.
ELEMENTS MEANING TABLES: In addition to the Actions and
Descriptions Meaning Tables there are 45 Elements Meaning
Tables that are more specifically themed. This gives you the
option to choose a Meaning Table that is most relevant to the
current Context.
OPTIONS: There are a lot of options throughout Second Edition,
more ways for you to customize your Mythic experience. These
run a wide gamut, from choosing how you want to start and end
Scenes to mechanics like Keyed Scenes to guide your adventure.
DISCOVERING MEANING: Referred to as “Complex Questions”
in Mythic Variations, Discovering Meaning is about generating
adventure details by rolling on a Meaning Table. This takes on
greater significance in Second Edition with the wider range of
Meaning Tables.
10
MYTHIC ADVENTURES
SCENES
To keep your unfolding adventure within a
structured narrative Mythic divides the action
into Scenes. What constitutes a Scene is up to
you, but just like in a movie a Scene should
be a discrete portion of your adventure that
encapsulates an important moment or event. A
Warrior searching through a cave system and
battling lizardmen or a space-traveler walking
through a market and buying supplies for his ship
can both be a Scene.
When the important action in that Scene is over
the Scene ends and we move on to the next Scene.
11
MYTHIC ADVENTURES
Mythic uses a simple List system to keep If you want to add more to your Mythic
track of important goals and characters in your experience check out the Variations chapter.
adventure. The Threads List is for adventure This section has additional rule supplements,
variations on the core mechanics that might
objectives while the Characters List is for
better suit your play style, and discussions on
important Non-Player Characters (NPCs). These how to use the Mythic system in different ways.
Lists are adjusted at the end of each Scene with
Threads and Characters being added or removed. If, on the other hand, you’re unfamiliar with
solo role-playing or unsure of how the rules in
(You can also add Threads and Characters as they
this book are used in play, The Big Example
appear if you’d prefer.) Lists come into play with offers a detailed demonstration of Mythic in
Random Events which use the Lists as random action that will hopefully shed some light on the
tables that you roll on to select which Thread or system’s ins and outs.
Character the Random Event is referring to.
You’ll find a quick reference guide to the core
Lists are discussed in the “Scenes” chapter on rules in the Rules Summary chapter. This is
pages 60 and 111. handy for when you need a brief refresher on
Mythic’s mechanics.
The final portion of this book is a collection
12
MYTHIC ADVENTURES
The rules above are all tied together by two d100: Shorthand for a pair of ten-sided dice
things that come from you: expectations and rolled together. You’ll see other dice types
interpretations. The mechanics for generating mentioned as well, such as d4, d6, d8, d10, and
2d10 (rolling two ten-sided dice and adding them
adventures on the fly while still forming a
together instead of treating them as a “tens” die
cohesive narrative hinge on you following your
and a “ones” die like you do for d100).
expectations, testing those expectations with
Questions as you see fit, and interpreting the Fate Questions: Mythic’s central mechanic for
generating information about your adventure as
results of those tests. Your interpretations then
you play.
become narrative fact, which feeds into your ever-
evolving expectations of what happens next. Game Master (GM): The person in charge of
running an RPG. When playing solo, you and
Mythic share the role of GM.
Expectations Lists: When capitalized, this refers to the Threads
Most Mythic play is done improvisationally: List and Characters List of a Mythic adventure.
you decide in the moment what your PC does Random Events: These are unexpected
and how they respond to a given situation. You occurrences in your adventure that Mythic uses
also improvise any details and circumstances in a special procedure to create.
the adventure world that you don’t feel the need Role-Playing Game (RPG): An organized system
to test. This is you following your expectations of rules for playing out engaging, immersive
about the adventure. stories. While Mythic can be played on its own,
it’s most commonly paired with a separate RPG,
For example, let’s say a sci-fi PC is walking
which the rules refer to as your “chosen RPG”.
through a crowded market on a space station.
His Player doesn’t feel the need to randomly Scenes: Basic units of in-game time. When you see
generate the details of the market, so they decide the rules refer to Scenes with a capital S, they’re
referring to a Mythic Scene in your adventure.
that the market is what they expect.
Threads: Tracked goals your PC is pursuing in
Your expectations are used in Mythic to
an adventure.
determine what is happening in the adventure
much of the time. Just like with the space station
13
MYTHIC ADVENTURES
example, we often have expectations about The Player poses their expectation as a Fate
what’s going on and what will happen next: how Question by asking, “Does the bartender direct
something looks, how a creature acts, what’s me to a possible hire?” with the chosen Odds of
inside a treasure chest, whether the damaged Very Likely. A Yes would mean the bartender
vehicle will operate, and so on. These expectations does know of a hire and directs the character
will change throughout the adventure based on to them; a No would mean she doesn’t know of
the events that unfold. anyone looking for work.
Everything that happens in your adventure
which you establish as narrative fact is Context, Interpretation
and Context is what you base your expectations
on. As the Context grows through play, your Once you’ve tested your expectations with a
expectations become more developed. Fate Question you then interpret the answer you
You follow your expectations when you are receive. Mythic provides a general framework
sure of them. In the example above, the Player of four possible answers to your Questions: Yes,
felt they understood what the space station was No, Exceptional Yes, and Exceptional No. Just as
like because they had come across other space your expectations guide you through developing
stations earlier in the adventure. There was plenty detail in your adventure, they also form the basis
of Context to build these expectations on, so the of your interpretations.
14
MYTHIC ADVENTURES
15
16
Fate Questions
A FATE QUESTIONS
sking and answering questions is the heart
of a Mythic adventure, your principal tool
for learning about the game world and
moving the narrative forward.
Mythic handles this process of inquiry using
Fate Questions: ask a Yes/No Question, determine
the Odds of the answer being Yes, consult the
Fate Chart to get the percentile chance, and roll
1d100. Your roll will determine whether the
answer is Yes, No, Exceptional Yes, or Exceptional
No. Interpret the result within the Context of
your adventure and continue playing.
All of your Questions about the adventure can
be resolved in this manner. “Are there monsters
in this room?” “Is the door locked?” “Is it raining
today?” Anything you would ask your Game
Master in a social role-playing game you can ask
Mythic in a solo game.
WHEN TO ASK A
FATE QUESTION
As you play through an adventure, you improvise
the details based on what you expect your Character
to experience. You can pause your improvisation
at any time to test an expectation with a Fate
Question; usually, you do this during a moment of
narrative tension or when you’re unsure of what will
happen next.
The Player Character is on a distant planetary
colony, trapped in a building overrun by
aggressive alien creatures. They find themself
in the building’s control room, where they plan
to activate the blast shields on all the windows
and doors in the structure. Everything seems to
17
FATE QUESTIONS
18
FATE QUESTIONS
FATE CHART
Certain 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99 19 95 100 20 99 x 20 99 x 20 99 x
Likely 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99 19 95 100
ODDS
50/50 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99
Unlikely 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98
Very Unlikely X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96
Nearly Impossible X 1 81 X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94
Impossible X 1 81 X 1 81 X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91
CHAOS FACTOR 1 2 3 4 5 6 7 8 9
Your choices start in the middle at 50/50. impossible, but unfolding events can still prove us
These are the Odds to choose if you think there’s wrong about what we thought we knew.
roughly a 50% chance of getting a Yes answer, or Extreme Odds can also become more or
if you have no idea of the probability. Odds range less likely based on the Chaos Factor. When
upward from 50/50 to Likely, Very Likely, Nearly the narrative is in high gear the impossible can
Certain, and Certain, and downward from 50/50 become probable for the sake of keeping tension
to Unlikely, Very Unlikely, Nearly Impossible, and excitement high.
and Impossible.
You may wonder at the Certain and Impossible
Odds. After all, if something is impossible or
The Chaos Factor
certain then it’s a foregone conclusion, right? The Chaos Factor is a value tracked throughout
Not necessarily. The Odds are based on what the adventure that represents how much control
you think they should be at the current moment, the Player Characters have over current events.
and that opinion is based on the Context of the The more out of control Scenes get, the higher
adventure. Allowing some wiggle room in the the Chaos Factor will climb; the higher the Chaos
results of extreme Odds acknowledges that what Factor, the greater your chance of getting a Yes
you and your PC know about the adventure is response to Fate Questions. The Chaos Factor
not absolute. Something may seem certain or
19
FATE QUESTIONS
EXAMPLE ODDS
“IS THE “WILL THIS “DOES THE
ODDS DESCRIPTION CREATURE ABANDONED GUARD HELP
HOSTILE?” CAR START?” US?”
He’s helped us
You’re quite We’ve been We saw the vehicle
NEARLY before and is
sure, but there fighting this operating a few
CERTAIN sympathetic
is some doubt. thing all day. hours ago.
to our goals.
There’s signs of
It’s quite likely, It’s armed, angry, We’re on the
recent use, and
VERY LIKELY although far and actively same team, of
it looks to be in
from sure. threatening. course he’ll help.
good shape.
It’s slightly less It’s unarmed and The vehicle looks He hasn’t been
UNLIKELY
likely than 50/50. uninterested in us. a little rough. too friendly.
20
FATE QUESTIONS
also determines the frequency of Random Events reference your chosen Odds on the left of the
and how often Scenes begin as expected. Chart with the current Chaos Factor at the
At the start of a new adventure the Chaos bottom. The point at which these two intersect
Factor is set to 5. A Scene that was chaotic and out on the Fate Chart is the chance of your Fate
of control increases the Chaos Factor by 1 point, Question being a Yes.
while a Scene in which the Player Characters were The occult investigator is searching the library
mostly in control decreases it by 1. The value for tomes of forbidden lore. The Player has
cannot drop below 1 or rise above 9; results that determined that the Odds of finding such tomes
would push it beyond those limits are ignored. are Likely. After all, this is the personal library of
We’ll talk more about the ebb and flow of the the mad mage Angus McGregor. The only reason
Chaos Factor in the “Scenes” chapter. they aren’t assigning higher Odds is because the
The Chaos Factor has a big influence on the mage would probably keep his best books in a
percentile chance of your Fate Question being hidden location.
a Yes. When consulting the Fate Chart, cross-
21
FATE QUESTIONS
22
FATE QUESTIONS
23
FATE QUESTIONS
Exceptional Yes
An Exceptional Yes is the same as a Yes but
intensified, meaning you take your Yes answer to
the next logical level.
“Is the door locked?” Yes, and it’s a darn good
lock. “Does the black hole begin to suck us in?”
Yes, and the stressors are causing damage all
across the ship. “Is the gladiator armed with a
sword?” Yes, a huge greatsword.
Values on the Fate Chart are expressed with a central, large number Exceptional No
showing the percentage chance of a Yes answer. Rolling 1d100 equal
to or less than this number is a Yes answer. Rolling equal to or less An Exceptional No is the opposite of a Yes
than the number on the left, the lower 20% of the Yes answer range, answer. If that would be the same as a regular No,
is an Exceptional Yes. Rolling above the central number is a No, and then it’s the opposite of a Yes intensified.
rolling equal to or above the rightmost number is an Exceptional No.
“Is the door locked?” No, in fact the door is
In the cutout above, a roll of 1-10 would be an Exceptional Yes, 11-50
a Yes, 51-90 a No, and 91-100 an Exceptional No. partially open. “Does the black hole suck us in?”
No, you’re actually moving away from it. “Is
the gladiator armed with a sword?” No, he’s not
armed at all.
24
FATE QUESTIONS
25
FATE QUESTIONS
NEARLY
CERTAIN
+4 8 +4 11 or more Yes
VERY
LIKELY
+2 7 +2 10 or less No
Doubles,
50/50 None 5 None single digit Random Event
CF or less
UNLIKELY -1 4 -1
VERY
UNLIKELY
-2 3 -2
NEARLY
IMPOSSIBLE
-4 2 -4
IMPOSSIBLE -5 1 -5
26
FATE QUESTIONS
QUESTION THEM Yes: The plane is damaged but not in any way
that can’t be repaired.
Fate Questions should be asked when you aren’t No: The ground was smooth enough that you
sure whether an expectation you have is true. The were able to roll it to a stop in one piece.
more you use Mythic to create adventures the more Exceptional Yes: The ground was rough. One
you’ll get a feel for when to ask a Fate Question and of the wheels came off in a ditch and pitched us
when to stick with your expectations. sideways, crumpling a wing as we slammed into
If you find yourself conflicted, follow your the ground. The plane is an unflyable wreck.
interests, consider the Context of the adventure, Exceptional No: A perfect touchdown without
and listen to your gut. Does it feel right to pose this any damage. In fact, the plane is well-positioned
detail as a Fate Question, or are you certain enough for takeoff once you find fuel.
to take it for granted?
“We succeed in breaking open the vault. Do we find
As your adventure progresses and develops more
the vaccine inside?”
Context Fate Questions and their answers will get
easier and easier to come up with. Much of the Yes: Yes, you do.
narrative’s richness will come from details that were No: The vaccine isn’t there.
fleshed out by prior Fate Questions. Establishing Exceptional Yes: You find several cases of the
that a certain NPC is unfriendly will shape your vaccine, many more than you expected.
later expectations about that Character and
Exceptional No: You find the broken, ruined
might impact the Odds of future Fate Questions
vials of the vaccine—it’s been destroyed.
concerning their actions. In this way, a logical
chain of events will build upon itself, shaping the “We make our way through the woods. Do we
structure of the adventure and spinning it into a encounter anything today?”
narrative just like a Game Master would. Yes: Yes, now you have to figure out what the
encounter is.
27
FATE QUESTIONS
28
FATE QUESTIONS
29
FATE QUESTIONS
30
FATE QUESTIONS
THE BIG FATE exit there would likely be stuff left along the way
that could be useful to others.
QUESTION EXAMPLE: The Player next generates the Random Event
(using the rules in the next chapter, which we’ll get
Henny In Z Land to soon) and interprets the results as Henny and
Malcolm coming across a seemingly abandoned
Let’s put the rules of this chapter into action encampment. This Random Event works well with
with a trip into zombie territory. the Yes answer to the Fate Question.
In this example, the Player Character is Henny The Player interprets all of this as Henny and
Lassiter, a barista turned zombie apocalypse Malcolm discovering an abandoned encampment
survivor. Henny’s Player is using their favorite in the woods. There are remnants of a fire, a
end-of-the-world RPG with Mythic acting as the backpack that’s seen better days, and a torn tent.
Game Master of their solo adventure campaign. The discovery of the camp was interpreted
Henny has already been through a few from the Random Event. For the Question about
adventures: surviving the initial outbreak, escaping finding anything useful, the Player interprets the
the city, and learning to get by in the wild. In Yes answer as the Characters finding a few cans
the current adventure, Henny and her rescued of food while digging through the abandoned
companion Malcolm have made their way into a campsite. Considering they haven’t eaten in over
forest in search of shelter, staying alert for zombies. 24 hours finding food is certainly useful.
The Player asks, “Do I see any movement in
the trees ahead?” The current Chaos Factor is When interpreting the Yes for the Question of
4, and considering how deep in the forest the “Do we find anything useful along the way?”
Characters are, they figure the Odds of seeing the Player chose to follow their expectations
movement right now are Very Unlikely. This gives for what a Yes means.
them a 15% chance of a Yes on the Fate Chart.
They roll d100 and get 50, a No. The Player If they weren’t sure, they could have tested
interprets this to mean that the coast is clear, and this expectation with another Fate Question,
the two Characters continue on. such as “Do we find food?”
After what the Player decides is an hour’s worth
The Player decided to limit this to a single
of walking, they ask, “Do we find anything useful
Question and run with an interpretation
along the way?” The forest is on the outskirts of a
that made the most sense.
city, and Henny and Malcolm have been walking
for some time, so the Player figures the Odds of Henny and Malcolm continue their trek
coming across something now are Likely. They through the forest. The day is wearing on; they’ll
check these Odds against the CF of 4 and get a need to find shelter before nightfall, when the
50% chance on the Fate Chart. temperature will drop drastically.
Rolling again, the Player gets 33 for a Yes, with The Player asks, “Do we find shelter in the
a possible Random Event since they rolled double woods before night?” With hours of walking
digits (a 3 and a 3). The 3 is equal to or less than between now and then the Player decides that
the CF value of 4, so a Random Event does occur. it’s Likely for them to find shelter of some kind
The Player thinks about the Yes answer to the in that time. With the Chaos Factor at 4 the
Question first. What they would most expect to percentile chance of a Yes is 50%.
find would be random supplies dropped by people The Player rolls and gets 9. Not only is that a
fleeing the city. In the pandemonium of the mass Yes it’s an Exceptional Yes since it falls within the
31
FATE QUESTIONS
32
FATE QUESTIONS
33
34
Random Events
M TYPES OF RANDOM EVENTS
ythic adventures may be guided by your
Questions and expectations to maintain
narrative congruence, but they’re also
filled with plenty of action that comes at us from
out of the blue. No matter how you think a
situation will unfold, Mythic can always step in to
take things in a new and unexpected direction.
These interjections are called Random Events.
They’re Mythic’s way of adding a dimension of
surprise to your adventure, resulting in plot twists
you might never have seen coming.
Random Events can occur at two points during
a Mythic adventure: when a Fate Question is
asked and when a Scene is first generated (see the
“Scenes” chapter for more information).
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RANDOM EVENTS
CONTEXT
Context includes everything that’s happened
in the adventure up to this point. It is the
backdrop that should be taken into account when
interpreting any Random Event.
If the Player Character is a spy sneaking
through an enemy stronghold in search of stolen
plans for a military satellite, Random Events
should be interpreted with this setting in mind.
If an Event indicates that something negative
happens to the PC, then perhaps they are spotted
by a guard or drop their gun down a stairwell.
The Fate Question or tested Scene that
prompted the Event also counts as Context. If
your Fate Question was “Does the guard hear me
approach?”, and you generate a Random Event,
then the Event itself may have something to do
with the guard.
Keeping Context in mind will help you make
the logical leap toward resolving the Event in a
satisfying manner.
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RANDOM EVENTS
REMOTE EVENT
A Remote Event means that something has
RANDOM EVENT FOCUS TABLE
happened that your Character wasn’t present
1d100 RESULT
for; they’re only learning about it now. This can
happen in many ways.
Maybe the Player Character encounters 1-5 Remote Event
the dead body of an NPC they met earlier in
the adventure, and the Remote Event is this 6-10 Ambiguous Event
Character’s death, which the PC did not directly
witness. Or maybe the PC wanders into a tavern 11-20 New NPC
and learns by word of mouth that the enemy
horde has advanced, destroying the next town
21-40 NPC Action
down the road.
Remote Events are a way of introducing new
twists into an adventure without the PC being 41-45 NPC Negative
directly involved with them.
46-50 NPC Positive
AMBIGUOUS EVENT
51-55 Move Toward A Thread
Most of the Event Focus Table results give you
a clear indication of what the Event is about. NPC
56-65 Move Away From A Thread
Action means that an NPC does something; PC
Positive means whatever that happens is good for
the Player Character. Maybe a Thread is being 66-70 Close A Thread
closed, or maybe a new NPC enters the adventure.
Whatever it is, its impact on the adventure is clear. 71-80 PC Negative
An Ambiguous Event, however, is purposefully
vague. It’s something that happens which is 81-85 PC Positive
neither harmful nor helpful, at least not initially.
The PC in a zombie apocalypse adventure is 86-100 Current Context
exploring an abandoned building in search
of useful items or food. Suddenly, they hear
something from the floor above: a bumping This makes an Ambiguous Event an opportunity
and scraping, followed by rhythmic thumps to explore.
that might be footsteps. Is it a zombie? Another Or perhaps the Ambiguous Event is a new
survivor? Maybe it’s someone who can help them, element in your adventure that doesn’t make
or maybe it’s just the wind blowing through an sense now but might make sense later. If your
open window. The PC doesn’t know. PC comes across a photo of several people while
exploring an empty house, is this photo a clue
An Ambiguous Event can be interpreted in related to what you’re searching for, or is it just a
several different ways. Perhaps the Event is vague, random photo with no relevance to your mission?
and you won’t know whether it’s good or bad Only time will tell.
until you check it out, like in the example above.
37
RANDOM EVENTS
38
RANDOM EVENTS
39
RANDOM EVENTS
40
RANDOM EVENTS
41
RANDOM EVENTS
Random Event. The Event Focus Table comes Choosing The Event Focus
back with Current Context.
When a Random Event is generated you don’t
The Player thought this might be a big moment
always have to roll on the Event Focus Table. If you
in the adventure—capturing the bandit—but
have a good idea of what the Event Focus should be
they were wrong. This unexpected letdown is the
you can choose that result instead of rolling.
Context right now and this Random Event will
The PC, a space adventurer, is in a tight,
have something to do with that. Depending on
dramatic spot: caught in a phaser battle in the
the Event Meaning generated, maybe the PC
engine room while the warp drive is spiraling toward
finds a taunting message scrawled on the wall or
a meltdown. The Player asks a Fate Question
discovers a bedroll in the corner indicating the
that generates a Random Event, but with so much
bandit had been here but moved on.
already going on having an Event introduce a brand
42
RANDOM EVENTS
43
RANDOM EVENTS
Get off the island Tocky McAdams Get off the island Tocky McAdams
Find missing crew Bertha The Angry Avian Find missing crew Bertha The Angry Avian
Find mystical stone Jungle Find mystical stone Jungle
Dinosaurs Dinosaurs
Active volcano
Minga the lizard man
Unknown survivor
If a Random Event calls for an NPC you don’t have to roll for the section A few Scenes later the Characters List is more built up. When a Random
of the Characters List with this List, only the first section has any elements Event happens now that calls for an NPC the player must roll a d4 to
in it. The player would just roll a 1d10 to determine which element is determine which section to use since there are now elements in the
invoked. A roll of 6, for example, would indicate “Jungle”. second section on lines 6 and 7. A roll of 3 on the d4 and a roll of 1 on the
d10 would result in “Minga the lizard man” being selected.
44
RANDOM EVENTS
ADVENTURE LISTS
THREADS LIST CHARACTERS LIST
-
1-2 CHOOSE 1 -
1-2 CHOOSE 1
3-4
5-6 CHOOSE 8 3-4
5-6 CHOOSE 8
7-8
5-6 CHOOSE 18 7-8
5-6 CHOOSE 18
d10
1-2 CHOOSE 21 d10
1-2 CHOOSE 21
9-10 5-6 CHOOSE 23
9-10 5-6 CHOOSE 23
45
RANDOM EVENTS
46
RANDOM EVENTS
ACTION 2
1: Advantage 21: Disadvantage 41: Hope 61: Object 81: Representative
2: Adversity 22: Distraction 42: Idea 62: Obscurity 82: Riches
3: Agreement 23: Elements 43: Illness 63: Official 83: Safety
4: Animal 24: Emotion 44: Illusion 64: Opposition 84: Strength
5: Attention 25: Enemy 45: Individual 65: Outside 85: Success
6: Balance 26: Energy 46: Information 66: Pain 86: Suffering
7: Battle 27: Environment 47: Innocent 67: Path 87: Surprise
8: Benefits 28: Expectation 48: Intellect 68: Peace 88: Tactic
9: Building 29: Exterior 49: Interior 69: People 89: Technology
10: Burden 30: Extravagance 50: Investment 70: Personal 90: Tension
11: Bureaucracy 31: Failure 51: Leadership 71: Physical 91: Time
12: Business 32: Fame 52: Legal 72: Plot 92: Trial
13: Chaos 33: Fear 53: Location 73: Portal 93: Value
14: Comfort 34: Freedom 54: Military 74: Possessions 94: Vehicle
15: Completion 35: Friend 55: Misfortune 75: Poverty 95: Victory
16: Conflict 36: Goal 56: Mundane 76: Power 96: Vulnerability
17: Cooperation 37: Group 57: Nature 77: Prison 97: Weapon
18: Danger 38: Health 58: Needs 78: Project 98: Weather
19: Defense 39: Hindrance 59: News 79: Protection 99: Work
20: Depletion 40: Home 60: Normal 80: Reassurance 100: Wound
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RANDOM EVENTS
DESCRIPTOR 2
1: Abnormal 21: Disagreeable 41: Hard 61: Messy 81: Remarkable
2: Amusing 22: Dry 42: Harsh 62: Mighty 82: Rotten
3: Artificial 23: Dull 43: Healthy 63: Military 83: Rough
4: Average 24: Empty 44: Heavy 64: Modern 84: Ruined
5: Beautiful 25: Enormous 45: Historical 65: Mundane 85: Rustic
6: Bizarre 26: Extraordinary 46: Horrible 66: Mysterious 86: Scary
7: Boring 27: Extravagant 47: Important 67: Natural 87: Shocking
8: Bright 28: Faded 48: Interesting 68: Normal 88: Simple
9: Broken 29: Familiar 49: Juvenile 69: Odd 89: Small
10: Clean 30: Fancy 50: Lacking 70: Old 90: Smooth
11: Cold 31: Feeble 51: Large 71: Pale 91: Soft
12: Colorful 32: Festive 52: Lavish 72: Peaceful 92: Strong
13: Colorless 33: Flawless 53: Lean 73: Petite 93: Stylish
14: Comforting 34: Forlorn 54: Less 74: Plain 94: Unpleasant
15: Creepy 35: Fragile 55: Lethal 75: Poor 95: Valuable
16: Cute 36: Fragrant 56: Lively 76: Powerful 96: Vibrant
17: Damaged 37: Fresh 57: Lonely 77: Protective 97: Warm
18: Dark 38: Full 58: Lovely 78: Quaint 98: Watery
19: Defeated 39: Glorious 59: Magnificent 79: Rare 99: Weak
20: Dirty 40: Graceful 60: Mature 80: Reassuring 100: Young
48
RANDOM EVENTS
49
RANDOM EVENTS
50
RANDOM EVENTS
51
RANDOM EVENTS
The Player Character is a wandering barbarian My advice is to listen to your gut and trust
in a medieval setting. Earlier in the adventure, yourself. Open your mind, and don’t treat the
the PC undertook a quest to bring a fugitive to prompt like it defines your interpretation. Instead,
see the prompt for what it is: a starting point from
justice. His search brought him to a forest village
which you can take your interpretation anywhere
and he’s decided to rest there for a while, doing that’s fun and makes sense to you.
chores in exchange for room and board.
As he heads to the river to fetch water his Player home so they can talk about something,
asks the Fate Question, “Is there anyone else at which turns out to be related to the fugitive.
the river?” The answer comes back No, but the
roll also generates a Random Event. All three interpretations are valid because they
all try to make sense of the Event Meaning
The Player rolls on the Event Focus Table and word pair, “Lure” and “Interior”. But which is
gets a Focus of Move Toward A Thread. They the best interpretation?
have one Thread on the List: “Capture the
fugitive”. Whatever this Random Event ends up The first one, the PC finding tracks, could
being the Player knows it’s going to help the PC be considered the most logical and expected
in his quest. interpretation. The second one, finding a hut,
is possible but unlikely, certainly less likely than
For the Event Meaning the Player decides it makes finding tracks. The same is true for the third
the most sense to roll on the Actions Meaning interpretation, though it may be more expected
Tables because it seems like something active is than finding the hut.
going to happen. They get “Lure” and “Interior”.
Given the Context, the Event Focus, and the Event There is no wrong answer when it comes
Meaning, a number of ideas spring to mind: to interpretations, but you should allow your
expectations to help you choose what makes the
» While fetching water the PC discovers most sense in the moment.
footprints in the muck that match the
fugitive’s. The tracks lead to a cave near
the river.
You Need More Information
» The PC spots a makeshift hut in the woods If the Event Meaning doesn’t give you enough
beyond the river. Perhaps the fugitive used it information to spark an interpretation, or if you
for shelter; he might even be inside it now! get stuck trying to come up with one, you can
always ask a Fate Question or two to narrow
» While fetching water the PC is approached down your options. For instance, the Player of the
by a villager who invites him inside her medieval barbarian in the example above might
52
RANDOM EVENTS
53
RANDOM EVENTS
54
RANDOM EVENTS
Dyson cautiously peers around the corner in overrun with mutated plants. Vines crisscross the
the corridor. The fluorescents are out, but the dim walls and ceiling, some of them writhing.
red emergency lights have kicked on, and he can Later in the Scene Dyson and Sandra find
see the stairwell door at the end of the hall. themselves trapped in a laboratory with a former
Dyson’s Player asks the Fate Question, “Is there scientist who’s turned into some sort of moss
anything in the hall?” Mythic says No but triggers person. He seems to have lost his mind and Sandra
a Random Event. suggests that if he touches them they may become
The Context doesn’t suggest any particular infected with the same creeping moss condition.
Event Focus, so the Player rolls on the Event No one wants to turn into creeping moss.
Focus Table and gets NPC Negative. Rolling on Dyson looks for a way out of this room, ideally
the Characters List, they get “Giant spiders.” one that won’t require pushing past the shambling
It looks like something bad is going to happen moss-man. His Player asks the Fate Question, “Is
to a giant spider. That sounds like an action to the there a way out of here?” Mythic says Yes but also
Player, so they roll on the Actions Meaning Tables gives them a Random Event.
and get “Betray” and “Weapon”. Up to this point the Player hasn’t determined
The Player thinks about this a moment and what the moss-man is doing, just that he’s in the
decides that “Betray” means the spiders are room with them and appears to be contagious.
fighting amongst themselves. Weapons could refer They decide to use Current Context as the Event
to the spiders as well since they were part of a Focus instead of rolling on the Event Focus Table.
secret weaponizing project.
The player runs with this interpretation: as While Random Events are unexpected events
Dyson peers around the corner, he sees that the that inject themselves into your Scene, like the
hall is clear but there is motion in a room along spider brawl in the previous Random Event,
the hall. It’s a big conference room with a large they can also be used to help explain something
plate glass window facing the hall. Inside the your Character is already dealing with.
room are a group of giant spiders.
In this example, the Player is using the
While Dyson watches one giant spider
Random Event to determine what the moss-
approaches another spider and suddenly pounces
man is doing. His behavior is the Random
on it. They begin thrashing about in a violent
Event. The Player likely would have had to
battle. Several more spiders join the fray and now
determine the NPC’s behavior eventually
it’s an arachnid brawl!
anyway, maybe with a Fate Question, but
“Let’s make a run for the door while they’re
the appearance of the Random Event seemed
distracted with each other!” Dyson says, perhaps
like a good opportunity to do so now.
too brave for his own good.
With his shield raised, he and Dr.
Copenhagen make a mad dash for the door. Since this Event is about an NPC, the Player
Dyson hopes that giant spiders are only a Level rolls on the Characters Elements Meaning
10 problem, but of course Level 9 is sure to have Table and gets “Frantic” and “Ambush”. An
its own horrifying obstacles. interpretation immediately springs to mind.
The Player plays out the Scene with Dyson The moss-man, aware of their presence, begins
having to defend against a spider that spilled out to franticly wave his arms in a slow, shambling
into the hall. Despite this, his plan is successful way, seemingly trying to attack. For a slow-
and they make their way through the door and up moving, slow-witted moss-man, this might be his
to Level 9. This level, they discover, has become best attempt at an ambush.
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RANDOM EVENTS
“Don’t let him touch you!” Dr. Copenhagen cries as Dyson rushes
the creature and slams him with his shield to knock him back. He just
needs to clear enough room for them to get to the door at the other end
of the room without being turned into walking plants.
They succeed in battering their way past the moss-man and close the
door behind them.
Level 8 is perhaps the strangest level so far, with one of the oddest
mutations. This floor has been taken over by sentient water coolers
that stab people with their water dispenser faucets—which are now
fanged—to suck their blood.
Dyson has witnessed enough of the coolers’ dastardly deeds to know
he doesn’t want to become their next drink. He and Dr. Copenhagen
manage to cobble together a makeshift explosive they hope to use to
clear the cafeteria where a group of vampiric coolers have gathered to
hang out and gossip about humans.
Dyson needs to plant the bomb close enough to hit the coolers, so he
sneaks into the cafeteria. As he crawls across the floor, the Player asks a
Fate Question that triggers a Random Event.
Rolling on the Event Focus Table, they get PC Negative. Uh oh. The
Player rolls on the Actions Meaning Tables to see what’s happening and
gets “Fight” and “Outside”. An interpretation comes easily.
Dyson’s about halfway to the table he wants to stick the bomb under
when a commotion erupts in one of the adjoining halls. Dyson hears
yelling and gunfire.
The coolers in the cafeteria go berserk, angrily sliding around as
they prepare to attack whoever’s out there, probably other survivors also
trying to get to the stairwell.
This is bad timing for Dyson, who’s crouched under a table in the
middle of a cafeteria full of agitated, blood-sucking water coolers.
Of the three Random Events in this example this one was the easiest
for the Player to interpret. A Focus of PC Negative and Meaning
Words of “Fight” and “Outside” immediately suggested an idea to the
Player that fit exactly with Mythic’s prompts. Sometimes that’s how it
is, the Random Event prompts fit so neatly with the current moment
that there’s hardly any interpretation required.
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RANDOM EVENTS
57
58
Scenes
F
ate Questions and Random Events cover almost
anything you could think to ask about in an THERE’S MORE!
adventure and anything unexpected that might
be thrown your way. But before you can get to This chapter gives you everything you need to
playing, there’s one more thing we need to go over: run exciting and effective Mythic adventures,
structure. Without a framework to connect one part but there’s more to discover. Once you’ve gotten
of the narrative to the next, all those Questions and the hang of the basics, you can head to the
Events aren’t much more than a jumble of details. “Variations” chapter for additional rules on the
In a typical social role-playing scenario, the mechanics we’ve covered elsewhere in this book,
Game Master maintains this structure implicitly, as well as strategies for dealing with issues you
may encounter along the way.
but solo play requires something more concrete.
Mythic uses a simple Scene structure that’s
mostly there to help you keep track of where your
adventure is going so you’re less likely to get lost
in the weeds.
Elements Of A Scene
Here are the elements common to all Mythic
Scenes that shape our adventures:
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SCENES
60
SCENES
61
SCENES
62
SCENES
Updating Lists
SEEDING LISTS
Lists are updated during the Bookkeeping
phase at the end of a Scene with anything you The start of a new adventure leaves you faced
didn’t add during play. This is when you decide with a pair of stark, blank Lists. These Lists will
which Characters in the Scene were important gradually fill with Threads and Characters as the
enough to add to the Characters List and whether adventure unfolds, but the First Scene presents
anything stands out as a goal you want to add to you with a unique opportunity to jumpstart the
process and make your Lists a little less lonely.
the Threads List.
Maybe you have certain goals you want to
achieve or NPCs you want to encounter, or maybe
you’re importing Threads and Characters from
SCENE STRUCTURE previous adventures as part of an ongoing series.
Regardless of your reasons, you can start your
Time in Mythic adventures is conceptualized adventure with any elements you want already on
as cinematic Scenes in which the action of your your Lists.
adventure occurs. Scenes usually take place at Another way to pre-build your Lists is with the
certain locations, involve certain Characters, creation of your First Scene. No matter which
and revolve around certain actions or events. strategy you go with—Inspired Idea, Random
When these actions or events are resolved, the Event, Meaning Tables, or 4Ws—you can use
Scene is over. elements from your opening prompt to seed your
A Scene could be your warrior PC exploring Lists before you start playing.
a dungeon chamber, or your smuggler PC If, for example, you were using the Inspired Idea of
meeting with a potential new client, or your your psychic Character journeying into the astral
cryptozoologist PC searching for a mysterious realm in search of their missing friend, you could
creature in the forest. put “Find my friend” as a Thread and “Lost friend”
The amount of narrative time a Scene on the Characters List. Starting your adventure with
these elements on the Lists allows you to make
encompasses is up to you—it could be the fifteen
early-game Random Events even more meaningful.
minutes it takes to explore a room or the year it
takes your PC to hone their swordsmanship skills.
No matter what time frame you’re dealing with, INSPIRED IDEA
the Scene is about something specific. Mythic adventures are full of surprises, but you
There are four types of Scenes: the First can always start with a fully formed idea of your
Scene, Expected Scenes, Altered Scenes, and own. You can think of these as “what if” ideas,
Interrupt Scenes. such as “What if my cybernetic superhero PC gets
a lead on the shadowy organization that created
him?” Starting with an idea that excites you
THE FIRST SCENE makes for a solid beginning that will lead to a
solid adventure.
The First Scene of your adventure is a special
The Player Character in a sword-and-sorcery
one because it gets the story rolling. There are a
fantasy world is a knight named Weyland.
few different ways you can come up with a First
Weyland’s Player wants to come up with their own
Scene depending on how much Context you’re
First Scene. Since this is their first time playing
starting with and how surprised you want to be.
Weyland they only have a handful of ideas about
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SCENES
64
SCENES
THE 4W
A more structured way to use Meaning Tables
for the first Scene is to apply a 4W approach:
Who, What, Where, and Why. You can roll
for these in whatever order you find the most
logical; you can even add How or When if a
randomized method or time period would add
something meaningful to your adventure.
WHO: To find out Who is primarily
involved in the Scene roll on the Characters
Elements Meaning Table and go with whatever
interpretation makes sense, whether that’s your
own PC, an existing NPC, or a new NPC
inspired by the word pair.
WHAT: Roll on the Actions Meaning tables to
see What the main activity of the Scene will be.
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SCENES
WHERE: For the location Where the main When the Player Character gets to the party he
activity is taking place roll on the Locations sees an assortment of undead in varying stages of
Elements Meaning Table. Just like with Who, this decay socializing with each other. The festival is
can be any new or existing location that fits the spirited (though the PC dares not eat any of the
word pair. food served), but the undead revelers have a goal
WHY: Roll on the Actions Meaning Tables to beyond merrymaking: they hope to open a portal to
learn the motivations behind Why the Characters the Underworld so they can all return to rest. The
are taking these actions. festival is one part celebration of unlife and one
Once you have your 4Ws combine them into the part conference as they invite local mages to help
most interesting interpretation you can think of. them solve their dilemma.
The PC is a modern mage living in Los Angeles. The Player is happy with this interpretation and
The Player has no idea what the adventure will be decides to add these ideas to their Lists before
about and they want to be surprised. beginning the adventure. To the Threads List they
Starting with Who, the Player rolls on the add “Help the undead return to the Underworld”;
Characters Elements Meaning Table to get to the Characters List they add “Community of
“Excited” and “Unusual”. Interesting. The Player undead” and “Other mages at the festival”. The
decides to wait until they have more information to Player is now ready to begin their adventure with
attempt an interpretation. a nicely detailed First Scene.
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SCENES
With the opening Scene concluded the Player Roll Even (2, 4, 6, 8)
must now decide how they think the next Scene Interrupt Scene
Within Chaos Factor
will begin. They decide the Expected Scene is
about their PC dropping in on the suspect at his
place of work to question him.
Most of the time the Expected Scene will be
based on what you decide your Character plans
ALTERED SCENES
to do. Our detective Character wants to follow If your Expected Scene becomes an Altered
up on a lead so that forms the basis of the Player’s Scene then the Scene begins in the next most
Expected Scene. expected way, as though Mythic heard your idea
Whatever your Expected Scene is you won’t and said, “Let’s try something else instead.” The
know for sure whether or not it will happen that Altered Scene may be nearly identical to the
way until you test it. Expected Scene except for one detail, or it may
be quite different, but it must make sense for it to
happen instead of the Expected Scene.
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SCENES
A Tweak
Altering a Scene can be as simple as making a
single tweak to your Expected Scene.
In a fantasy adventure, the local forest spirits are
lashing out at the forest’s inhabitants. The Player
Character is trying to figure out what angered
the spirits when a wild fire breaks out. The next
Expected Scene is the PC venturing into the fire
zone to find what caused it, but when the Player
tests that Expected Scene an Altered Scene is
triggered instead.
The Player decides to stick to the Expected Scene
with one small tweak: instead of needing to
investigate, the PC immediately finds the fire
spirit that started the blaze. Now the Player can
begin the Scene by playing out the encounter.
Think about all the different elements of an
Expected Scene: the activity taking place, the
NPCs involved, the objects of importance, and
the location it all happens in. A change to any of
these elements would give you an Altered Scene.
Since our Expected Scene with the forest fire
had no NPCs in it, adding a Character, the fire
spirit, was an easy tweak. The activity in this
Scene is the fire itself, so tweaking that could
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SCENES
69
SCENES
70
SCENES
71
SCENES
ADD AN OBJECT
Add a significant object to your Expected EXAMPLES OF CHANGED SCENES
Scene. If nothing logical comes to mind you can
roll for inspiration on the Meaning Tables. EXPECTED SCENE: A fantasy warrior PC is
Perhaps as the Roman Characters enter the exploring the Dungeon of Fel-Azar, an ancient
castle the PC sees a sword lying on the ground undead wizard. After checking a few cobwebby
rooms and battling a giant scorpion, the PC
that belonged to one of the missing soldiers,
makes her way down a corridor by torchlight. The
indicating that they were brought this way. Player expects the next Scene to be checking out
another room to see what’s in it.
MAKE 2 ADJUSTMENTS ALTERED SCENE: Instead of exploring the next
Make two adjustments to the Expected Scene room the PC has an encounter in the corridor.
instead of one, rolling on the Scene Adjustment INTERRUPT SCENE: The Player rolls PC Negative
Table until you have determined both on the Event Focus Table and gets “Ambush”
adjustments. If this result is generated again and “Pain” on the Actions Meaning Tables. They
simply ignore it and reroll. If you roll two results interpret this to mean that their Character springs
a trap as she makes her way down the corridor.
that conflict with each other ignore the second
roll and just use the first.
EXPECTED SCENE: A post-apocalyptic PC sneaks
through an enemy encampment at night to steal
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SCENES
following Interruption: The PC heads downstairs together organically. Maybe your Character
from his office to go and pay Johnny Loanshark finishes ransacking a room and leaves to explore
a visit, but there’s someone waiting for him. the dungeon further, and you get an Altered
Leaning against the PC’s car door is a large and Scene that you interpret as a monster in the hall.
angry-looking man whom the PC unfortunately Interrupt Scenes disturb that flow of events,
recognizes as Ricky No-Thumb. so it may not be immediately obvious how it
This Interruption stopped the Expected connects to your previous Scene. Keep in mind
Scene from happening and created an entirely that this Event is interrupting the expected
new Scene, one that forces the detective into an transition from one Scene to the next. If you take
encounter with another Character. Considering into account how the previous Scene ended and
Ricky’s hostile demeanor, this Scene will likely what the Player Character is currently trying to
lead to new revelations about the relationships do, you should be able to interpret this new Scene
between the PC’s client, her dead husband, and in a way that fits the current Context.
the suspects in his case. In the example above, the Player Character was
about to drop in on a suspect when the Interrupt
Scene happened. This Context gives the new
Making Connections Scene a logical tie-in to the adventure.
Expected Scenes flow together organically:
they start as you expect them to and follow the
trajectory of the Player Character’s actions. If your
Character chooses to enter a room and search it,
PLAYING OUT
that’s the basis for an Expected Scene. If your
Character then leaves the room and explores the
THE SCENE
dungeon further, that’s another Expected Scene. Once you have the concept for your Scene
Altered Scenes are close enough to your ironed out (whether it’s the first Scene, Expected,
Expected Scene that they, Altered, or Interrupted), it’s time to get into the
too, tend to flow Scene and do some role-playing! Now the action
of your adventures can take place, with Fate
Questions there to tell you anything you
need to know as you play.
A sci-fi Player Character who stole a set
of blueprints for an off-world client is
fleeing a cybernetic agent tasked with
retrieving them. The PC should be
able to escape if they can make it to their
ship hidden in the foothills.
Their Player rolls an Interrupted Scene that
begins with the agent spotting the PC on
a busy nighttime street. The PC takes off
running, hoping to lose the agent in the crowd.
The Player asks the Fate Question, “Is the area
busy tonight, with lots of people on the street?”
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ADVENTURE JOURNAL
ADVENTURE TITLE
NOTES
Test The Expected Scene Against The Chaos Factor • Play Out The Scene • Update Lists & Chaos Factor
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TIME OR LOCATION
A jump in time or change in location is
another way to mark the transition from one
Scene to the next.
The PC is a survivor in a post-apocalyptic world.
She spent a Scene exploring a wrecked airplane
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and decided to make camp there for the night. If The Player ends the Scene there and decides
the Player wanted a time-based transition, then that the next Expected Scene should be the PC
the Scene could end with her bunking down, and visiting his underworld contact at the café. The
the new Scene could start when she wakes up a meeting goes smoothly at first, but then it turns
few hours later; if the Player wanted a location- violent. This time, instead of playing out the
based transition, then the Scene could end when fight like they did in the previous example, the
the PC completes her exploration of the wreck Player stops the Scene here because it represents a
and moves on. shift in the narrative. The next Expected Scene
is how the Player thinks this situation is going to
go down. The PC is still at the café, still meeting
NARRATIVE SHIFT with the contact, and is just about to get into
Instead of viewing Scenes as discrete units of a fight. The time, place, and situation haven’t
activity or interest, another way to view them is as changed, but the narrative focus has.
a continuous stream whose transitions are marked By placing the emphasis on narrative shifts, you
by narrative shifts. Let’s revisit our earlier example. get a greater degree of control over how those shifts
The cybernetic cop is investigating a crime scene play out.
when he finds evidence of illegal weaponry. The Player’s Expected Scene is that two of the
That’s a shift in the narrative, a dramatic new bodyguards pull guns on the PC and rush at
piece of information that changes the Context of him while his contact slips away. Details like
the adventure. this would normally be determined with Fate
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Tension Building Questions Mythic adventure will happen when you ask a
hard Question whose answer you’re genuinely
The excitement of any good story lies in worried about. How will Mythic respond?
the tension, and a role-playing adventure is no What will happen to the PC? These are exciting
different. The best way to build tension in a moments, the kind of moments you’ll remember
solo or GM-less adventure is by asking conflict- long after the adventure is over. You reach these
oriented Questions. Such Questions may be tension-laden junctions by asking hard Questions
difficult to ask—the answer might put your when the time is right.
Character in peril or lead your adventure into Bering The Magnificent’s adventure has taken
a whole new direction—but embracing those an odd twist with the arrival of the NPC from
difficult Questions makes for a more exciting the future. The Traveler is a warrior who says
experience. Some of the best moments in a that in twenty years a legendary dragon will be
unleashed that will destroy the world. Bering
decides to help the stranger avert this dark future
by ensuring the dragon remains trapped inside its
volcanic prison.
The key to their quest is a mystical amulet with
the power to unlock the gateway into the volcano,
a passage that was sealed by the gods an age ago.
A doomsday cult is also seeking the amulet, with
the goal of freeing the dragon and unleashing
its chaos upon the world. The Traveler wants to
find the amulet before they do and destroy it.
Their eventful journey includes the search for
a lost map that reveals the amulet’s location,
exploring ancient catacombs to uncover clues,
run-ins with cult members, and a king who
wants the amulet for himself to control the
dragon for his own ambitions. Bering and the
Traveler agree to team up with the king’s spy,
and they all work together to survive the dangers
of a trap-infested dungeon while cultists hunt
them down.
After helping each other through many deadly
perils, they finally reach the central chamber
where the amulet is located. No sooner do they
enter the room than the stone slab door begins
to slide shut, and molten lava seeps in from
vents near the ceiling. The spy uses a piece of
timber to block the door from sealing them
inside, narrowing averting their fiery fate.
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ADVENTURE TONE
& PLOT TWISTS
If you’re constructing an adventure in advance
and want some help from Mythic you can use the
Adventure Tone Elements Table to guide you.
You’re constructing a fantasy adventure and
want to determine the overall tone. A few rolls
on the Adventure Tone Elements Table give us
“Bizarre” and “Reassuring”. You may interpret
this to mean that this is a high-magic adventure
world with lots of fantastical creatures and
spell-craft as a part of everyday life. Despite these
extraordinary elements, the adventure world is
a stable one for your Character who fits right in
with all the strangeness.
The Plot Twists Elements Table can be used
to modify your results from the Adventure Tone
Table or as your Meaning Table for a Random
Event that you think will change the course of
your narrative.
ANIMAL ACTIONS
This table focuses on actions a wild animal
might take. This is useful for describing the
behavior of animals or any other creature that’s
feral, out of its mind, or extremely confused.
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CHARACTERS
Tables describing Characters are the most
numerous category of Elements Meaning Tables,
making up 12 of the total 45. You can use these
tables to build entire Characters from the ground
up—including your own Player Character!—or
to generate important details about NPCs as you
encounter them.
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MUTATION DESCRIPTORS Names for people, places, and things can run
This table is similar to Powers, with some a very wide gamut. The Names Table is meant to
subtle differences that take into account the narrow down the possible selections and inspire
mixed nature of abilities derived from mutations. a certain sound for the generated name, lending
There’s more emphasis on the subject’s body, and itself to loose interpretation. Rather than rolling
some results imply that a mutation is detrimental. twice you may want to keep rolling until you get a
sound that comes across as a valid name to you.
The Player Character, a starship captain, is
NAMES approaching a new planet that their Player
This table requires a bit more explanation than wants a name for. Rolling on the Names
the others. It’s a collection of sounds and concepts Elements Table they get “Tal” and “El”. That
that, when combined, are suggestive of names. doesn’t sound quite right to them yet so the Player
Most of the entries are meant to be sounded out rolls a third time and gets “Action”. This inspires
rather than used literally. the name Tallelrun.
The Player is coming up with the name of a
After discovering an advanced civilization on
fantasy warrior. They roll “Hee” and “R”. After
the planet the PC arranges a meeting with their
sounding these out, they might create names such
leader. To generate his name the Player rolls
as Hir, Huir, or Heer.
“Len”, “In”, “Pr”, “Tar”. This inspires the name
Concepts such as “Number” or “Emotion” are Lennin Pertar.
meant to evoke a word related to those concepts
that you can slot into the name. NOBLE HOUSE
Generating the name for a town, the Player rolls For creating the general characteristics of a
“In” and “Elements”. They might come up with noble or royal household. It can be thought of as
names like Innsea, Inice, or Inflam. generating the current state of the Noble House,
or its history.
Bern is ready for another day of searching for supplies, the Player making heavy use of the Scavenging Results Elements Meaning Table. Just another day
in the apocalypse.
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OBJECTS
There are several other tables for describing
GENERATING
specific kinds of items but the Objects Table is
general enough that it can be applied to anything.
NPC BEHAVIOR
It works best for when you don’t know what an The PC has battled his way through the Canyons
object is and want prompts to figure it out. of Chron, slaying beast after beast on an alien
world to prove his worth to a powerful warlord.
He returns triumphant to the warband’s
POWERS encampment and is summoned to the warlord’s
This Elements Meaning Table is meant to tent. The warlord, flanked by guards, leans
inspire powers of all sorts, from heroic superpowers forward in his chair and says … .
to the strange abilities of an alien creature. What does he say? Where do we go from here?
You figure out what an NPC does in your
SCAVENGING RESULTS adventure the same way you figure out anything
else in Mythic: with expectations, Fate Questions,
Designed for post-apocalyptic settings, or any
and Meaning Tables.
other site of desolation you’re picking through
In the example above, if the Player
for goods, this table tells you what type of items
had a clear expectation for
you’ve uncovered and if the act of scavenging has
what the warlord would say,
put you in danger.
they might go with that. “The
warlord says he’s impressed
SMELLS & SOUNDS with your performance.”
These two tables are good for generating sensory If they have some idea but
information. They can be applied to any situation
where a Character is testing the air or listening.
SPELL EFFECTS
This table helps you determine what kind of
spell is being cast—useful when facing an enemy
sorcerer or after springing a magical trap with
a spell-like effect. The results are generalized,
intended to give you a rough category of spell.
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aren’t sure, they might frame it as a Fate Question STRATEGY FOR GENERATING
such as, “Does the warlord say he’s impressed?” If
they had no idea what the warlord would say, they NPC ACTIONS
might roll on a Meaning Table for inspiration.
Using expectations for behavior is good for
unimportant NPCs or when you don’t want to
slow down your adventure to randomize NPC
actions. If you have an idea of what the NPC will
do, and their action is important to the adventure,
you could pose the expected action as a Fate
Question. This adds some randomness to the
NPC’s action—you think you know what they’ll
do but they might do something else.
If you have no idea what the NPC will do then
you can roll a completely random action on a
Meaning Table. The most useful Meaning Tables
for determining NPC actions are:
» Actions
» Characters (Elements)
» Animal Actions (Elements)
» Character Actions, Combat (Elements)
» Character Actions, General (Elements)
» Character Conversations (Elements)
Expectations As Actions
Most NPC actions will be determined by your
expectations; you’re probably not going to roll
for every single thing an NPC does. If Bering
the Magnificent is walking through a village
market, then his Player will probably assume that
the NPCs around him are going about their own
business. When you have a clear expectation for
an NPC action, and the action isn’t important
to the course of your adventure, then simply
following your expectations will do. Discovering Meaning As Actions
A warrior PC sits down in a tavern, intent on Maybe the Player has no idea what the NPC
getting something to eat and questioning the will do or they want to randomize it. Instead of
barkeeper for news about the area. following their expectations they can use words
The barkeeper is a new NPC, but the Player from Meaning Tables.
decides their initial action in this encounter is The warrior’s Player changes their mind and
obvious: they come over to the PC’s table and say, decides to determine the tavern keeper’s action
“What can I get you?” using Meaning Tables. Rolling on the Characters
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and no one around who can teach him healing END OF SCENE BOOKKEEPING
spells, so the Player adds “Acquire healing magic”
to the Threads List as a goal to pursue.
A few Scenes after deciding to acquire healing
magic, Bering is chatting with a farmer who’s
tending to a field of cows. Bering has been trailing
a group of travelers he suspects of stealing the sacred
artifact, so he asks the farmer if he’s seen anyone
lately. The farmer mentions seeing a local healer
who helped him with his livestock. Intrigued,
Bering asks for more information and realizes that
this mysterious healer may be a wizard.
This is an important potential lead for Bering to
get his hands on healing potions, which reflects
one of the Threads. At the end of the Scene the
Player writes “Acquire healing magic” for a
second time on the Threads List.
CHARACTERS LIST
You can add just about anything to the
Characters List, from individual NPCs to
organizations to geographical areas to objects. If it
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THE BIG SCENES might meet along the way and “Mountains” to
account for any dangers and resources the rugged
EXAMPLE: terrain may present.
With their Lists prepared, the Player is ready to
GUARDIAN OF THE begin the first Scene.
CHOSEN ONE
Let’s put Mythic’s Scene structure through its Deliver the Chosen One The Chosen One
paces! Unlike the smaller examples in the rest of Villagers
the chapter that put everything in italics, this Big Mountains
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The Player also figured Lennz would ask if The Player prepares for the next Scene by
the Chosen One had a proper name. They made coming up with an Expected Scene. They decide it
the possibility of a name into a Fate Question would make sense for Lennz and Ninfee to make
and got Yes. To determine the boy’s name, the camp at nightfall and set out again the next day,
Player rolled on the Names Elements Meaning this time encountering more treacherous terrain.
Table and got “Nn” and “Fi”. Wanting more to The Player tests this Expected Scene against
work with, they rolled some more and got “Wr” the Chaos Factor by rolling a d10. They roll 8,
and “Nature”. The Player interpreted this as exceeding the current Chaos Factor of 4, so the
Ninfee Wryrock. Expected Scene happens as envisioned.
This first Scene was simple, establishing what The next morning, Lennz and Ninfee break
the adventure will be about. The Player decides camp and set out again. The farther they get
to end the Scene after Lennz and Ninfee spend from the village, the rougher the terrain becomes
the day walking and chatting. Since Lennz was as well-trod dirt roads give way to unsullied
in control during this Scene, the Player gives -1 rocky ground. They climb many steep hillsides,
to the Chaos Factor, lowering it from the starting with Lennz helping Ninfee when he struggles.
value of 5 to 4.
The Player records the major details on their Suddenly, Lennz spots a small warband of orcs
Adventure Journal sheet as part of their end-of- on the other side of the valley, and he pulls Ninfee
Scene Bookkeeping. Then they look over their Lists behind a boulder to hide before they’re spotted.
to see if anything needs to be added or removed. This is bad. Lennz is going to have to be very
careful from here on out to avoid contact with
the orcs. He has no idea if they’re aware of the
Guardian of the Chosen One prophecy, but if they are, they may see Ninfee as
a very valuable hostage.
Lennz begins his journey
and gets to know Ninfee. 1 4 The two of them move cautiously for the rest of
the day, with Lennz keeping an eye out for orcs.
With the way forward getting more difficult,
the Player began this Scene by asking Fate
Questions about the terrain. “Do we run into any
Prominent elements in this first Scene included difficult terrain today?” Yes. “Does Ninfee have
“The Chosen One”, the “Mountains”, and the difficulty?” Yes.
Thread of “Deliver the Chosen One”. Since these A little later, a Fate Question generated a
elements are already on the Lists, the Player adds Random Event. Rolling on the Event Focus Table,
an additional entry for each. No new Characters the Player got “Move Away From A Thread”.
or Threads presented themselves in this Scene. Since there’s only one Thread on the List there
was no need to roll for it.
The Player rolled on the Actions Meaning
Tables for inspiration and got “Block” and
Deliver the Chosen One The Chosen One
“Project”. They had an idea of what this could
Deliver the Chosen One Villagers
Mountains
mean but weren’t sure about it, so they posed
The Chosen One it as a Fate Question: “Do we encounter orcs?”
Mountains Yes. The Player interpreted this to mean that
they unexpectedly came across a warband of orcs
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There’s a sudden burst of light from the boy, an that Ninfee reacted with a display of raw magical
outflowing of power, and the orc is thrown back power to defend himself.
by the force of the blast. After the orc was knocked back, the Player
asked, “Do the orcs flee?” Yes. Finally, the Player
Surprised and afraid, the orcs retreat back into
asked, “Does Ninfee seem surprised by what he
the night. Lennz looks at Ninfee, shocked by
did?” Yes.
the sudden display of power. Ninfee looks just
This seems like a good place to end the Scene;
as surprised.
now it’s time for Bookkeeping. The Player
The Player used the skills and combat rules from summarizes Scene 3 in the Adventure Journal and
their chosen RPG to play out this Scene. Lennz adjusts the Chaos Factor.
rolled well enough to notice the approach of the While they did survive the orc ambush,
orcs and be ready when they pounced. Ninfee’s sudden display of power was a random
To guide the combat, the Player started by surprise. The Player is going to count this as a
asking “Do the orcs focus on Lennz?” This Scene out of Lennz’s control, raising the Chaos
seemed reasonable since Lennz would be the Factor to 6.
biggest threat to take down. Mythic said Yes.
This three-on-one combat continued for several
rounds. Using the NPC Behavior Table each
round, the Player asked the Fate Question, “Do Guardian of the Chosen One
the orcs continue with their current action?” The
answer each round was Yes, meaning the orcs Lennz begins his journey
and gets to know Ninfee. 1 4X X
5 6
continued to fight with Lennz.
On the fourth round, however, the answer was
No. The Player’s interpretation was that one of the
orcs broke off from the fight to go after Ninfee.
Lennz yelled at Ninfee to run, and the Player
asked “Does Ninfee run?” The answer was No,
A roving orc warband
is spotted. 2
with a Random Event.
The Player rolled on the Event Focus Table
and got NPC Action. To determine which NPC
would act, the Player rolled two dice for the Orcs ambush us. Ninfee
Characters List: one for a List section and one displays defensive power. 3
for an entry in that section. Since two sections of
the List have elements in them, the Player rolled
a d4 to see which section to use. They got a 3,
indicating the second section. Rolling a d10 to
see which element to use, the Player got a 2: “The
Chosen One”. Now to adjust the Lists. There’s no need to
The Player rolled on the Actions Meaning add another instance of “Deliver the Chosen
Tables for inspiration on what Ninfee would do One”, since it’s already maxed out at three entries.
and got “Open” and “Power”. Given the Context “Avoid the orcs” was relevant in this Scene
that the Chosen One supposedly has abilities of because of the fight, so the Player repeats this
some kind, the Player interpreted this to mean Thread element. They also add another instance
of “Orc warband” to the Characters List.
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Lennz knows that if he can see the smoke, so can The orcs were a concern in this Scene, so the
the orcs; they may be drawn to this location as Player adds another instance of “Avoid the orcs” to
well. The village appears to have fighters among the Threads List, reaching the maximum of three.
them—perhaps they will ally with Lennz when The Player decides that the sudden storm
they find out Ninfee is the Chosen One. Lennz is enough to count as the environment acting
decides to take the risk and approach them. against them, so they add “Mountains” again
When Lennz got in position to identify the to the Characters List. They also add another
source of the fire, the Player asked the Fate instance of “Villagers”.
Question, “Is it the orcs?” They gave this Odds of
50/50 because they had no idea what to expect.
Mythic came back with No. Guardian of the Chosen One
The next most logical expectation was that
it’s a village, so the Player went with that. To get Lennz begins his journey
and gets to know Ninfee. 1 4X X
5 X
6 5
a clearer picture of the village, the Player asked,
“Do they look capable?” Mythic came back with
Exceptional Yes.
The Player interpreted this to mean that not
only are the villagers well equipped against the cold
and the storm, they also have fighters among them.
A roving orc warband
is spotted. 2
As Lennz and Ninfee walk towards the village,
a pair of spear-wielding warriors see them and
approach. They look tough and threatening,
Orcs ambush us. Ninfee
but as soon as they see Ninfee their demeanor
changes. They recognize him immediately and
displays defensive power. 3
their wary greeting changes to one of welcome.
To Lennz’s relief, he and Ninfee are brought into
the circle of warmth and given food. There isn’t
much time to relax, however. Lennz tells the
A snow storm sets in.
We discover a friendly 4
villagers about the orcs. The villagers have been village willing to help.
fending off warband raiders for months, and
they are ready and willing to help Lennz defend
the boy.
The Player resolved the villager reactions with a
Deliver the Chosen One The Chosen One
few Fate Questions. “Do they recognize Ninfee?” Deliver the Chosen One Villagers
Yes. “Are they aware of the warband?” Yes. Deliver the Chosen One Mountains
This seems like a good place to end Scene 4 Avoid orcs The Chosen One
and do some Bookkeeping. The Player writes Avoid orcs Mountains
down a summary of this Scene. Since Lennz and Avoid orcs The Chosen One
Orc warband
Ninfee caught a lucky break, the Player decides
Orc warband
Lennz was in control this Scene, so the Chaos Mountains
Factor drops from 6 to 5. Villagers
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Variations
The Mythic system is built to be modular
and highly customizable. Use the rules you FORM FITTING
want, ignore the ones you don’t, and adjust the
ones you’ve chosen to get the desired tone for
To make it easier to get organized, all forms and
your adventures. tables have been collected at the end of this
Up to this point, the systems in this book have book. You can also find a quick reference for all
focused on the essentials of how to construct of Mythic’s important rules and mechanics in the
and run a satisfying solo role-playing experience. “Rules Summary” chapter.
Many of those core rules offer options for how
to use them, such as the way you start and end
Scenes and whether you roll for an Event Focus
or choose one. This chapter presents more
variant rules with which to modify your Mythic
experience as well as advice on how to get more
out of your adventures.
If you’re new to Mythic, this chapter may be
more useful to you after you’ve played through a
few adventures and familiarized yourself with the
core rules.
Papers Please
GETTING PREPARED If you prefer to play with physical books and
FOR A SOLO paper game sheets, keeping things organized will
make your solo gaming sessions more enjoyable.
ADVENTURE Consider sorting your sheets into binders, one
Getting your act together to run a solo role- for rulesets and one for Character-related items.
playing session can be just as individualized as the Gather all of your materials ahead of time and
game itself. What resources do you bring to the lay them out on the surface you’ll be using. Make
table—if you even use a table? Do you role-play sure you have enough room to write things down
entirely in your head, or do you write down what when you need to and enough empty space to
happens as you go? If you do write it down, how shift things around without moving too many
do you go about it? items at once.
There’s a lot to consider, so let’s get started on For my own games, I make a habit of taking all
how to get started! the books and resources I’m using and stacking
them together so I can put them on a bookshelf
in between my adventures. When it’s time to play,
I simply grab the stack, arrange it on the table in
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125
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126
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GETTING THE material from directly. These are RPG books with
statblocked monsters or specific settings where
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1 2 3 4 5 6 7 8 9 10
FLASHPOINT+2 CONCLUSION
1 2 3 4 5 6 7 8 9 10
FLASHPOINT+2 FLASHPOINT+2
11 12 13 14 15
CONCLUSION
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20. The bigger the range, the longer it takes to Scene. Making Progress is important, as it’s what
complete the Focus Thread. moves you along the Track and brings you closer
Once you’ve chosen a Focus Thread and to the Conclusion.
started a Thread Progress Track, keep a running The Player’s modern mage Character has set out
tally of your Progress Points by marking them on a quest to restore the manna of a fellow mage
off on the Track. Progress Points are earned by whose powers were drained by an otherworldly
achieving Progress and experiencing Flashpoint creature. The Thread representing this goal is
events. You can’t complete the Thread until you “Restore Bakra’s manna.” The Player decides to
reach the end of the Progress Track, at which start a Thread Progress Track with this Thread as
point the Conclusion happens. the Focus Thread.
In a later Scene, the PC learns about Fay Jars,
HOW THIS FITS INTO containers meant to imprison supernatural
YOUR ADVENTURE creatures. Since this discovery represents a
Apart from the special rules of the Thread significant step toward resolving the current
Progress Track, your Mythic game continues as Thread, the Player counts it as Progress. When
normal, and the Thread you chose as the Focus still the PC successfully makes a Fay Jar a few Scenes
operates like any other Thread in the adventure. It’s later, the Player counts this as further Progress.
up to you how much of your attention you want Any Scene that moves the Player Character
to spend actively pursuing that Thread, but given significantly closer to resolving the Focus
the nature of the Thread Progress Track, you will Thread should be considered Progress, though
experience the Focus Thread one way or another as you get to decide exactly what does and doesn’t
your adventure continues. count. Making Progress awards 2 Progress
Points on the Thread Progress Track; cross out
Progress the numbered boxes as you go to keep track of
your current Progress.
Progress is the term used when your Player
Character takes a significant step toward
completing the Focus Thread while playing out a
1 2 3 4 5 6 7 8 9 10
FLASHPOINT+2 FLASHPOINT+2
11 12 13 14 15 16 17 18 19 20
FLASHPOINT+2 CONCLUSION
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VARIATIONS
As the Player, you know that an army of animated clay golems is about to descend on this village, but your Character doesn’t know that yet. How
do you handle this?
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VARIATIONS
GOING WITH IT
Solo role-playing styles differ among Players.
PLAYER VS. PC KNOWLEDGE
Some of us want a realistic, simulationist feel from STRATEGY SOLUTION
our games. Others want a more narrative driven,
cinematic experience. PC checks for discovery
If cinematic is your style then having greater TEST IT, ASK IT,
to earn asking a Fate
knowledge than your Player Character may not THEN IT’S REAL
Question if it exists.
be a problem. The more you, the Player, know the
more cohesively you can guide events. You may Player knowledge is not
know the space station’s reactor was sabotaged by RELIABLE VS. official adventure canon
rebels, and while your Character may not know UNRELIABLE until the PC discovers it,
this your superior knowledge allows you to design INFORMATION allowing for the chance
Expected Scenes that grow the narrative. for it to be wrong.
In this case you may go with it when you
know more than your Character because you are Embracing Player knowledge
more interested in how the narrative as a whole from a cinematic, big-
GOING WITH IT picture view. Prioritize
comes together than you are with surprises.
enjoying the totality of the
Going with being the omniscient observer is a
adventure over surprises.
stylistic choice that makes for good cinematic or
literary narratives. EXTRA Player knowledge triggers
Embracing Player knowledge over Character KNOWLEDGE an opportunity for the
knowledge offers its own kind of excitement, AS AN RP PC to earn it, “gamifying”
where you know your PC is trusting the wrong OPPORTUNITY the knowledge gap.
people, is walking toward an ambush, is being
tricked by a foe, and you go with it because of, maybe grant them a skill roll that the RPG
you understand that Character and what they you’re using allows to see if they detect the
would do. Knowing more in this Context is like trap. If you know that the NPC they just met is
watching a movie where your omniscience serves secretly an undead sorcerer disguised as a living
to heighten the tension because you know the human you could give your PC the chance to
Character is making a mistake. see if they figure it out.
The knowledge gap becomes a trigger where
EXTRA KNOWLEDGE AS you automatically allow the Player Character
AN RP OPPORTUNITY a chance to find out. Player knowledge isn’t a
hindrance to adventure surprise, it’s a doorway
That extra knowledge you have that your
to role-playing gold. Your Character can’t act
Character doesn’t can be used as a role-playing
on your superior knowledge unless they earn
opportunity. It’s an indicator that your Character
it somehow, but that extra knowledge gives
should have a chance to earn that knowledge.
them the chance to earn it when they otherwise
This approach calls for allowing your PC to
wouldn’t have had that chance.
make some kind of check to see if they discover
This strategy is a middle ground between the
the knowledge that you know.
more simulationist “Test It, Ask It, Then It’s Real”
For instance with that Character who is
and the cinematic “Going With It” approaches.
about to walk into a trap that you are aware
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9 +2
Very Likely 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99
7-8 +1
Likely 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98
4-6 None
ODDS
50/50 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96
2-3 -1
Unlikely 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94
1 -2
Very Unlikely 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91
Nearly Impossible 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88
Impossible X 1 81 1 5 82 2 10 83 3 15 84 5 25 86
CHAOS FACTOR 1 2-3 4-6 7-8 9
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VARIATIONS
8-9 +1
Very Likely 13 65 94 15 75 96 17 85 98
3-7 None
Likely 10 50 91 13 65 94 15 75 96
1-2 -1
ODDS
50/50 7 35 88 10 50 91 13 65 94
Unlikely 5 25 86 7 35 88 10 50 91 NO-CHAOS
Very Unlikely 3 15 84 5 25 86 7 35 88 FATE CHART
Certain 18 90 99
Nearly Impossible 2 10 83 3 15 84 5 25 86
Nearly Certain 17 85 98
Impossible 1 5 82 2 10 83 3 15 84
CHAOS FACTOR 1-2 3-7 8-9 Very Likely 15 75 96
Likely 13 65 94
WHAT IS “A SESSION”
ODDS
50/50 10 50 91
IN SOLO PLAY? Unlikely 7 35 88
Many role-playing systems refer to a game
session as a unit of time with rules attached to
the completion of a session. For instance, maybe
Very Unlikely 5 25 86
experience points are distributed for each session
of play. Nearly Impossible 3 15 84
In traditional group role-play guided by a
Game Master sessions tend to include enough Impossible 2 10 83
time to accomplish a goal, making it a good unit
of measurement for Player Character progress.
Solo role-playing sessions, however, aren’t
whenever you like. In short, the concept of a
always so neatly divvied up. Every solo Player may
“session” doesn’t mean the same thing in solo play
have their own approach to how long they play.
as it does in cooperative play.
Many like to play for short periods of time as one
of the strengths of solo is starting and stopping
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VARIATIONS
TRIGGER
can also be used to guarantee that certain things
happen that you want to happen. Complete 2 Scenes in a row without a fight.
Let’s say you’re running a campaign in a
zombie apocalypse. You’ve had some good
A combat will happen in this Keyed Scene.
adventures in this setting, but you’re unhappy
EVENT
Roll for a Random Event to generate it with
with how infrequently your Player Character is
an automatic Focus of Current Context, the
running into zombies. You want more zombie Context being that this Event is a fight.
action. You could use Keyed Scenes to insert
zombie encounters into your adventure by
following certain rules that you set up.
These rules are called Triggers and they decide
when a Keyed Scene Event happens. KEYED SCENE: BOSS FIGHT
This Keyed Scene is designed for an adventure
Keyed Scene Trigger that is meant to lead up to a confrontation with
a main villain. You want plenty of time to get
The Trigger is what tells you when a Keyed your PC to that point, but you don’t want the
Scene Event occurs. With a zombie adventure the adventure to drag on too long before this final big
Trigger might be three Scenes that pass without event. This Keyed Scene helps to make sure that
any zombie attacks taking place. After the third doesn’t happen.
Scene ends without an encounter the Keyed Scene
Event is Triggered and the next Scene now must
After 15 Scenes if a final confrontation with
contain the Keyed Scene Event, a zombie attack.
TRIGGER
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VARIATIONS
TRIGGER
TRIGGER
a horror. When the Count reaches 5 or more, Roll 1-2 on 1d10 each Scene.
a roll of 1-3 on 1d10 Triggers the Event in the
next Scene. Any Scene where the PC receives
emotional support reduces the Count by 1.
Encounter a random wandering monster
EVENT
in the next Scene. Generate a Random
The Player Character is overwhelmed by what Event to introduce the monster.
they experienced. They must find emotional
support, such as seeking help, renewing their
EVENT
Player Character is in danger of losing control, Event to describe the trap, with an
but you want it to be unpredictable. You decide Event Focus of PC Negative.
to make the Trigger going four Scenes where you
max out your power and you roll 1-5 on a 1d10.
Once the conditions of a Trigger are met in one
TRIGGER
Scene the Event will happen in the next Scene. Roll 1 on 1d10 each Scene.
happen in a Keyed Scene, like our zombie attack. describe what it looks like, the Actions Meaning
You can decide these Events ahead of time, Tables for what has to be done to solve it,
before you begin your adventure, or during the and roll again on the Actions Meaning Tables
adventure when they occur to you. If you’re doing a once it’s been solved to see what happens.
traditional dungeon delve maybe your Keyed Scene
Event is encountering a wandering monster. Maybe When a Keyed Scene Event is Triggered it
you’re playing a superhero game where your Player becomes a necessary part of the next Scene. You
Character goes out of control sometimes when they set up the Scene as normal, whether the Scene
use their power too much, so your Keyed Scene is Expected, Altered, or an Interrupt, but also
Event is your PC losing control. include the Keyed Scene Event. With our zombie
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152
KEYED KEYED
EVENT TRIGGER SCENE EVENT TRIGGER SCENE
COUNT
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KEYED KEYED
EVENT TRIGGER SCENE EVENT TRIGGER SCENE
VARIATIONS
COUNT
VARIATIONS
If you haven’t already discovered a main Record the Count each time the relevant
Thread to pursue you do so in this Scene.
element happens to determine when the Trigger
is fulfilled.
TRIGGER
a Random Event with the Event Focus combat in your adventure but maybe you think
of Move Toward A Thread with the this is too predictable. You can toss a randomizer
Thread being your primary Thread. into the Trigger.
Instead of saying a combat happens after every
third Scene you could say the Trigger is “A result
TRIGGER
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VARIATIONS
Being a solo role-player doesn’t lock you out of all those wonderful prepared adventures. With a few simple adjustments you can play in those adventures
with all the surprises and GM emulation that Mythic brings.
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VARIATIONS
9-10 CHOOSE 10
ENDING A SCENE
d6
1-2 CHOOSE 11 End a Scene when it feels natural, just as you
would with a regular Mythic adventure. In the
3-4 CHOOSE 12 example above, the Player Character may wander
5-6 5-6 CHOOSE 13 about the village for a while, learning about it
and encountering some of its citizens. There is an
7-8 CHOOSE 14 important encounter with the mayor of the village.
The prepared adventure says the mayor will
9-10 CHOOSE 15
beseech the Player Characters into helping fight
d8 1-2 CHOOSE 16 the vampire lord. The Player decides after this
encounter is a good spot to end the Scene.
3-4 CHOOSE 17 Finding the right place to end a Scene while
playing through a prepared adventure may not
7-8
5-6 CHOOSE 18
feel right at first. In a standard Mythic game a
7-8 CHOOSE 19 Scene will play itself out. You’re either looking for
the main focus of the Scene to conclude or one of
9-10 CHOOSE 20 the other end of Scene strategies chosen from the
d10
1-2 CHOOSE 21
“Scenes” chapter. You have a tactic for when to
end a Scene.
3-4 CHOOSE 22 With a prepared adventure, you may be moving
from one location and encounter in the text
9-10 5-6 CHOOSE 23 to another. Each of those encounters may feel
7-8 CHOOSE 24 distinct, causing you to wonder if this should be
considered a Scene.
9-10 CHOOSE 25
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VARIATIONS
I suggest still going with a Scene end strategy, Scene idea. You can base this on what you know
just like you would with a regular Mythic of the adventure and what happened in the
adventure. Make the prepared adventure content previous Scene.
fit into that strategy. The Expected Scene is likely going to be one of
two things:
» Picking up from the activity of the previous
STARTING A NEW SCENE Scene.
Start a new Scene like you normally would » Continuing on to something new.
with Mythic by coming up with an Expected
This adventure included an interesting Scene where the Player Character bet on a boxing match between two droids. In this section of the prepared
adventure the boxing match is a way for the PC to meet the green droid after the bout. Watching the boxing match was an opportunity to see what
this potential new ally could do. The Player decides that the end of the fight is a good place to end the Scene, with the next Scene being about
meeting the droid afterward.
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VARIATIONS
Using the Prepared Adventure Event Focus Table helps to include content that is otherwise presented by a Game Master running the adventure.
This comes in handy for elements that aren’t part of described locations or encounters. For instance, maybe you’re playing through a future-tech
adventure where scavenging old mecha facilities has a random chance of turning up usable battle armor. This could be represented on your
Adventure Feature List as “Find useful tech.”
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Adventure Cohesion
Maybe your adventure has gone on so long that
there are lots of Threads going on. There could be
many crucial NPCs whose actions are important
Characters List. Maybe your Player Character
to your adventure. These Threads and Characters
started in the Kingdom of Halvand, then spent
elements should all combine to craft the narrative
time at the Court Of King Deneral, engaged in
of your game.
dungeon delving in the Tomb Of Antherat, and
I’m calling this adventure “cohesion” because
is now on an adventure exploring the Chittering
your ongoing campaign should feel like a
Woods.
unified whole, all the parts working together. A
That’s a lot of ground your Player Character has
complicated adventure or series of adventures may
covered. Your Characters List would have people
have so many active elements that it can start to
you met from Halvand in it, probably the first
feel fractured, losing cohesion to the point where
NPCs you encountered. A few adventures later
you aren’t sure what is going on or where the
things got more interesting as you rubbed elbows
narrative is heading.
with royalty, now you have a prince, a king, and a
Here are some ideas to keep your adventure all
bunch of royal family members on the List. The
nicely glued together.
trip through the dungeon really expanded the List,
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VARIATIONS
START FRESH
Usually a Mythic Player ends an adventure PRUNING SEASON
when a main Thread has been resolved. You
wrap up the adventure and then consider starting Earlier, editing Lists was discussed to keep them
a new one, bringing over the Threads and focused and under control. That advice goes
Characters you want if you plan to build on the along very well with starting over.
previous adventure. Ending an adventure and continuing with a
While you can end an adventure when you feel new one already involves List pruning. If one
it’s reached a culminating moment you can also adventure is a continuation of the previous you
end it whenever you want. It could be when you are going to pull over Threads and NPCs, making
are right in the middle of a big battle, or dealing choices about what to keep and what to drop.
with a mystery, or when you haven’t solved any If you find yourself having to do an extensive edit
Threads at all. of a List you may want to take this as a sign that
Ending an adventure and starting over with it’s time to end the adventure and start a new
a new one is one way to help regain a sense of one. You can use this as an opportunity to review
your ongoing adventure, helping to ensure it
cohesion to a complicated campaign.
makes sense and stays manageable.
Think about the first Scene in a Mythic
adventure. That opening Scene is unique. It
isn’t influenced by the Chaos Factor. While leader took the crown with him to use its power
it can be constructed like an Interrupt with a to help his people survive.
Random Event it doesn’t have to be. The first Now Ragnor’s Player is conflicted about
Scene can be anything you want it to be. You where to go with this adventure. Does Ragnor
have more narrative and creative control over make good on his offer to help the forest fairies?
the first Scene than you do any other Scene in Does he switch sides, throwing off the previous
an adventure. course of this adventure toward a new direction?
So let’s use that to refocus an adventure that What about Ragnor’s association with the royal
has gotten lost. family? Is he about to burn an important bridge
Ragnor the Rogue’s time in the Chittering Woods for himself?
has gotten interesting. After befriending the The adventure has just gotten complicated.
fairies by name-dropping Prince Toymin, Ragnor The Player could continue the adventure,
has undertaken to help the fairy community creating Expected Scenes and going from there
reclaim a long lost magical crown taken by a to see what happens. Or they can consider the
group of criminal outcasts. adventure is over and start a new one. The Player
can review and edit the Lists and decide what the
In the process of fulfilling this quest Ragnor
starting Scene should be that would help refocus
encounters the outcasts, and finds them to be a
the adventure narrative.
peaceful group who are on the run from their
brethren. It turns out that Prince Toymin The Player decides to refocus the adventure by
didn’t so much declare a portion of the forest to ending it and starting a new one. To clean up
be protected as he declared war on a segment the campaign narrative, the Player decides that
of fairy society that were unpopular with the the new adventure takes place a month later
majority. When fleeing their homes the outcast after Ragnor switched sides to help the outcasts.
He is now camping with them in the forest,
helping them evade patrols searching for them.
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VARIATIONS
MULTIPLE LISTS
Multiple Lists are a good way to keep a WHICH LIST TO USE
complicated adventure organized and help
maintain cohesion. It could work like this: When playing with multiple Lists, when to use one
you have your Lists for an ongoing adventure List or another is up to you. If the circumstances
that has gotten quite complicated with various of your adventure seem to indicate a particular
communities of NPCs and lots of Player List then use it.
Character goals. The geography of your adventure When you separate a List into multiple Lists
takes place in several separate areas that your PC they don’t have to be broken down just by
commonly travels through. To make it even more geography. Anything that helps divide List
complicated you’ve decided to add a second PC elements can be used. While geographic
locations are easy to identify you could also
to the adventure that has nothing to do with your
use themes if your adventure has various tones
other Player Character, you just thought it would (action, personal drama, etc.), areas of Player
be interesting. Character interest, or just about anything that
By using multiple Lists your Lists may look pertains to your adventure.
something like this:
When you decide that a particular List is active
» A Threads List for your first PC. for a Scene, that is the List you will edit during the
» A Threads List for your second PC. end of Scene Bookkeeping.
» A Characters List for your first PC in the
region they primarily roam.
» Another Characters List for your first PC This has created a situation where you
for a distant region they sometimes visit. essentially have two adventures going on at the
» A Characters List for your second PC. same time: what goes on in the city and what
That’s a total of five Lists for a single adventure. happens in the dungeon.
Each List has a different focus depending on You might decide to break your Lists into ones
which PC we are dealing with or which geographic that pertain to the city and the dungeon. You pull
region the Character is in at the time. all the dungeon related NPCs off the original List
Maintaining multiple Lists is a way to and place them on the new dungeon Characters
categorize the elements of a complicated List. There may be a few Threads that are
adventure into meaningful chunks. This makes it dungeon related so you make a separate dungeon
more likely that you will get results for Random Threads List. You use the city Lists when the
Events and Interrupts that make sense with where adventure takes place in the city and the dungeon
your narrative is physically currently at, helping to Lists when your PC is exploring there.
maintain adventure cohesion. The Lists don’t have to be mutually exclusive,
you can have the same elements on both Lists.
WHAT TO PUT ON A LIST For instance, maybe the Player has a Thread of
If you decide to create multiple Lists decide “Find the Eye of Yeehon,” a mystical artifact that
what the new List and the old List are for. Maybe is fabled to be hidden in the dungeon. This is why
your fantasy Character spends most of their your Character spends so much time adventuring
time near a city but they are also adventuring in in there. However, the Thread also applies to the
a nearby dungeon. The dungeon is an ongoing city. There is plenty of lore to be learned about the
element in your adventures with the Character Eye that can be gleaned from experts in town. It
occasionally returning to it to explore further. makes sense to have that Thread be on both Lists.
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VARIATIONS
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VARIATIONS
CHOOSE TO ...
When rolling an empty line for a Mythic
Random Event you have the option to Choose. This
choice is either to select an element from the List
that you think fits the situation best or to roll again.
When rolling an empty line for an Invoked
element for a Plot Point, however, you have an
additional choice: Add a Thread or Character.
Choosing to add a Thread or a Character is the
same as when using The Adventure Crafter alone
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VARIATIONS
175
176
The Big Example
Let’s do one more Big Example! As in the
previous chapter, this example will use italicized
text to describe the role-played story and regular
CHOICES, CHOICES
text to explain what the Player is doing.
For this example, This example runs through a few Scenes of a
Player starting a new adventure. Various Mythic
SUPERBREAKERS! the Player is using
Mythic with their
rules are used in the example, including asking
Fate Questions and Discovering Meaning by
favorite superheroes getting details from Meaning Tables.
RPG, Superbreakers!
One thing to keep in mind when reading this
The game features
playthrough are the times the Player chooses to
colorful superhero get a prompt from Mythic, and when they choose
action set in a not to. Everyone is going to play their solo games
universe much like differently, so there is no rule dictating when
our own, except you must ask a Question or get a prompt for a
that super powers, detail. The decision is yours for when you want
A Game Of Super Mayhem By advanced science, and to rely on your expectations, creating details
A. U. THOR
alien incursions are an through improvisation, and when to stop and get
a prompt from Mythic.
every day norm.
The Player has a Character ready to go: The Player also makes use of the Elements
Rapid Red, a speedster hero who can move Meaning Tables for some details. Once again,
supersonically fast. This is the Player’s first choosing an Elements Table, and which Table you
choose, is up to you. There are multiple tables
adventure using this hero, so there is no history
that can serve the same purpose, including just
going in. The Player has a blank copy of the using the core Actions and Descriptions Tables.
Adventure Journal and Adventure Lists. Personal preference and gut feeling is your friend
To generate the first Scene the Player decides to here. There is no wrong choice, especially if you
create a Random Event. Rolling on the Random are enjoying the end result.
Event Focus Table they get “New NPC”. To get
some idea what this Character is doing the Player
rolls on the Actions Meaning Tables and gets
“Triumph” and “Cooperation”. probably what attracts Rapid Red as well, where
The Player interprets the Meaning words as a he runs into the team.
group of superheroes who are tackling a problem. The Player considers framing this as a Fate
Since this Event is about establishing a new NPC, Question, but rather than guessing what the
the Player decides it means this group is a team. problem is they choose to go directly to a Meaning
The Player wants to know what kind of Table for inspiration. Rolling on the Actions
problem the team is taking on. Whatever it is, it’s Meaning Tables, they get “Strange” and “Outside”.
177
THE BIG EXAMPLE
Thinking about this a moment the Player superhero uniform before he reaches the street.
interprets this to mean there is a strange Moving in the blink of an eye he runs to the
disturbance in the center of the city. Some kind center of the ruckus.
of rip in the reality of space has opened, letting
energies from outside our world in that are Even though this is this Player’s first
wreaking havoc. adventure with this Character, and this is the
When not saving people and fighting villains, first Scene, decisions the Player is making are
Rapid Red is Rick Burgundy, a reporter for already building Context for the adventure.
the internet news site The Blurb. He’s working
at their downtown offices when news of the Rapid Red works in a downtown office
disturbances start getting called in. No one needs building. He is experienced with leaving
to be informed, however, as just looking out their work unnoticed when hero duty calls.
high rise windows shows the chaos below. These are small but important details. Every
Since Rapid works downtown the Player detail created in an adventure, whether it’s
wondered if he might be close enough to the derived from a Fate Question, a Random
disturbances to see them. The Player asks a Fate Event, a Meaning Table, or your own
Question, “Can he see what’s going on?” The Player expectations, all becomes part of the Context
gives this Odds of Likely, and Mythic says Yes. which influences later expectations. It all
To interpret what the PC actually sees, the builds together creating a layered, detailed,
Player considers Discovering Meaning again. and consistent adventure.
However, they already know that something
strange is going on and it involves rifts in reality
and another dimension leaking into our world. When setting up this first Scene the Player had
The Player decides to run with what they expect established that Rapid would encounter a new
this to look like rather than get another prompt. NPC, a team dealing with the problem. Now
that the problem has been determined, this seems
Looking out the window, Rick can see weird
like a logical time to encounter the team. This is
strands of blue energy snaking between buildings.
a well grounded expectation so the Player doesn’t
Everything the strands touch wavers and warps,
feel a need to ask a Fate Question for it.
as if reality itself were uncertain what it should
However, the Player does ask: “Does Rapid
be. Sirens, car horns, and people screaming can
recognize the team helping people?” Giving
be heard.
this Odds of Likely, Mythic comes back with
It’s time for Rick to leap into action and help Exceptional Yes.
save people! The Player’s expectation is that Rick The Player interprets this to mean that not
has exited work many times before in order to only does Rapid recognize them but they are a
act as Rapid Red, so there is no need to ask a famous group of superheros.
Question to see if he has any trouble getting away. The Player considers making up a name for
The Player considers if this should be the end the team but figures it would be more fun to roll
of the first Scene. However, it doesn’t feel quite up a random name. Using the Names Elements
complete yet without Rapid getting to the site of Table they roll “Fah” and “Ow”. Needing more
the disturbance first. inspiration the Player keeps rolling and gets “N”
Making a few quick excuses at the office, Rapid and “R”. This kind of sounds like “Founder”, so the
zooms down the stairwell, changing into his Player goes with a team name of “The Founders”.
178
THE BIG EXAMPLE
Arriving in the midst of downtown, Rapid sees rolled and the single digit value is less than or
the arcing blue energy up close tearing apart equal to the Chaos Factor.
buildings and roads. However, people are The Player rolls 91 on the Random Event
already being rescued by a group of superheroes: Focus Table, “Current Context”. Rolling on
the world famous Founders. the Actions Meaning Tables, the Player gets
Rapid gets in on the action and uses his super “Imprison” and “Representative”.
speed to help rescue people threatened by the The Player interprets this to mean that the
anomaly. The Player wants a situation for their enormous rift in space closes as mysteriously as it
PC to get involved. There’s no need to ask a Fate appeared, but The Founders captured someone,
Question about this, it’s already been established or something, associated with it.
that there is general mayhem going on. There is, “Do I find out what’s going on?” The Player
undoubtedly, plenty of opportunities for Rapid gives this Question Odds of Nearly Certain,
to help. figuring that since Rick helped the hero team
The Player decides to Discover Meaning to with the crisis they will clue him in on what
help determine what emergency Rapid can help they found.
with. Rolling on the Actions Meaning Tables, The Player already established that a
the Player gets “Release” and “Vehicle”. The representative of the world beyond the rift had
Player interprets this to mean that a car has been captured. To get some idea of what this
been knocked to the edge of a freeway overpass NPC looks like the Player turns to the Character
when the road got warped by the wild energies. Appearance Elements Table, rolling “Strange”
Someone is trapped in the car, which teeters on and “Colorful”.
the brink of plummeting to the concrete below.
Rapid moves quickly, in a blur zooming along
the road to the overpass.
“Does the car start to fall before Rapid
gets there?” The Player gives this Odds
of Nearly Impossible considering his
fantastic speed and Mythic says No.
Rapid arrives at the car, pulls the driver
out of it, and deposits them safely a block away
before they are even aware of what is going on.
The Player doesn’t want to role-play every
save in this crisis, just the one to set some flavor
for the Scene. They wonder though if the rip
in reality closes up, or if this is going to be an
ongoing situation. The Player asks “Does
the rift close?” This seems Very Likely to
the Player. With the Chaos Factor still at its
starting value of 5, they roll on the Fate Chart
getting a 22. This is a Yes, but also a Random
Event since double digits were
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THE BIG EXAMPLE
The leader of The Founders beckons Rick to a summary on the Adventure Journal, marking
join the team as they gather around something. down Scene 1. While there are a lot of unknowns
Laying on the ground is a strange creature. It right now, such as where the rift came from and
looks like an enormous flying eye, with bright will it return, Rapid Red and The Founders
red, leathery skin. succeeded in minimizing the crisis. The Player is
going to count this as the PC mostly being in
“It came through the rift,” a member of The
control of the Scene, giving the Chaos Factor a -1
Founders said. “We subdued it right away.”
modifier down to 4.
The Player followed their expectations with
that moment. They could have asked Fate
Questions to establish more details, or Discovered
Rapid Red’s Grand Adventure
Meaning, but at this point they had a pretty good
idea how the Scene was panning out and wanted
to run with their own impressions.
A rift in reality
causes chaos. 1 5 4
The Player had earlier established that The
Founders was a superhero team, but now wants
to give them a little more detail by coming up
with some facts about a few of the members. The
Player doesn’t want to take the time to detail Editing the Adventure Lists, the Player adds
every NPC on the team, but two sounds good. “Why the rift?” on the Threads List. On the
Starting with the leader of The Founders, the Characters List goes “The Founders”, “Ra”, “Fear
Player figures it would be good to know their Aura”, and “Captured Alien”. Thinking about it a
main power and their name. Turning to the moment, the Player decides to also put down “City”
Powers Elements Table, the Player rolls “Others” to account for the people in the city and “The
and “Emission”. The Player interprets this to Blurb” to represent where Rick works in his alter
mean that the ability is a powerful eye beam blast. ego time and the friends he has there who might
To give the leader a name the Player rolls on become a part of the adventure given the chance.
the Names Elements Table for inspiration, getting
“R” and “Wah”. The Player interprets this into
the name Ra, the hero maintains an Egyptian sun
god motif to accompany his fiery eye blasts. Why the rift? The Founders
For the second member of the team the Ra
Fear Aura
Player rolls again on the Powers Table and gets Captured Alien
“Damage” and “Emotion”. This is interpreted City
as a mental power, the ability to control others’ The Blurb
emotions to make them run out of control.
Rolling on the Names Table, the Player gets
“Fi” and “Ar”. That’s not enough to make an
interpretation so the Player continues rolling and It’s time for the next Scene. The Player
gets “Oh” and “Ah”. The Player interprets this expects The Founders to take the prisoner back
into Fear Aura. to their headquarters for questioning. Given the
There are more members of The Founders, but friendliness Ra showed Rick in the first Scene it
that’s enough for now. This seems like a good would make sense that the PC would accompany
place to wrap up the first Scene. The Player writes the hero team.
180
THE BIG EXAMPLE
The Chaos Factor is currently at 4. The Player These results make the Player reconsider who
rolls a d10 to test this Expected Scene idea and the alien is and what it represents.
gets a 2, an Interrupt. Back at The Founders headquarters, the alien is
Right away the adventure is taking an kept in a containment force field. The creature
unexpected turn. wakes and, communicating telepathically, tells
The Player needs to roll up a Random Event as them it has come as a friend to help.
inspiration for how this unexpected Scene starts.
The alien saying it is friendly is certainly
Rolling on the Random Events Focus Table gives
unexpected, considering the amount of damage
“NPC Action”. To figure out which NPC acts
that accompanied its arrival.
the Player rolls on the Characters List. There are
This gives the Player some ideas but before
6 entries on the List, just barely breaking into
running with them they want to get more
the second section. This means the Player has to
information from the alien. The Player rolls on
roll two dice, a d4 to determine which section of
the Character Conversations Elements Table for
the List to roll in and a d10 to determine which
inspiration on what the alien says to explain itself.
element in that section is selected.
The Player rolls “Inform” and “Threatening”.
The Player rolls a 3 and a 6. This leads us to
This gives the Player some interpretations but
the second section of the Characters List and a
nothing they are certain of. The Player tests their
blank line.
top idea with a Fate Question.
When getting a blank line on a List we get the
“Does it warn us of an impending invasion
option to choose an element on the List or to roll
from its home dimension?” That sounds like a
again. The Player thinks it would make the most
plausible interpretation, the Player assigns it Odds
sense if the captured alien did something. The
of Likely. Checking this against the Chaos Factor
Founders just captured the strange visitor, which
of 4 on the Fate Chart gives us a 50% chance of
came from another world. Who knows what it’s
being true. The Player rolls 26 for a Yes.
capable of or what mayhem it might cause.
Before moving forward with a full interpretation
the Player figures it’s time to give the alien a name.
Rolling a blank line on the Characters or
Rolling on the Names Elements Table they get
Threads List gives us the option of choosing
“Ahg” and “Animal”. The Player considers this,
an element instead of randomly rolling it.
and given that the alien is from another reality the
This is an opportunity for you to nudge the
name should be something that sounds a bit odd.
narrative of your adventure in a direction
The Player comes up with Ogberd.
that seems the most logical or exciting.
The alien, who says his name is Ogberd, claims
However, if you don’t want this control or a he traveled to our dimension to warn us of an
choice isn’t obvious you can instead choose to impending invasion from his reality. He apologizes
roll again to let the dice decide. for the abrupt and dangerous arrival, but opening
portals between worlds is messy business and it was
The Player considers which Meaning Table to the only way he could get here.
roll on for this Random Event. It’s about the alien The Player wants to ask the Fate Question
doing something, so maybe the Actions Meaning “Do The Founders believe him?” Before
Tables. However, it’s a Character doing the action, assigning Odds, the Player decides that
so perhaps one of the Character oriented tables. Rapid Red does believe Ogberd. Despite the
They choose the Characters Elements Table. devastation his traveling to our realm caused his
Rolling, the Player gets “Friend” and “Unexpected”.
181
THE BIG EXAMPLE
warning seems plausible. Also, if he’s correct, opposing the invasion, who confirm the warning
they need to act now. and show The Founders what they are up against.
The Player wants this to be a role-playing The Player needs to figure out what they
moment where the group discusses if they learned, who is invading, and how?
believe Ogberd’s account. Using the rules of They start with a Fate Question, “Is this a
the RPG the Player is using for this adventure, warlord of some kind?” The Player assigns Odds
SuperBreakers!, Rapid Red makes a Persuasion of Nearly Certain. An alternative explanation
Task Roll to convince The Founders to trust the could be some kind of natural force or army of
alien. The roll succeeds. creatures, but so far this all sounds like something
The Player decides not to ask the Fate intentionally done by a conqueror. With a Chaos
Question after all, letting the task resolution roll Factor of 4 the Fate Chart gives a 75% chance.
decide instead. The Player rolls 12. This is within the 75, but
Rick and The Founders discuss Ogberd’s claim. such a low roll that it falls within the Exceptional
As wild as it sounds, if it’s true, the entire Earth range of 15 or less. The answer is Exceptional Yes.
could be at risk. The rift that disrupted downtown So the villain is a warlord and then some. Since
was evidence enough that powerful forces are at we’re talking about dimensional travel and the
play. They can’t afford not to trust Ogberd. end of worlds, the Player interprets this to mean
Even though The Founders believe, it would that the villain is not only a conqueror from
make sense that they try to verify the information that other reality but a very powerful being that
anyway. Since this is The Founders, a famous
group of heroes, and we are at their headquarters,
the Player figures they likely have some high tech
equipment that may help.
The Player poses this as a Fate Question,
asking “Do The Founders have some tech to help
verify Ogberd’s claim?” The Player gives this
Odds of Very Likely.
With the Chaos Factor at 4 and with Odds
of Very Likely, the Fate Chart gives this a 65%
chance of a Yes. The Player rolls 24 for Yes.
The Player considers asking more Questions,
or perhaps Discovering Meaning, to narrow down
what technology they have that would be helpful
but decides that would slow the adventure down
too much right now. The Player instead chooses
to improvise and run with their expectations.
The Founders headquarters is full of amazing
technology that Rick has never seen before. With
Ogberd’s help, a Founder scientist uses a device
to open a channel of communication between
our world and his. Ogberd is able to reach
companions of his there, members of a resistance
182
THE BIG EXAMPLE
183
THE BIG EXAMPLE
it exists, but that sounds like a good basis for the Since Orta is a mystical being, the word “Praise”
next Scene. almost sounds magical. “Hope” in this Context
With the Chaos Factor back at 5, the Player could be protection or a way to banish Orta.
tests this Expected Scene by rolling a d10 and gets The Players goes with this interpretation:
7. The Expected Scene happens. Ogberd tells The Founders that he traveled to
So, Ogberd has a plan. The Player decides to Earth to warn us, but also to find a long lost
ask a Fate Question to help figure out what he book of magic that contains a spell to banish
has in mind. “Is there something here, on Earth, Orta Leet from our dimension and from his. The
that will help us fight Orta?” The Player just took book was brought here long ago by evil acolytes of
a wild guess with this Question, it was the first Orta as a way to hide the tome from those who
thing that came to mind. They don’t have any would seek to end her despotic rule.
real confidence in it, however, so they assign it
This brings a new mission for Rapid Red, to
Odds of 50/50. With the Chaos Factor at 5, the
recover the book. The Player asks, “Does Ogberd
chances of a Yes are 50%. The Player rolls and
know where the book is?” The Player gives this
Mythic says Yes.
Odds of Likely. The Fate Chart says this has a
The Player considers asking more Questions to
65% chance, and the roll comes back a Yes.
pinpoint what this weapon is but instead decides
To figure out where the book is, the Player rolls
to Discover Meaning by rolling on the Actions
on the Locations Elements Meaning Table for
Meaning Tables. Maybe finding out what this
inspiration and gets “Confusing” and “Unpleasant”.
thing does will help define what it is. The Player
rolls “Praise” and “Hope”. Ogberd says he knows where the book is, sort of.
The Player has to think about this one, and It was ensconced in a graveyard in France several
decides to stretch the literal meaning of those centuries ago. He’s not sure what graveyard,
words to reach an interpretation. however, or where in the graveyard it is.
This is going to require some detective work to
locate the book, but Rapid has a solid lead at least.
184
THE BIG EXAMPLE
185
Rules Summary
A summary of Mythic Game Master Emulator systems.
Asking Fate Questions - If it’s greater than the large number then
the answer is No.
Use Fate Questions to learn new details about - If it’s equal to or greater than the
your adventure. smaller number to the right then it’s an
OLLOW YOUR EXPECTATIONS: Fill
F Exceptional No.
in details about your adventure following ANDOM EVENT: If you rolled a double
R
your expectations. digit number (11, 22, 33, 44, 55, 66, 77, 88, or
EST EXPECTATIONS: If you think
T 99) and the single digit value of that number
an expectation should be tested because it (1, 2, 3, 4, 5, 6, 7, 8, or 9) is equal to or less
is important or uncertain, then ask a Fate than the current Chaos Factor then a Random
Question. Event happens in addition to the answer to
ATE CHART OR FATE CHECK: Test the
F your Question.
expectation using a Yes/No Question resolved I NTERPRET THE RESULTS
either using the Fate Chart or a Fate Check.
Fate Check
Fate Chart ORM A QUESTION: Ask a Yes/No question.
F
ORM A QUESTION: Ask a Yes/No question.
F SSIGN ODDS: Give the Odds of the
A
SSIGN ODDS: Give the Odds of the
A Question being a Yes: 50/50, Likely, Very
Question being a Yes: 50/50, Likely, Very Likely, Nearly Certain, Certain, Unlikely, Very
Likely, Nearly Certain, Certain, Unlikely, Very Unlikely, Nearly Impossible, or Impossible.
Unlikely, Nearly Impossible, or Impossible. ET MODIFIERS: Determine modifiers
G
HECK THE FATE CHART: Check the
C for the Odds and the Chaos Factor, adding
Fate Chart for your Odds, looking up the them together.
chance for a Yes in the column corresponding OLL 2D10: Roll 2d10, adding them together
R
to the current Chaos Factor. and apply the modifiers to the roll.
OLL 1D100:
R - The answer is Yes with a modified roll
- If this roll is equal to or less than the total of 11 or more.
large number found on the Fate Chart, - A total of 18-20 is an Exceptional Yes.
then the answer is Yes.
- A result of 10 or less is a No.
- I f it’s equal to or less than the smaller
- A result of 2-4 is an Exceptional No.
number to the left then it is an
Exceptional Yes.
186
RULES SUMMARY
187
RULES SUMMARY
188
RULES SUMMARY
189
RULES SUMMARY
190
RULES SUMMARY
191
ADVENTURE JOURNAL
ADVENTURE TITLE
NOTES
Test The Expected Scene Against The Chaos Factor • Play Out The Scene • Update Lists & Chaos Factor
192
ADVENTURE LISTS
THREADS LIST CHARACTERS LIST
-
1-2 CHOOSE 1 -
1-2 CHOOSE 1
3-4
5-6 CHOOSE 8 3-4
5-6 CHOOSE 8
7-8
5-6 CHOOSE 18 7-8
5-6 CHOOSE 18
d10
1-2 CHOOSE 21 d10
1-2 CHOOSE 21
9-10 5-6 CHOOSE 23
9-10 5-6 CHOOSE 23
193
FATE CHART
Certain 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99 19 95 100 20 99 x 20 99 x 20 99 x
Likely 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99 19 95 100
ODDS
50/50 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99
Unlikely 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98
Very Unlikely X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96
Nearly Impossible X 1 81 X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94
Impossible X 1 81 X 1 81 X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91
CHAOS FACTOR 1 2 3 4 5 6 7 8 9
194
FATE CHECK MODIFIERS FATE CHECK ANSWERS
ROLL CHAOS ROLL
ODDS ROLL TOTAL FATE QUESTION ANSWER
MODIFIER FACTOR MODIFIER
NEARLY
CERTAIN
+4 8 +4 11 or more Yes
VERY
LIKELY
+2 7 +2 10 or less No
Doubles,
50/50 None 5 None single digit Random Event
CF or less
UNLIKELY -1 4 -1
VERY
UNLIKELY
-2 3 -2
NEARLY
IMPOSSIBLE
-4 2 -4
IMPOSSIBLE -5 1 -5
195
FATE QUESTIONS AS RPG RULES
FATE Pose the Fate Question
QUESTION to act as the RPG rule.
196
RANDOM EVENT FOCUS TABLE
1d100 RESULT
71-80 PC Negative
81-85 PC Positive
197
CHOOSING THE EVENT FOCUS
EVENT FOCUS REASON
MOVE AWAY
FROM A You want a new challenge
THREAD or for your PC to face.
PC NEGATIVE
198
MEANING TABLES: ACTIONS
ACTION 1
1: Abandon 21: Communicate 41: Escape 61: Misuse 81: Ruin
2: Accompany 22: Conceal 42: Expose 62: Move 82: Separate
3: Activate 23: Continue 43: Fail 63: Neglect 83: Start
4: Agree 24: Control 44: Fight 64: Observe 84: Stop
5: Ambush 25: Create 45: Flee 65: Open 85: Strange
6: Arrive 26: Deceive 46: Free 66: Oppose 86: Struggle
7: Assist 27: Decrease 47: Guide 67: Overthrow 87: Succeed
8: Attack 28: Defend 48: Harm 68: Praise 88: Support
9: Attain 29: Delay 49: Heal 69: Proceed 89: Suppress
10: Bargain 30: Deny 50: Hinder 70: Protect 90: Take
11: Befriend 31: Depart 51: Imitate 71: Punish 91: Threaten
12: Bestow 32: Deposit 52: Imprison 72: Pursue 92: Transform
13: Betray 33: Destroy 53: Increase 73: Recruit 93: Trap
14: Block 34: Dispute 54: Indulge 74: Refuse 94: Travel
15: Break 35: Disrupt 55: Inform 75: Release 95: Triumph
16: Carry 36: Distrust 56: Inquire 76: Relinquish 96: Truce
17: Celebrate 37: Divide 57: Inspect 77: Repair 97: Trust
18: Change 38: Drop 58: Invade 78: Repulse 98: Use
19: Close 39: Easy 59: Leave 79: Return 99: Usurp
20: Combine 40: Energize 60: Lure 80: Reward 100: Waste
ACTION 2
1: Advantage 21: Disadvantage 41: Hope 61: Object 81: Representative
2: Adversity 22: Distraction 42: Idea 62: Obscurity 82: Riches
3: Agreement 23: Elements 43: Illness 63: Official 83: Safety
4: Animal 24: Emotion 44: Illusion 64: Opposition 84: Strength
5: Attention 25: Enemy 45: Individual 65: Outside 85: Success
6: Balance 26: Energy 46: Information 66: Pain 86: Suffering
7: Battle 27: Environment 47: Innocent 67: Path 87: Surprise
8: Benefits 28: Expectation 48: Intellect 68: Peace 88: Tactic
9: Building 29: Exterior 49: Interior 69: People 89: Technology
10: Burden 30: Extravagance 50: Investment 70: Personal 90: Tension
11: Bureaucracy 31: Failure 51: Leadership 71: Physical 91: Time
12: Business 32: Fame 52: Legal 72: Plot 92: Trial
13: Chaos 33: Fear 53: Location 73: Portal 93: Value
14: Comfort 34: Freedom 54: Military 74: Possessions 94: Vehicle
15: Completion 35: Friend 55: Misfortune 75: Poverty 95: Victory
16: Conflict 36: Goal 56: Mundane 76: Power 96: Vulnerability
17: Cooperation 37: Group 57: Nature 77: Prison 97: Weapon
18: Danger 38: Health 58: Needs 78: Project 98: Weather
19: Defense 39: Hindrance 59: News 79: Protection 99: Work
20: Depletion 40: Home 60: Normal 80: Reassurance 100: Wound
199
MEANING TABLES: DESCRIPTIONS
DESCRIPTOR 1
1: Adventurously 21: Defiantly 41: Generously 61: Loudly 81: Playfully
2: Aggressively 22: Deliberately 42: Gently 62: Lovingly 82: Politely
3: Anxiously 23: Delicately 43: Gladly 63: Loyally 83: Positively
4: Awkwardly 24: Delightfully 44: Gracefully 64: Majestically 84: Powerfully
5: Beautifully 25: Dimly 45: Gratefully 65: Meaningfully 85: Quaintly
6: Bleakly 26: Efficiently 46: Happily 66: Mechanically 86: Quarrelsomely
7: Boldly 27: Emotionally 47: Hastily 67: Mildly 87: Quietly
8: Bravely 28: Energetically 48: Healthily 68: Miserably 88: Roughly
9: Busily 29: Enormously 49: Helpfully 69: Mockingly 89: Rudely
10: Calmly 30: Enthusiastically 50: Helplessly 70: Mysteriously 90: Ruthlessly
11: Carefully 31: Excitedly 51: Hopelessly 71: Naturally 91: Slowly
12: Carelessly 32: Fearfully 52: Innocently 72: Neatly 92: Softly
13: Cautiously 33: Ferociously 53: Intensely 73: Nicely 93: Strangely
14: Ceaselessly 34: Fiercely 54: Interestingly 74: Oddly 94: Swiftly
15: Cheerfully 35: Foolishly 55: Irritatingly 75: Offensively 95: Threateningly
16: Combatively 36: Fortunately 56: Joyfully 76: Officially 96: Timidly
17: Coolly 37: Frantically 57: Kindly 77: Partially 97: Very
18: Crazily 38: Freely 58: Lazily 78: Passively 98: Violently
19: Curiously 39: Frighteningly 59: Lightly 79: Peacefully 99: Wildly
20: Dangerously 40: Fully 60: Loosely 80: Perfectly 100: Yieldingly
DESCRIPTOR 2
1: Abnormal 21: Disagreeable 41: Hard 61: Messy 81: Remarkable
2: Amusing 22: Dry 42: Harsh 62: Mighty 82: Rotten
3: Artificial 23: Dull 43: Healthy 63: Military 83: Rough
4: Average 24: Empty 44: Heavy 64: Modern 84: Ruined
5: Beautiful 25: Enormous 45: Historical 65: Mundane 85: Rustic
6: Bizarre 26: Extraordinary 46: Horrible 66: Mysterious 86: Scary
7: Boring 27: Extravagant 47: Important 67: Natural 87: Shocking
8: Bright 28: Faded 48: Interesting 68: Normal 88: Simple
9: Broken 29: Familiar 49: Juvenile 69: Odd 89: Small
10: Clean 30: Fancy 50: Lacking 70: Old 90: Smooth
11: Cold 31: Feeble 51: Large 71: Pale 91: Soft
12: Colorful 32: Festive 52: Lavish 72: Peaceful 92: Strong
13: Colorless 33: Flawless 53: Lean 73: Petite 93: Stylish
14: Comforting 34: Forlorn 54: Less 74: Plain 94: Unpleasant
15: Creepy 35: Fragile 55: Lethal 75: Poor 95: Valuable
16: Cute 36: Fragrant 56: Lively 76: Powerful 96: Vibrant
17: Damaged 37: Fresh 57: Lonely 77: Protective 97: Warm
18: Dark 38: Full 58: Lovely 78: Quaint 98: Watery
19: Defeated 39: Glorious 59: Magnificent 79: Rare 99: Weak
20: Dirty 40: Graceful 60: Mature 80: Reassuring 100: Young
200
MEANING TABLES: ELEMENTS
ADVENTURE TONE ALIEN SPECIES DESCRIPTORS ANIMAL ACTIONS
1: Action 51: Intellect 1: Advanced 51: Lethal 1: Abandon 51: Hunt
2: Activity 52: Intense 2: Aggressive 52: Levitating 2: Abnormal 52: Ignore
3: Adventurous 53: Interesting 3: Agile 53: Liquid 3: Aggressive 53: Imitate
4: Adversity 54: Intrigue 4: Amphibious 54: Mammalian 4: Angry 54: Implore
5: Aggressive 55: Lavish 5: Ancient 55: Many-eyed 5: Anxious 55: Imprison
6: Amusing 56: Legal 6: Anxious 56: Militaristic 6: Assist 56: Inspect
7: Anxious 57: Lethal 7: Aquatic 57: Mysterious 7: Attack 57: Intense
8: Attainment 58: Light 8: Arrogant 58: Nightmarish 8: Befriend 58: Irritating
9: Average 59: Macabre 9: Artistic 59: Odd 9: Bestow 59: Juvenile
10: Bizarre 60: Magnificent 10: Avian 60: Oppressive 10: Bizarre 60: Lazy
11: Bleak 61: Majestic 11: Beautiful 61: Passive 11: Bold 61: Leave
12: Bold 62: Mature 12: Bizarre 62: Peaceful 12: Break 62: Lethal
13: Busy 63: Meaningful 13: Carapace 63: Perfect 13: Busy 63: Loud
14: Calm 64: Mechanical 14: Clawed 64: Plant 14: Calm 64: Loyal
15: Cheerful 65: Messy 15: Colorful 65: Powered 15: Careful 65: Messy
16: Colorful 66: Military 16: Combative 66: Powerful 16: Careless 66: Mistrust
17: Combative 67: Misfortune 17: Conquering 67: Powers 17: Cautious 67: Move
18: Competitive 68: Mistrust 18: Dangerous 68: Primitive 18: Ceaseless 68: Mundane
19: Conflict 69: Modern 19: Declining 69: Prosperous 19: Change 69: Mysterious
20: Crazy 70: Mundane 20: Defensive 70: Psychic 20: Combative 70: Natural
21: Creepy 71: Mystery 21: Desperate 71: Reptilian 21: Curious 71: Neglect
22: Dangerous 72: Natural 22: Destructive 72: Robotic 22: Dangerous 72: Normal
23: Dark 73: Normal 23: Dominating 73: Scary 23: Deliberate 73: Observe
24: Emotional 74: Odd 24: Emotionless 74: Scientific 24: Disinterested 74: Odd
25: Energetic 75: Personal 25: Enormous 75: Secretive 25: Disrupt 75: Oppose
26: Epic 76: Physical 26: Exploitive 76: Servitor 26: Distracted 76: Playful
27: Evil 77: Power 27: Explorers 77: Simple 27: Dominate 77: Protect
28: Exterior 78: Pursuit 28: Familiar 78: Skilled 28: Energetic 78: Pursue
29: Failure 79: Quaint 29: Fast 79: Slender 29: Excited 79: Quiet
30: Fame 80: Random 30: Feeble 80: Slow 30: Exotic 80: Reassuring
31: Familiar 81: Rare 31: Feral 81: Small 31: Familiar 81: Release
32: Fearful 82: Reassuring 32: Ferocious 82: Smelly 32: Fearful 82: Return
33: Festive 83: Remarkable 33: Friendly 83: Strange 33: Feeble 83: Scary
34: Fierce 84: Rough 34: Frightening 84: Strong 34: Ferocious 84: Simple
35: Fortunate 85: Rustic 35: Fungal 85: Suffering 35: Fierce 85: Slow
36: Frantic 86: Scary 36: Furry 86: Tail 36: Fight 86: Strange
37: Fresh 87: Simple 37: Generous 87: Tall 37: Flee 87: Struggle
38: Frightening 88: Slow 38: Gentle 88: Technological 38: Follow 88: Swift
39: Glorious 89: Social 39: Glowing 89: Tentacled 39: Food 89: Tactics
40: Goals 90: Strange 40: Graceful 90: Threatening 40: Frantic 90: Take
41: Hard 91: Strong 41: Harsh 91: Toothy 41: Friendship 91: Threatening
42: Harsh 92: Struggle 42: Helpful 92: Travelers 42: Frightening 92: Tranquil
43: Heavy 93: Tension 43: Humanoid 93: Treacherous 43: Generous 93: Transform
44: Historical 94: Travel 44: Hungry 94: Violent 44: Gentle 94: Trick
45: Hopeful 95: Trials 45: Immortal 95: Warlike 45: Graceful 95: Trust
46: Horrible 96: Vengeance 46: Insectlike 96: Wary 46: Harm 96: Violent
47: Horror 97: Very 47: Insubstantial 97: Watery 47: Hasty 97: Warn
48: Important 98: Violent 48: Intelligent 98: Weak 48: Helpful 98: Waste
49: Inquire 99: Warlike 49: Intimidating 99: Wings 49: Helpless 99: Wild
50: Inspect 100: Wild 50: Large 100: Wormish 50: Hungry 100: Yield
201
MEANING TABLES: ELEMENTS
ARMY DESCRIPTORS CAVERN DESCRIPTORS CHARACTERS
1: Active 51: Mysterious 1: Activity 51: Interesting 1: Accompanied 51: Important
2: Aggressive 52: Normal 2: Ancient 52: Large 2: Active 52: Inactive
3: Allies 53: Path 3: Animals 53: Ledge 3: Aggressive 53: Influential
4: Ambush 54: Persecute 4: Aromatic 54: Lethal 4: Ambush 54: Innocent
5: Animals 55: Power 5: Art 55: Light 5: Animal 55: Intense
6: Arrive 56: Problems 6: Beautiful 56: Loud 6: Anxious 56: Knowledgeable
7: Assist 57: Punish 7: Bizarre 57: Magnificent 7: Armed 57: Large
8: Average 58: Pursue 8: Bleak 58: Message 8: Beautiful 58: Lonely
9: Betray 59: Quiet 9: Blocked 59: Messy 9: Bold 59: Loud
10: Bizarre 60: Ready 10: Boulder 60: Minerals 10: Busy 60: Loyal
11: Block 61: Reassuring 11: Bright 61: Misfortune 11: Calm 61: Masculine
12: Bold 62: Recruit 12: Cliff 62: Mist 12: Careless 62: Mighty
13: Calm 63: Release 13: Climb 63: Mysterious 13: Casual 63: Miserable
14: Careless 64: Riches 14: Closed 64: Natural 14: Cautious 64: Multiple
15: Cautious 65: Rough 15: Cold 65: Nature 15: Classy 65: Mundane
16: Ceaseless 66: Ruin 16: Collapsed 66: Normal 16: Colorful 66: Mysterious
17: Celebrate 67: Ruthless 17: Colorful 67: Occupied 17: Combative 67: Natural
18: Colorful 68: Simple 18: Cracked 68: Odd 18: Crazy 68: Odd
19: Communicate 69: Skilled 19: Cramped 69: Open 19: Creepy 69: Official
20: Creepy 70: Slow 20: Crawl 70: Path 20: Curious 70: Old
21: Deceive 71: Small 21: Creature 71: Plants 21: Dangerous 71: Passive
22: Defensive 72: Stalemate 22: Creepy 72: Pool 22: Deceitful 72: Peaceful
23: Defiant 73: Start 23: Crumbling 73: Quiet 23: Defeated 73: Playful
24: Delay 74: Stop 24: Curious 74: Reassuring 24: Defiant 74: Powerful
25: Disorganized 75: Strange 25: Damaged 75: Remarkable 25: Delightful 75: Professional
26: Divide 76: Strong 26: Dangerous 76: Riches 26: Emotional 76: Protected
27: Efficient 77: Struggle 27: Dark 77: River 27: Energetic 77: Protecting
28: Enemies 78: Success 28: Difficult 78: Rock 28: Equipped 78: Questioning
29: Energy 79: Suffering 29: Dirty 79: Rough 29: Excited 79: Quiet
30: Failure 80: Supplies 30: Discouraging 80: Scary 30: Expected 80: Reassuring
31: Ferocious 81: Swift 31: Dripping 81: Simple 31: Familiar 81: Resourceful
32: Fight 82: Tactics 32: Dry 82: Slippery 32: Fast 82: Seeking
33: Food 83: Take 33: Echo 83: Slope 33: Feeble 83: Skilled
34: Foolish 84: Technology 34: Elements 84: Small 34: Feminine 84: Slow
35: Fortunate 85: Tension 35: Empty 85: Smelly 35: Ferocious 85: Small
36: Frantic 86: Testing 36: Enormous 86: Smooth 36: Foe 86: Stealthy
37: Fresh 87: Threatening 37: Exit 87: Sounds 37: Foolish 87: Strange
38: Frightening 88: Tired 38: Exotic 88: Stalactites 38: Fortunate 88: Strong
39: Helpful 89: Travel 39: Fall 89: Strange 39: Fragrant 89: Tall
40: Helpless 90: Triumph 40: Flora 90: Threatening 40: Frantic 90: Thieving
41: Illness 91: Truce 41: Frightening 91: Tight 41: Friend 91: Threatening
42: Lacking 92: Trust 42: Full 92: Tranquil 42: Frightened 92: Triumphant
43: Large 93: Unequipped 43: Fungus 93: Treasure 43: Frightening 93: Unexpected
44: Lavish 94: Unexpected 44: Good 94: Unnatural 44: Generous 94: Unnatural
45: Lazy 95: Untrained 45: Hard 95: Unstable 45: Glad 95: Unusual
46: Leadership 96: Victory 46: Harm 96: Untouched 46: Happy 96: Violent
47: Lethal 97: Violate 47: Harsh 97: Warm 47: Harmful 97: Vocal
48: Loud 98: Waste 48: Hole 98: Waste 48: Helpful 98: Weak
49: Loyal 99: Weak 49: Huge 99: Water 49: Helpless 99: Wild
50: Mighty 100: Weapons 50: Icy 100: Windy 50: Hurt 100: Young
202
MEANING TABLES: ELEMENTS
CHARACTER ACTIONS, COMBAT CHARACTER ACTIONS, GENERAL CHARACTER APPEARANCE
1: Abandon 51: Hasty 1: Abandon 51: Imprison 1: Abnormal 51: Lean
2: Abuse 52: Hide 2: Aggressive 52: Increase 2: Armed 52: Limbs
3: Aggressive 53: Imitate 3: Amusing 53: Inspect 3: Aromatic 53: Lithe
4: Agree 54: Imprison 4: Anger 54: Intense 4: Athletic 54: Masculine
5: Ally 55: Kill 5: Antagonize 55: Juvenile 5: Attractive 55: Mature
6: Ambush 56: Lead 6: Anxious 56: Kind 6: Average 56: Messy
7: Amuse 57: Lethal 7: Assist 57: Lazy 7: Bald 57: Mighty
8: Anger 58: Liberty 8: Bestow 58: Leadership 8: Beautiful 58: Modern
9: Antagonize 59: Lie 9: Betray 59: Lethal 9: Bizarre 59: Mundane
10: Anxious 60: Loud 10: Bizarre 60: Loud 10: Brutish 60: Muscular
11: Assist 61: Loyal 11: Block 61: Loyal 11: Casual 61: Mysterious
12: Attack 62: Magic 12: Bold 62: Mature 12: Classy 62: Natural
13: Betray 63: Mechanical 13: Break 63: Meaningful 13: Clean 63: Neat
14: Block 64: Mighty 14: Calm 64: Messy 14: Clothing 64: Normal
15: Bold 65: Military 15: Care 65: Move 15: Colorful 65: Odd
16: Brave 66: Mock 16: Careful 66: Mundane 16: Common 66: Official
17: Break 67: Move 17: Careless 67: Mysterious 17: Cool 67: Old
18: Calm 68: Mysterious 18: Celebrate 68: Nice 18: Creepy 68: Petite
19: Careless 69: Normal 19: Change 69: Normal 19: Cute 69: Piercing
20: Carry 70: Odd 20: Combative 70: Odd 20: Dainty 70: Powerful
21: Cautious 71: Open 21: Communicate 71: Official 21: Delicate 71: Professional
22: Celebrate 72: Oppose 22: Control 72: Open 22: Desperate 72: Reassuring
23: Change 73: Pain 23: Crazy 73: Oppose 23: Different 73: Regal
24: Charge 74: Path 24: Creepy 74: Passion 24: Dirty 74: Remarkable
25: Communicate 75: Prepare 25: Dangerous 75: Peace 25: Drab 75: Rough
26: Compete 76: Punish 26: Deceive 76: Playful 26: Elegant 76: Rustic
27: Control 77: Pursue 27: Decrease 77: Pleasures 27: Equipment 77: Scar
28: Crazy 78: Rough 28: Defiant 78: Possessions 28: Exotic 78: Scary
29: Cruel 79: Rude 29: Delay 79: Punish 29: Expensive 79: Scented
30: Damage 80: Ruin 30: Disrupt 80: Pursue 30: Extravagant 80: Scholarly
31: Deceive 81: Ruthless 31: Dominate 81: Release 31: Eyewear 81: Short
32: Defend 82: Simple 32: Efficient 82: Return 32: Familiar 82: Simple
33: Defiant 83: Slow 33: Energetic 83: Simple 33: Fancy 83: Sinister
34: Delay 84: Spy 34: Excited 84: Slow 34: Features 84: Small
35: Disrupt 85: Stop 35: Expose 85: Start 35: Feminine 85: Smelly
36: Divide 86: Strange 36: Fearful 86: Stop 36: Festive 86: Stocky
37: Dominate 87: Struggle 37: Feeble 87: Strange 37: Frail 87: Strange
38: Energetic 88: Suppress 38: Fierce 88: Struggle 38: Hair 88: Striking
39: Enthusiastic 89: Swift 39: Fight 89: Swift 39: Hairy 89: Strong
40: Expectation 90: Take 40: Foolish 90: Tactics 40: Headwear 90: Stylish
41: Fearful 91: Technology 41: Frantic 91: Take 41: Heavy 91: Tall
42: Ferocious 92: Threaten 42: Frightening 92: Technology 42: Hurt 92: Tattoo
43: Fierce 93: Trick 43: Generous 93: Threatening 43: Innocent 93: Tools
44: Fight 94: Truce 44: Gentle 94: Trust 44: Insignia 94: Trendy
45: Flee 95: Usurp 45: Harm 95: Violent 45: Intense 95: Unusual
46: Frantic 96: Vehicle 46: Harsh 96: Waste 46: Interesting 96: Very
47: Free 97: Vengeance 47: Hasty 97: Weapons 47: Intimidating 97: Weak
48: Frightening 98: Waste 48: Helpful 98: Wild 48: Jewelry 98: Weapon
49: Harm 99: Weapon 49: Imitate 99: Work 49: Large 99: Wounded
50: Harsh 100: Withdraw 50: Important 100: Yield 50: Lavish 100: Young
203
MEANING TABLES: ELEMENTS
CHARACTER BACKGROUND CHARACTER CONVERSATIONS CHARACTER DESCRIPTORS
1: Abandoned 51: Hard 1: Abuse 51: Ideas 1: Abnormal 51: Foul
2: Abuse 52: Harm 2: Advice 52: Inform 2: Active 52: Frightened
3: Academic 53: Harsh 3: Aggressive 53: Innocent 3: Adventurous 53: Gentle
4: Activity 54: Heal 4: Agree 54: Inquire 4: Aggressive 54: Harmful
5: Adventurous 55: Helped 5: Amusing 55: Intense 5: Agreeable 55: Helpful
6: Adversity 56: Heroic 6: Angry 56: Interesting 6: Ally 56: Heroic
7: Art 57: Humble 7: Anxious 57: Intolerance 7: Ancient 57: Humorous
8: Assist 58: Humiliation 8: Assist 58: Irritating 8: Angry 58: Hurt
9: Average 59: Imprisonment 9: Awkward 59: Joyful 9: Anxious 59: Ignorant
10: Bad 60: Independent 10: Betray 60: Judgmental 10: Armed 60: Impulsive
11: Bizarre 61: Inherit 11: Bizarre 61: Juvenile 11: Aromatic 61: Inept
12: Bleak 62: Injury 12: Bleak 62: Kind 12: Arrogant 62: Informative
13: Bold 63: Injustice 13: Bold 63: Leadership 13: Attractive 63: Intelligent
14: Burden 64: Legal 14: Business 64: Lie 14: Awkward 64: Interesting
15: Business 65: Loss 15: Calm 65: Loud 15: Beautiful 65: Intimidating
16: Care 66: Military 16: Careful 66: Loving 16: Bizarre 66: Intrusive
17: Career 67: Mistake 17: Careless 67: Loyal 17: Bleak 67: Large
18: Chaotic 68: Mundane 18: Cautious 68: Macabre 18: Bold 68: Loud
19: Cheat 69: Nature 19: Cheerful 69: Mature 19: Brave 69: Meek
20: Combat 70: Outsider 20: Classy 70: Meaningful 20: Busy 70: Naive
21: Commitment 71: Person 21: Cold 71: Miserable 21: Calm 71: Old
22: Community 72: Place 22: Colorful 72: Mistrust 22: Capable 72: Passive
23: Competition 73: Poor 23: Combative 73: Mocking 23: Careful 73: Polite
24: Conflict 74: Power 24: Crazy 74: Mundane 24: Careless 74: Poor
25: Control 75: Prestige 25: Creepy 75: Mysterious 25: Caring 75: Powerful
26: Crime 76: Privilege 26: Curious 76: News 26: Cautious 76: Powerless
27: Damaged 77: Pursued 27: Defiant 77: Nice 27: Cheerful 77: Primitive
28: Danger 78: Recruited 28: Delightful 78: Normal 28: Classy 78: Principled
29: Death 79: Religion 29: Disagreeable 79: Odd 29: Clean 79: Quiet
30: Deceive 80: Rural 30: Dispute 80: Offensive 30: Clumsy 80: Respectful
31: Decrease 81: Saved 31: Efficient 81: Official 31: Colorful 81: Rough
32: Defeated 82: Search 32: Energetic 82: Oppose 32: Combative 82: Rude
33: Disaster 83: Seclusion 33: Enthusiastic 83: Peace 33: Commanding 83: Simple
34: Dispute 84: Service 34: Excited 84: Plans 34: Common 84: Skilled
35: Emotion 85: Sheltered 35: Fearful 85: Playful 35: Competitive 85: Slow
36: Environment 86: Skill 36: Fierce 86: Polite 36: Confident 86: Small
37: Escape 87: Strange 37: Foolish 87: Positive 37: Crazy 87: Sneaky
38: Exile 88: Successful 38: Frantic 88: Praise 38: Curious 88: Sophisticated
39: Experience 89: Survival 39: Frightening 89: Quarrelsome 39: Dangerous 89: Strange
40: Failure 90: Tradition 40: Generous 90: Quiet 40: Different 90: Strong
41: Faith 91: Training 41: Gentle 91: Reassuring 41: Difficult 91: Supportive
42: Fame 92: Trauma 42: Glad 92: Refuse 42: Dirty 92: Surprising
43: Family 93: Travel 43: Grateful 93: Rude 43: Disagreeable 93: Sweet
44: Fortunate 94: Urban 44: Haggle 94: Rumor 44: Disciplined 94: Trained
45: Free 95: War 45: Happy 95: Simple 45: Educated 95: Uniformed
46: Freedom 96: Wealth 46: Harsh 96: Threatening 46: Elegant 96: Unusual
47: Friend 97: Wild 47: Hasty 97: Truce 47: Erratic 97: Weak
48: Gifts 98: Work 48: Helpful 98: Trust 48: Exotic 98: Wealthy
49: Good 99: Wounded 49: Helpless 99: Warm 49: Fancy 99: Wild
50: Guided 100: Youth 50: Hopeless 100: Wild 50: Fast 100: Young
204
MEANING TABLES: ELEMENTS
CHARACTER IDENTITY CHARACTER MOTIVATIONS CHARACTER PERSONALITY
1: Abandoned 51: Killer 1: Adventure 51: Intolerance 1: Active 51: Humorous
2: Administrator 52: Laborer 2: Adversity 52: Investment 2: Adventurous 52: Inconsistent
3: Adventurous 53: Lackey 3: Ambition 53: Jealousy 3: Aggressive 53: Independent
4: Adversary 54: Law 4: Anger 54: Joy 4: Agreeable 54: Interesting
5: Advisor 55: Leader 5: Approval 55: Justice 5: Ambitious 55: Intolerant
6: Ally 56: Legal 6: Art 56: Leader 6: Amusing 56: Irresponsible
7: Art 57: Lost 7: Attain 57: Legal 7: Angry 57: Knowledgeable
8: Artist 58: Mechanical 8: Business 58: Loss 8: Annoying 58: Larcenous
9: Assistant 59: Mediator 9: Change 59: Love 9: Anxious 59: Leader
10: Athlete 60: Merchant 10: Character 60: Loyalty 10: Arrogant 60: Likable
11: Authority 61: Messenger 11: Conflict 61: Malice 11: Average 61: Loyal
12: Bureaucrat 62: Military 12: Control 62: Misfortune 12: Awkward 62: Manipulative
13: Business 63: Mundane 13: Create 63: Mistrust 13: Bad 63: Mercurial
14: Combatant 64: Mystery 14: Danger 64: Mundane 14: Bitter 64: Naive
15: Competitor 65: Official 15: Death 65: Mysterious 15: Bold 65: Nervous
16: Controller 66: Organizer 16: Deceive 66: Nature 16: Brave 66: Oblivious
17: Crafter 67: Outsider 17: Destroy 67: Object 17: Calm 67: Obstinate
18: Creator 68: Performer 18: Diminish 68: Obligation 18: Careful 68: Optimistic
19: Criminal 69: Persecutor 19: Disrupt 69: Official 19: Careless 69: Perceptive
20: Deceiver 70: Planner 20: Emotion 70: Oppose 20: Classy 70: Perfectionist
21: Deliverer 71: Pleaser 21: Enemy 71: Pain 21: Cold 71: Practical
22: Dependent 72: Power 22: Environment 72: Passion 22: Collector 72: Prepared
23: Driver/Pilot 73: Prisoner 23: Escape 73: Path 23: Committed 73: Principled
24: Elite 74: Professional 24: Failure 74: Peace 24: Competitive 74: Protect
25: Enemy 75: Protector 25: Fame 75: Physical 25: Confident 75: Quiet
26: Enforcer 76: Public 26: Family 76: Place 26: Control 76: Quirky
27: Engineer 77: Punish 27: Fear 77: Plan 27: Crazy 77: Rash
28: Entertainer 78: Radical 28: Fight 78: Pleasure 28: Creative 78: Rational
29: Executive 79: Religious 29: Find 79: Power 29: Crude 79: Respectful
30: Expert 80: Represent 30: Free 80: Pride 30: Curious 80: Responsible
31: Explorer 81: Rogue 31: Friend 81: Protect 31: Deceptive 81: Restless
32: Family 82: Ruffian 32: Goal 82: Pursue 32: Determined 82: Risk
33: Farmer 83: Ruler 33: Gratify 83: Rare 33: Devoted 83: Rude
34: Fighter 84: Scholar 34: Group 84: Recover 34: Disagreeable 84: Savvy
35: Fixer 85: Scientist 35: Guide 85: Reveal 35: Dull 85: Searching
36: Foreigner 86: Scout 36: Guilt 86: Revenge 36: Emotion 86: Selfish
37: Friend 87: Servant 37: Hate 87: Riches 37: Empathetic 87: Selfless
38: Gambler 88: Socialite 38: Heal 88: Safety 38: Fair 88: Shallow
39: Gatherer 89: Soldier 39: Help 89: Search 39: Fastidious 89: Social
40: Guardian 90: Student 40: Hide 90: Serve 40: Follower 90: Strange
41: Healer 91: Subverter 41: Home 91: Start 41: Foolish 91: Strong
42: Helpless 92: Supporter 42: Hope 92: Stop 42: Friendly 92: Studious
43: Hero 93: Survivor 43: Idea 93: Strange 43: Good 93: Superstitious
44: Hunter 94: Teacher 44: Illness 94: Struggle 44: Gourmet 94: Tolerant
45: Information 95: Thief 45: Important 95: Success 45: Greed 95: Vindictive
46: Innocent 96: Trader 46: Imprison 96: Suffering 46: Haunted 96: Vocal
47: Inspector 97: Victim 47: Increase 97: Support 47: Helpful 97: Wary
48: Intellectual 98: Villain 48: Information 98: Take 48: Honest 98: Weak
49: Investigator 99: Wanderer 49: Innocent 99: Transform 49: Honor 99: Wild
50: Judge 100: Warrior 50: Intellect 100: Travel 50: Humble 100: Wise
205
MEANING TABLES: ELEMENTS
CHARACTER SKILLS CHARACTER TRAITS & FLAWS CITY DESCRIPTORS
1: Activity 51: Invade 1: Academic 51: Leadership 1: Activity 51: Loud
2: Adversity 52: Investigative 2: Adversity 52: Legal 2: Aggressive 52: Magnificent
3: Agility 53: Knowledge 3: Animal 53: Less 3: Aromatic 53: Masses
4: Animals 54: Leadership 4: Assist 54: Lethal 4: Average 54: Meaningful
5: Art 55: Legal 5: Attract 55: Limited 5: Beautiful 55: Mechanical
6: Assist 56: Lethal 6: Beautiful 56: Loyal 6: Bleak 56: Messy
7: Athletic 57: Lie 7: Benefits 57: Mental 7: Block 57: Mighty
8: Attack 58: Master 8: Bestow 58: Military 8: Bridge 58: Military
9: Attain 59: Mechanical 9: Bizarre 59: Misfortune 9: Bustling 59: Miserable
10: Average 60: Medical 10: Block 60: Missing 10: Calm 60: Misfortune
11: Balance 61: Mental 11: Burden 61: Move 11: Chaotic 61: Modern
12: Beginner 62: Military 12: Combat 62: Multi 12: Clean 62: Mountain
13: Bestow 63: Motion 13: Communicate 63: Nature 13: Cold 63: Mundane
14: Block 64: Move 14: Connection 64: Object 14: Colorful 64: Mysterious
15: Business 65: Mundane 15: Control 65: Odd 15: Commerce 65: Nature
16: Change 66: Mysterious 16: Create 66: Old 16: Conflict 66: Odd
17: Combat 67: Nature 17: Criminal 67: Partial 17: Control 67: Old
18: Communicate 68: Normal 18: Damaged 68: Passion 18: Crime 68: Oppress
19: Conflict 69: Obstacles 19: Dangerous 69: Perception 19: Dangerous 69: Opulence
20: Control 70: Official 20: Decrease 70: Physical 20: Dense 70: Peace
21: Create 71: Open 21: Defense 71: Poor 21: Developed 71: Poor
22: Criminal 72: Oppose 22: Delicate 72: Possessions 22: Dirty 72: Powerful
23: Damage 73: Perception 23: Different 73: Power 23: Efficient 73: Protected
24: Danger 74: Practical 24: Dominate 74: Principles 24: Energy 74: Public
25: Deceit 75: Professional 25: Driven 75: Public 25: Enormous 75: Quiet
26: Decrease 76: Ranged 26: Emotion 76: Rare 26: Environment 76: Rare
27: Defense 77: Release 27: Enemy 77: Remarkable 27: Extravagant 77: Reassuring
28: Develop 78: Rogue 28: Energy 78: Resistant 28: Festive 78: Remarkable
29: Dispute 79: Ruin 29: Environment 79: Resource 29: Flawless 79: River
30: Disrupt 80: Simple 30: Failure 80: Rich 30: Frightening 80: Rough
31: Domestic 81: Social 31: Fame 81: Sense 31: Government 81: Ruined
32: Dominate 82: Specialist 32: Familiar 82: Skill 32: Happy 82: Rustic
33: Driving 83: Start 33: Fast 83: Small 33: Harsh 83: Simple
34: Elements 84: Stop 34: Feeble 84: Social 34: Healthy 84: Small
35: Energy 85: Strange 35: Flawless 85: Specialized 35: Helpful 85: Sparse
36: Environment 86: Strength 36: Focused 86: Spirit 36: Hills 86: Structures
37: Experienced 87: Struggle 37: Fortunate 87: Strange 37: History 87: Struggle
38: Expert 88: Suppress 38: Friends 88: Strong 38: Illness 88: Success
39: Fight 89: Take 39: Good 89: Suffering 39: Important 89: Suffering
40: Free 90: Technology 40: Healthy 90: Technical 40: Impressive 90: Technology
41: Guide 91: Transform 41: Illness 91: Technology 41: Industry 91: Tension
42: Harm 92: Travel 42: Impaired 92: Tough 42: Interesting 92: Travel
43: Heal 93: Trick 43: Increase 93: Travel 43: Intrigues 93: Troubled
44: Health 94: Usurp 44: Information 94: Trouble 44: Isolated 94: Valuable
45: Increase 95: Vehicle 45: Inspect 95: Trustworthy 45: Lacking 95: Warm
46: Inform 96: Violence 46: Intellect 96: Unusual 46: Lake 96: Water
47: Information 97: Water 47: Intense 97: Very 47: Large 97: Weak
48: Inquire 98: Weapon 48: Interesting 98: Weak 48: Lavish 98: Weather
49: Inspect 99: Weather 49: Lacking 99: Weapon 49: Leadership 99: Wild
50: Intellect 100: Wounds 50: Large 100: Young 50: Liberty 100: Work
206
MEANING TABLES: ELEMENTS
CIVILIZATION DESCRIPTORS CREATURE ABILITIES CREATURE DESCRIPTORS
1: Active 51: Happy 1: Ambush 51: Imprison 1: Aggressive 51: Mammalian
2: Advanced 52: Healthy 2: Animate 52: Increase 2: Agile 52: Mandibles
3: Adventurous 53: Helpful 3: Armor 53: Intelligent 3: Air 53: Masculine
4: Aggressive 54: Helpless 4: Arrive 54: Itself 4: Alien 54: Mechanical
5: Agricultural 55: Historical 5: Attach 55: Lethal 5: Amorphous 55: Metallic
6: Ancient 56: Important 6: Attack 56: Light 6: Animal 56: Movement
7: Angry 57: Industrial 7: Attract 57: Limited 7: Aquatic 57: Multiple
8: Anxious 58: Influential 8: Bite 58: Mind 8: Armored 58: Mutant
9: Artistic 59: Intolerant 9: Block 59: Move 9: Avian 59: Natural
10: Average 60: Large 10: Blunt 60: Multiple 10: Beast 60: Nature
11: Beautiful 61: Lawful 11: Break 61: Natural 11: Beautiful 61: Nightmarish
12: Bizarre 62: Lawless 12: Breath 62: Normal 12: Body 62: Object
13: Bleak 63: Magnificent 13: Carry 63: Open 13: Bony 63: Odorous
14: Bold 64: Mighty 14: Change 64: Others 14: Carapace 64: Passive
15: Bureaucratic 65: Militaristic 15: Climb 65: Paralyze 15: Clawed 65: Plant
16: Carefree 66: Miserable 16: Cold 66: Physical 16: Clothed 66: Reptilian
17: Careful 67: Modern 17: Common 67: Pierce 17: Cold 67: Robotic
18: Careless 68: Mundane 18: Communicate 68: Poison 18: Color 68: Rooted
19: Cautious 69: Mysterious 19: Conceal 69: Power 19: Composite 69: Rough
20: Classy 70: Old 20: Contact 70: Protection 20: Constructed 70: Shape
21: Clean 71: Open 21: Control 71: Proximity 21: Decayed 71: Shifting
22: Colorful 72: Oppressive 22: Create 72: Pursue 22: Defensive 72: Silent
23: Combative 73: Peaceful 23: Damage 73: Ranged 23: Dripping 73: Simple
24: Commercial 74: Polite 24: Dark 74: Rechargeable 24: Elements 74: Slender
25: Competitive 75: Poor 25: Death 75: Resistance 25: Exotic 75: Small
26: Constructive 76: Powerful 26: Deceive 76: Self-Sufficient 26: Extra Limbs 76: Solitary
27: Controlling 77: Primitive 27: Decrease 77: Senses 27: Fangs 77: Spider-like
28: Crazy 78: Punitive 28: Defense 78: Skill 28: Feminine 78: Spiked
29: Creative 79: Quaint 29: Depower 79: Sleep 29: Feral 79: Steaming
30: Creepy 80: Religious 30: Detect 80: Speed 30: Filthy 80: Sticky
31: Cruel 81: Ruined 31: Disrupt 81: Spy 31: Fire 81: Stinger
32: Curious 82: Rustic 32: Distract 82: Stealth 32: Fungal 82: Strange
33: Dangerous 83: Ruthless 33: Dominate 83: Stop 33: Furry 83: Strong
34: Declining 84: Scary 34: Drain 84: Strange 34: Gaunt 84: Supernatural
35: Defiant 85: Simple 35: Element 85: Stun 35: Glowing 85: Tail
36: Delightful 86: Small 36: Energy 86: Substance 36: Group 86: Tentacled
37: Developed 87: Strange 37: Enhanced 87: Summon 37: Growling 87: Tongue
38: Disagreeable 88: Strong 38: Entangle 88: Suppress 38: Healthy 88: Toothy
39: Distrustful 89: Struggling 39: Environment 89: Swim 39: Horns 89: Transparent
40: Dominant 90: Successful 40: Extra 90: Take 40: Humanoid 90: Tree-like
41: Dull 91: Suffering 41: Fear 91: Telepathy 41: Inscribed 91: Twisted
42: Efficient 92: Suppressed 42: Fight 92: Touch 42: Insect-like 92: Undead
43: Expanding 93: Suspicious 43: Fire 93: Transform 43: Insubstantial 93: Unnatural
44: Failed 94: Treacherous 44: Flight 94: Travel 44: Intelligent 94: Verbal
45: Famous 95: Warlike 45: Harm 95: Trick 45: Intimidating 95: Warm
46: Fearful 96: Weak 46: Heal 96: Uncommon 46: Large 96: Weak
47: Festive 97: Wealthy 47: Illness 97: Vision 47: Levitating 97: Weapon
48: Free 98: Welcoming 48: Illusion 98: Vulnerable 48: Limited 98: Wings
49: Generous 99: Wild 49: Imitate 99: Weak 49: Liquid 99: Wooden
50: Greedy 100: Young 50: Immune 100: Weapon 50: Loud 100: Wormish
207
MEANING TABLES: ELEMENTS
CRYPTIC MESSAGE CURSES DOMICILE DESCRIPTORS
1: Abandoned 51: Language 1: Abandon 51: Home 1: Abandoned 51: Magnificent
2: Activity 52: Leadership 2: Age 52: Illness 2: Activity 52: Mechanical
3: Adventure 53: Legal 3: Attract 53: Illusions 3: Animal 53: Messy
4: Adversity 54: Legend 4: Bad 54: Imprison 4: Aromatic 54: Modern
5: Advice 55: Liberty 5: Beauty 55: Incapacity 5: Art 55: Mundane
6: Allies 56: Lies 6: Betray 56: Information 6: Average 56: Mysterious
7: Anger 57: Lost 7: Bizarre 57: Intellect 7: Beautiful 57: Natural
8: Bestow 58: Love 8: Block 58: Ironic 8: Bizarre 58: Neat
9: Betray 59: Malice 9: Body 59: Jealously 9: Bleak 59: Neglected
10: Bizarre 60: Messy 10: Break 60: Joy 10: Busy 60: Nondescript
11: Bleak 61: Misfortune 11: Burden 61: Legal 11: Classy 61: Normal
12: Business 62: Mistrust 12: Business 62: Lethal 12: Clean 62: Occupied
13: Care 63: Move 13: Change 63: Liberty 13: Cluttered 63: Odd
14: Colorful 64: Mundane 14: Compel 64: Limit 14: Cold 64: Open
15: Communicate 65: Mysterious 15: Condemn 65: Lonely 15: Colorful 65: Oppressive
16: Conflict 66: Neglect 16: Conflict 66: Love 16: Comfort 66: Opulent
17: Creepy 67: Normal 17: Create 67: Luck 17: Common 67: Organized
18: Damaged 68: Obscured 18: Creepy 68: Malice 18: Cramped 68: Plants
19: Danger 69: Official 19: Cruel 69: Meaningful 19: Creepy 69: Poor
20: Death 70: Old 20: Danger 70: Miserable 20: Crowded 70: Portal
21: Deceive 71: Oppose 21: Death 71: Misfortune 21: Customized 71: Possessions
22: Defiant 72: Partial 22: Decrease 72: Mistrust 22: Cute 72: Private
23: Dispute 73: Passion 23: Delay 73: Mock 23: Damaged 73: Protection
24: Divide 74: Plans 24: Disrupt 74: Move 24: Dangerous 74: Quaint
25: Emotions 75: Possessions 25: Divide 75: Mundane 25: Dark 75: Reassuring
26: Enemies 76: Power 26: Dominate 76: Mysterious 26: Desolate 76: Roomy
27: Environment 77: Propose 27: Dreams 77: Nature 27: Different 77: Rough
28: Evil 78: Punish 28: Elements 78: Neglect 28: Dirty 78: Ruined
29: Expose 79: Pursue 29: Emotions 79: Old 29: Disagreeable 79: Rustic
30: Failure 80: Rare 30: Enemies 80: Oppress 30: Drab 80: Scary
31: Fame 81: Reassuring 31: Energy 81: Pain 31: Dull 81: Secure
32: Fear 82: Recipient 32: Environment 82: Passion 32: Empty 82: Security
33: Fight 83: Reveal 33: Evil 83: Peace 33: Enormous 83: Simple
34: Frantic 84: Riches 34: Failure 84: Permanent 34: Expected 84: Sleep
35: Free 85: Riddle 35: Fame 85: Possessions 35: Extravagant 85: Small
36: Friendship 86: Rumor 36: Family 86: Punish 36: Faded 86: Smelly
37: Goals 87: Secret 37: Fate 87: Pursue 37: Fancy 87: Sparse
38: Good 88: Start 38: Fear 88: Riches 38: Festive 88: Storage
39: Guide 89: Stop 39: Feeble 89: Ruin 39: Food 89: Strange
40: Harm 90: Strange 40: Fight 90: Senses 40: Frightening 90: Temporary
41: Help 91: Struggle 41: Friends 91: Separate 41: Full 91: Thoughtful
42: Helpful 92: Success 42: Frightening 92: Start 42: Home 92: Tidy
43: Hidden 93: Tension 43: Goals 93: Stop 43: Investment 93: Tools
44: Hope 94: Threaten 44: Good 94: Strange 44: Inviting 94: Tranquil
45: Horrible 95: Truce 45: Gratify 95: Struggle 45: Lacking 95: Upgrade
46: Important 96: Trust 46: Guide 96: Success 46: Large 96: Utilitarian
47: Information 97: Unknown 47: Happiness 97: Temporary 47: Lavish 97: Valuables
48: Innocent 98: Vengeance 48: Harm 98: Vengeance 48: Less 98: View
49: Instruction 99: Violence 49: Health 99: Violence 49: Light 99: Warm
50: Intrigues 100: Warning 50: Helpless 100: Weapon 50: Loud 100: Water
208
MEANING TABLES: ELEMENTS
DUNGEON DESCRIPTORS DUNGEON TRAPS FOREST DESCRIPTORS
1: Abandoned 51: Large 1: Aggressive 51: Fire 1: Adversity 51: Lethal
2: Activity 52: Lavish 2: Allies 52: Floor 2: Aggressive 52: Loud
3: Adversity 53: Lethal 3: Ambush 53: Frightening 3: Ambush 53: Magnificent
4: Ambush 54: Light 4: Animals 54: Harm 4: Ancient 54: Majestic
5: Ancient 55: Magnificent 5: Animate 55: Heat 5: Animal 55: Masses
6: Animal 56: Malice 6: Antagonize 56: Heavy 6: Aromatic 56: Mature
7: Aromatic 57: Meaningful 7: Aromatic 57: Helpless 7: Art 57: Message
8: Art 58: Mechanical 8: Art 58: Horrible 8: Assist 58: Mighty
9: Beautiful 59: Messages 9: Attach 59: Illusion 9: Average 59: Mundane
10: Bizarre 60: Messy 10: Attention 60: Imprison 10: Beautiful 60: Mysterious
11: Bleak 61: Mighty 11: Attract 61: Lethal 11: Bizarre 61: Natural
12: Chamber 62: Military 12: Balance 62: Loud 12: Bleak 62: Nature
13: Clean 63: Misfortune 13: Beautiful 63: Lure 13: Block 63: Nondescript
14: Closed 64: Modern 14: Bestow 64: Magic 14: Boulder 64: Normal
15: Cold 65: Mundane 15: Betray 65: Mechanical 15: Cave 65: Odd
16: Collapsed 66: Mysterious 16: Bizarre 66: Mental 16: Chaotic 66: Old
17: Colorful 67: Natural 17: Blades 67: Messy 17: Cliff 67: Path
18: Creature 68: Neglect 18: Break 68: Monster 18: Cold 68: Peaceful
19: Creepy 69: Normal 19: Ceiling 69: Natural 19: Colorful 69: Plants
20: Damaged 70: Object 20: Change 70: Object 20: Combative 70: Pond
21: Danger 71: Occupied 21: Choice 71: Odd 21: Communicate 71: Possessions
22: Dark 72: Odd 22: Climb 72: Old 22: Creepy 72: Powerful
23: Desolate 73: Open 23: Cloud 73: Pain 23: Damaged 73: Pursue
24: Dirty 74: Passage 24: Cold 74: Plants 24: Danger 74: Quiet
25: Door 75: Path 25: Colorful 75: Portal 25: Dark 75: Rare
26: Dry 76: Portal 26: Combative 76: Possessions 26: Death 76: Reassuring
27: Elements 77: Possessions 27: Communicate 77: Prison 27: Delicate 77: Remarkable
28: Empty 78: Quiet 28: Confuse 78: Projectile 28: Dry 78: River
29: Encounter 79: Rare 29: Constrain 79: Riddle 29: Elements 79: Rocks
30: Enemies 80: Reassuring 30: Control 80: Scary 30: Encounter 80: Rough
31: Enormous 81: Remarkable 31: Create 81: Simple 31: Enormous 81: Ruined
32: Evil 82: Riches 32: Creepy 82: Sounds 32: Environment 82: Scary
33: Exit 83: Room 33: Crush 83: Stab 33: Fearful 83: Simple
34: Extravagant 84: Rough 34: Damaged 84: Stop 34: Feeble 84: Slope
35: Faded 85: Ruined 35: Danger 85: Strange 35: Fierce 85: Small
36: Familiar 86: Rustic 36: Dark 86: Strangle 36: Food 86: Sounds
37: Fancy 87: Scary 37: Deceive 87: Suppress 37: Fortunate 87: Strange
38: Fears 88: Simple 38: Delay 88: Take 38: Fresh 88: Strong
39: Foreboding 89: Small 39: Deprive 89: Toxin 39: Harsh 89: Threatening
40: Full 90: Smelly 40: Disrupt 90: Transform 40: Healthy 90: Tranquil
41: Furnishings 91: Sound 41: Divide 91: Transport 41: Helpful 91: Tree
42: Gate 92: Stairs 42: Door 92: Treasure 42: Important 92: Unusual
43: Good 93: Stonework 43: Drop 93: Trials 43: Information 93: Valuable
44: Harm 94: Technology 44: Duplicate 94: Trigger 44: Intense 94: Violent
45: Heavy 95: Trap 45: Elaborate 95: Unleash 45: Interesting 95: Warm
46: Helpful 96: Treasure 46: Enemies 96: Wall 46: Lacking 96: Watery
47: Hole 97: Unnatural 47: Energy 97: Warning 47: Lake 97: Weak
48: Important 98: Valuable 48: Fall 98: Water 48: Large 98: Weather
49: Information 99: Warm 49: Fear 99: Weapon 49: Lean 99: Wild
50: Interesting 100: Watery 50: Fight 100: Wound 50: Ledge 100: Young
209
MEANING TABLES: ELEMENTS
GODS LEGENDS LOCATIONS
1: Active 51: Good 1: Abandon 51: Hero 1: Abandoned 51: Lively
2: Alien 52: Guide 2: Allies 52: Hidden 2: Active 52: Lonely
3: Ancient 53: Harm 3: Anger 53: Historical 3: Artistic 53: Long
4: Angelic 54: Harsh 4: Assist 54: Illness 4: Atmosphere 54: Loud
5: Angry 55: Heal 5: Attainment 55: Important 5: Beautiful 55: Meaningful
6: Animal 56: Humanoid 6: Befriend 56: Imprison 6: Bleak 56: Messy
7: Art 57: Illness 7: Bestow 57: Increase 7: Bright 57: Mobile
8: Assist 58: Imprison 8: Betray 58: Inform 8: Business 58: Modern
9: Attract 59: Increase 9: Bizarre 59: Innocent 9: Calm 59: Mundane
10: Beautiful 60: Jealous 10: Block 60: Intrigue 10: Charming 60: Mysterious
11: Bestow 61: Justice 11: Brave 61: Jealousy 11: Clean 61: Natural
12: Betray 62: Knowledge 12: Break 62: Judge 12: Cluttered 62: New
13: Bizarre 63: Liberty 13: Burden 63: Leadership 13: Cold 63: Occupied
14: Capricious 64: Life 14: Carelessness 64: Legal 14: Colorful 64: Odd
15: Colorful 65: Light 15: Cataclysm 65: Lethal 15: Colorless 65: Official
16: Combat 66: Love 16: Caution 66: Liberty 16: Confusing 66: Old
17: Communicate 67: Magic 17: Change 67: Loss 17: Cramped 67: Open
18: Conflict 68: Majestic 18: Conflict 68: Love 18: Creepy 68: Peaceful
19: Control 69: Major 19: Control 69: Loyalty 19: Crude 69: Personal
20: Corruption 70: Malice 20: Create 70: Masses 20: Cute 70: Plain
21: Cosmic 71: Masculine 21: Crisis 71: Mighty 21: Damaged 71: Portal
22: Create 72: Mighty 22: Damage 72: Military 22: Dangerous 72: Protected
23: Creepy 73: Military 23: Danger 73: Misfortune 23: Dark 73: Protection
24: Cruel 74: Minor 24: Deceive 74: Monster 24: Delightful 74: Purposeful
25: Cult 75: Monstrous 25: Decrease 75: Move 25: Dirty 75: Quiet
26: Dangerous 76: Mundane 26: Defeated 76: Mundane 26: Domestic 76: Reassuring
27: Dark 77: Mysterious 27: Defiant 77: Mysterious 27: Empty 77: Remote
28: Death 78: Nature 28: Delay 78: Natural 28: Enclosed 78: Resourceful
29: Deceit 79: Night 29: Disrupt 79: Old 29: Enormous 79: Ruined
30: Destroyer 80: Oppress 30: Divide 80: Oppose 30: Entrance 80: Rustic
31: Disgusting 81: Pleasures 31: Elements 81: Oppress 31: Exclusive 81: Safe
32: Dominate 82: Power 32: End 82: Peace 32: Exposed 82: Services
33: Dreams 83: Protector 33: Enemies 83: Plot 33: Extravagant 83: Simple
34: Elements 84: Punish 34: Energy 84: Possessions 34: Familiar 84: Small
35: Emotions 85: Ruler 35: Evil 85: Power 35: Fancy 85: Spacious
36: Enemies 86: Sacrifice 36: Expose 86: Punish 36: Festive 86: Storage
37: Energy 87: Strange 37: Failure 87: Pursue 37: Foreboding 87: Strange
38: Enormous 88: Strong 38: Fame 88: Release 38: Fortunate 88: Stylish
39: Evil 89: Suppress 39: Fear 89: Return 39: Fragrant 89: Suspicious
40: Feminine 90: Threatening 40: Fight 90: Riches 40: Frantic 90: Tall
41: Fallen 91: Transform 41: Find 91: Ruin 41: Frightening 91: Threatening
42: Fear 92: Underworld 42: Free 92: Savior 42: Full 92: Tranquil
43: Fertility 93: Violent 43: Friendship 93: Stop 43: Harmful 93: Unexpected
44: Festive 94: War 44: Frightening 94: Strange 44: Helpful 94: Unpleasant
45: Fire 95: Warm 45: Good 95: Struggle 45: Horrible 95: Unusual
46: Frightening 96: Water 46: Guide 96: Theft 46: Important 96: Useful
47: Generous 97: Weak 47: Harm 97: Trust 47: Impressive 97: Warm
48: Gentle 98: Weapon 48: Heal 98: Usurp 48: Inactive 98: Warning
49: Gifts 99: Weather 49: Help 99: Vengeance 49: Intense 99: Watery
50: Glorious 100: Worshiped 50: Helpless 100: Villain 50: Intriguing 100: Welcoming
210
MEANING TABLES: ELEMENTS
MAGIC ITEM DESCRIPTORS MUTATION DESCRIPTORS NAMES
1: Animal 51: Imitate 1: Agility 51: Imprison 1: A 51: Location
2: Animate 52: Increase 2: Animal 52: Increase 2: Action 52: Ly
3: Area 53: Information 3: Appearance 53: Information 3: Ah 53: Mah
4: Armor 54: Inhibit 4: Armor 54: Inspect 4: Ahg 54: Military
5: Assist 55: Instant 5: Assist 55: Large 5: An 55: Misdeed
6: Attack 56: Jewelry 6: Attach 56: Learn 6: Animal 56: N
7: Attract 57: Lethal 7: Attack 57: Lethal 7: Ar 57: Nah
8: Benefit 58: Life 8: Benefit 58: Limb 8: As 58: Nature
9: Bestow 59: Light 9: Bestow 59: Limit 9: B 59: Nee
10: Block 60: Limited 10: Bizarre 60: Mental 10: Bah 60: Nn
11: Book 61: Liquid 11: Block 61: Messy 11: Be 61: Number
12: Change 62: Mental 12: Body 62: Move 12: Bih 62: Occupation
13: Clothing 63: Monster 13: Change 63: Nature 13: Brah 63: Oh
14: Cloud 64: Multi 14: Claws 64: Pain 14: Col 64: On
15: Cold 65: Nature 15: Color 65: Partial 15: Color 65: Or
16: Communication 66: Object 16: Combat 66: Power 16: Cor 66: Orn
17: Container 67: Orb 17: Communicate 67: Projectile 17: Dah 67: Oth
18: Control 68: Others 18: Conceal 68: Protection 18: Deeds 68: Ow
19: Create 69: Physical 19: Constrain 69: Ranged 19: Del 69: Ph
20: Curse 70: Plants 20: Control 70: Recharge 20: Drah 70: Pr
21: Damage 71: Poison 21: Create 71: Release 21: Eee 71: R
22: Death 72: Potion 22: Damage 72: Replace 22: Eh 72: Rah
23: Deceit 73: Power 23: Deceive 73: Requirement 23: Ei 73: Ren
24: Decrease 74: Ranged 24: Decrease 74: Resistance 24: Ell 74: Sah
25: Defense 75: Resistance 25: Defect 75: Restore 25: Elements 75: Se
26: Destroy 76: Restore 26: Defense 76: Reveal 26: Emotion 76: Sh
27: Detect 77: Ring 27: Deformed 77: Scary 27: Ess 77: Sha
28: Dimensions 78: Rope 28: Detect 78: Senses 28: Est 78: T
29: Elements 79: Rune 29: Diminish 79: Simple 29: Et 79: Ta
30: Emotion 80: Safety 30: Disrupt 80: Skill 30: Fah 80: Tal
31: Energy 81: Scroll 31: Dominate 81: Stop 31: Fer 81: Tar
32: Enhance 82: Self 32: Elements 82: Strange 32: Fi 82: Th
33: Environment 83: Senses 33: Energy 83: Strength 33: Floral 83: Thah
34: Escape 84: Skill 34: Enhance 84: Strong 34: Gah 84: Thoh
35: Evil 85: Special 35: Environment 85: Struggle 35: Go 85: Ti
36: Explode 86: Speed 36: Expose 86: Suffer 36: Grah 86: Time
37: Fear 87: Spell 37: Extra 87: Suppress 37: Hee 87: Tor
38: Fire 88: Staff 38: Eyes 88: Surroundings 38: Ia 88: Uh
39: Flight 89: Strange 39: Fear 89: Survive 39: Ick 89: Va
40: Food 90: Summon 40: Fight 90: Swim 40: In 90: Vah
41: Gem 91: Sword 41: Fly 91: Toxic 41: Iss 91: Ve
42: Good 92: Tool 42: Free 92: Transform 42: Je 92: Vice
43: Group 93: Transform 43: Harm 93: Travel 43: Ke 93: Virtue
44: Harm 94: Trap 44: Heal 94: Usurp 44: Jen 94: Wah
45: Heal 95: Travel 45: Health 95: Violence 45: Kha 95: Wr
46: Health 96: Useful 46: Heat 96: Vulnerability 46: Kr 96: X
47: Helpful 97: Utility 47: Helpful 97: Warm 47: Lah 97: Y
48: Illness 98: Wand 48: Horrible 98: Weak 48: Lee 98: Yah
49: Illusion 99: Water 49: Imitate 99: Weapon 49: Len 99: Yuh
50: Imbue 100: Weapon 50: Immunity 100: Wound 50: Lin 100: Z
211
MEANING TABLES: ELEMENTS
NOBLE HOUSE OBJECTS PLOT TWISTS
1: Aggressive 51: Malice 1: Active 51: Information 1: Action 51: Location
2: Allies 52: Mighty 2: Artistic 52: Intriguing 2: Attack 52: Lucky
3: Anger 53: Military 3: Average 53: Large 3: Bad 53: Mental
4: Bestow 54: Misfortune 4: Beautiful 54: Lethal 4: Barrier 54: Missing
5: Betray 55: Move 5: Bizarre 55: Light 5: Betray 55: Mundane
6: Bizarre 56: Mysterious 6: Bright 56: Liquid 6: Business 56: Mystery
7: Block 57: Neglect 7: Clothing 57: Loud 7: Change 57: Necessary
8: Break 58: Old 8: Clue 58: Majestic 8: Character 58: News
9: Bureaucracy 59: Oppose 9: Cold 59: Meaningful 9: Conclude 59: Object
10: Cautious 60: Oppress 10: Colorful 60: Mechanical 10: Conditional 60: Oppose
11: Change 61: Overthrow 11: Communication 61: Modern 11: Conflict 61: Outcast
12: Commerce 62: Passion 12: Complicated 62: Moving 12: Connection 62: Overcome
13: Compromise 63: Peace 13: Confusing 63: Multiple 13: Consequence 63: Past
14: Conflict 64: Persecute 14: Consumable 64: Mundane 14: Control 64: Peace
15: Connections 65: Plans 15: Container 65: Mysterious 15: Danger 65: Personal
16: Control 66: Politics 16: Creepy 66: Natural 16: Death 66: Persuade
17: Create 67: Possessions 17: Crude 67: New 17: Delay 67: Physical
18: Crisis 68: Powerful 18: Cute 68: Odd 18: Destroy 68: Plan
19: Cruel 69: Public 19: Damaged 69: Official 19: Diminish 69: Power
20: Dangerous 70: Refuse 20: Dangerous 70: Old 20: Disaster 70: Prepare
21: Death 71: Release 21: Deactivated 71: Ornamental 21: Discover 71: Problem
22: Deceit 72: Remarkable 22: Deliberate 72: Ornate 22: Emotion 72: Promise
23: Defeat 73: Return 23: Delightful 73: Personal 23: Enemy 73: Protect
24: Defiant 74: Riches 24: Desired 74: Powerful 24: Enhance 74: Public
25: Disrupt 75: Royalty 25: Domestic 75: Prized 25: Enter 75: Pursue
26: Enemies 76: Ruthless 26: Empty 76: Protection 26: Escape 76: Rare
27: Extravagant 77: Secret 27: Energy 77: Rare 27: Evidence 77: Remote
28: Faded 78: Security 28: Enormous 78: Ready 28: Failure 78: Repair
29: Fame 79: Servant 29: Equipment 79: Reassuring 29: Family 79: Repeat
30: Family 80: Spy 30: Expected 80: Resource 30: Free 80: Require
31: Headquarters 81: Strange 31: Expended 81: Ruined 31: Friend 81: Rescue
32: Heirloom 82: Strong 32: Extravagant 82: Small 32: Good 82: Resource
33: Hero 83: Struggle 33: Faded 83: Soft 33: Group 83: Response
34: History 84: Succession 34: Familiar 84: Solitary 34: Harm 84: Reveal
35: Home 85: Suffering 35: Fancy 85: Stolen 35: Headquarters 85: Revenge
36: Important 86: Suppress 36: Flora 86: Strange 36: Help 86: Reversal
37: Imprison 87: Tactics 37: Fortunate 87: Stylish 37: Helpless 87: Reward
38: Increase 88: Tension 38: Fragile 88: Threatening 38: Hidden 88: Skill
39: Information 89: Travel 39: Fragrant 89: Tool 39: Idea 89: Social
40: Intrigue 90: Trust 40: Frightening 90: Travel 40: Immediate 90: Solution
41: Investment 91: Usurp 41: Garbage 91: Unexpected 41: Impending 91: Strange
42: Land 92: Valuable 42: Guidance 92: Unpleasant 42: Important 92: Success
43: Large 93: Vengeance 43: Hard 93: Unusual 43: Incapacitate 93: Tension
44: Leadership 94: Victory 44: Harmful 94: Useful 44: Information 94: Trap
45: Legal 95: Violence 45: Healing 95: Useless 45: Injustice 95: Travel
46: Leverage 96: War 46: Heavy 96: Valuable 46: Leader 96: Unknown
47: Liberty 97: Weak 47: Helpful 97: Warm 47: Legal 97: Unlikely
48: Love 98: Wealth 48: Horrible 98: Weapon 48: Lethal 98: Unusual
49: Loyal 99: Weapon 49: Important 99: Wet 49: Lie 99: Urgent
50: Magnificent 100: Young 50: Inactive 100: Worn 50: Limit 100: Useful
212
MEANING TABLES: ELEMENTS
POWERS SCAVENGING RESULTS SMELLS
1: Absorb 51: Heat 1: Abundance 51: Lean 1: Acrid 51: Malodorous
2: Adversity 52: Help 2: Activity 52: Less 2: Animal 52: Meaningful
3: Alter 53: Hide 3: Adversity 53: Lethal 3: Antiseptic 53: Medicinal
4: Animate 54: Illusion 4: Allies 54: Mechanical 4: Aromatic 54: Metallic
5: Assist 55: Imbue 5: Animal 55: Medicinal 5: Artificial 55: Mildew
6: Attach 56: Immunity 6: Art 56: Messy 6: Attractive 56: Moist
7: Attack 57: Increase 7: Barrier 57: Misfortune 7: Bad 57: Mossy
8: Block 58: Information 8: Beauty 58: Mundane 8: Bizarre 58: Musky
9: Body 59: Life 9: Bizarre 59: Mysterious 9: Burnt 59: Musty
10: Change 60: Light 10: Bleak 60: Nature 10: Chemical 60: Mysterious
11: Chemical 61: Limb 11: Broken 61: New 11: Clean 61: Natural
12: Cold 62: Limited 12: Clean 62: Normal 12: Comforting 62: Nature
13: Colorful 63: Location 13: Clothes 63: Odd 13: Cooking 63: Nauseating
14: Combat 64: Magic 14: Comfort 64: Official 14: Decrepit 64: Normal
15: Combine 65: Major 15: Communicate 65: Old 15: Delicious 65: Odd
16: Communicate 66: Manipulate 16: Competition 66: Open 16: Delightful 66: Odorless
17: Control 67: Matter 17: Concealment 67: Opposition 17: Dirty 67: Offensive
18: Cosmetic 68: Mental 18: Conflict 68: Pain 18: Disagreeable 68: Overpowering
19: Create 69: Minor 19: Container 69: Peace 19: Disgusting 69: Perfumed
20: Creature 70: Natural 20: Control 70: Pleasures 20: Dry 70: Pleasurable
21: Damage 71: Nature 21: Crisis 71: Portal 21: Dull 71: Powerful
22: Dark 72: Object 22: Damaged 72: Possessions 22: Earthy 72: Pungent
23: Death 73: Others 23: Danger 73: Protection 23: Electrical 73: Punishing
24: Deceive 74: Physical 24: Death 74: Reassuring 24: Evocative 74: Putrid
25: Defense 75: Plants 25: Dirty 75: Repairable 25: Faded 75: Rancid
26: Delay 76: Poison 26: Disagreeable 76: Rotten 26: Faint 76: Reassuring
27: Destroy 77: Power 27: Disgusting 77: Rough 27: Familiar 77: Reek
28: Detect 78: Protect 28: Dispute 78: Ruined 28: Fetid 78: Rich
29: Dimensions 79: Radius 29: Drink 79: Scary 29: Fishy 79: Ripe
30: Diminish 80: Ranged 30: Elements 80: Shelter 30: Floral 80: Rot
31: Disrupt 81: Reflect 31: Empty 81: Simple 31: Food 81: Rotten
32: Distance 82: Repel 32: Enemies 82: Small 32: Foul 82: Savory
33: Dominate 83: Resistance 33: Energy 83: Smelly 33: Fragrant 83: Smelly
34: Duplicate 84: Reveal 34: Extravagance 84: Strange 34: Fresh 84: Smokey
35: Electricity 85: Self 35: Failure 85: Struggle 35: Fruity 85: Sour
36: Elements 86: Sense 36: Fear 86: Success 36: Funky 86: Stagnant
37: Emission 87: Skill 37: Fight 87: Supply 37: Good 87: Stale
38: Emotion 88: Spirit 38: Food 88: Technology 38: Grassy 88: Stench
39: Enemies 89: Stealth 39: Fresh 89: Tool 39: Gratifying 89: Stinging
40: Energy 90: Strange 40: Friendship 90: Travel 40: Heady 90: Strange
41: Enhance 91: Summon 41: Fuel 91: Triumph 41: Heavy 91: Strong
42: Environment 92: Switch 42: Good 92: Trouble 42: Herbal 92: Stuffy
43: Explosion 93: Take 43: Health 93: Useless 43: Horrible 93: Sulphuric
44: Extra 94: Technology 44: Helpful 94: Valuable 44: Humid 94: Sweet
45: Fire 95: Time 45: Hope 95: Vehicle 45: Industrial 95: Warm
46: Flight 96: Transform 46: Important 96: Victory 46: Interesting 96: Waste
47: Free 97: Trap 47: Information 97: Violence 47: Intoxicating 97: Watery
48: Friend 98: Travel 48: Joy 98: Warm 48: Irritating 98: Weak
49: Harm 99: Weapon 49: Large 99: Waste 49: Lacking 99: Weather
50: Heal 100: Weather 50: Lavish 100: Weapon 50: Laden 100: Woody
213
MEANING TABLES: ELEMENTS
SOUNDS SPELL EFFECTS STARSHIP DESCRIPTORS
1: Activity 51: Intense 1: Animal 51: Heal 1: Activity 51: Magnificent
2: Alarm 52: Interesting 2: Animate 52: Helpful 2: Adversity 52: Maintenance
3: Animal 53: Irritating 3: Assist 53: Ice 3: Assist 53: Meaningful
4: Approach 54: Loud 4: Attack 54: Illusion 4: Automated 54: Mechanical
5: Banging 55: Machinery 5: Attract 55: Imbue 5: Battle 55: Message
6: Battle 56: Meaningful 6: Bestow 56: Immunity 6: Beautiful 56: Messy
7: Beep 57: Metallic 7: Bizarre 57: Imprison 7: Bestow 57: Mighty
8: Bell 58: Muffled 8: Block 58: Information 8: Bleak 58: Military
9: Beseeching 59: Multiple 9: Break 59: Inspect 9: Block 59: Modern
10: Bizarre 60: Music 10: Bright 60: Life 10: Bright 60: Multiple
11: Burning 61: Mysterious 11: Burn 61: Light 11: Business 61: Mundane
12: Busy 62: Natural 12: Change 62: Limitation 12: Clean 62: Mysterious
13: Calm 63: Near 13: Cloud 63: Liquid 13: Cold 63: Natural
14: Ceaseless 64: Noisy 14: Cold 64: Loud 14: Colorful 64: Normal
15: Celebrate 65: Normal 15: Communicate 65: Manipulation 15: Combative 65: Odd
16: Chaotic 66: Odd 16: Conceal 66: Mind 16: Communicate 66: Portal
17: Cheerful 67: Productivity 17: Conjure 67: Nature 17: Computer 67: Possessions
18: Clang 68: Pursuit 18: Control 68: Object 18: Contain 68: Power
19: Combative 69: Quiet 19: Counteract 69: Others 19: Control 69: Powerful
20: Communicate 70: Reassuring 20: Create 70: Pain 20: Creepy 70: Prison
21: Construction 71: Remarkable 21: Creature 71: Physical 21: Crew 71: Protection
22: Conversation 72: Rip 22: Curse 72: Plant 22: Damaged 72: Quiet
23: Crash 73: Roar 23: Damage 73: Poison 23: Danger 73: Rare
24: Creaking 74: Rumbling 24: Dark 74: Portal 24: Dark 74: Reassuring
25: Creepy 75: Rustling 25: Death 75: Powerful 25: Death 75: Remarkable
26: Cries 76: Scary 26: Deceive 76: Protect 26: Defense 76: Resources
27: Damage 77: Scraping 27: Decrease 77: Radius 27: Elaborate 77: Room
28: Danger 78: Scratching 28: Defense 78: Ranged 28: Empty 78: Rough
29: Disagreeable 79: Simple 29: Destroy 79: Resistance 29: Energy 79: Ruined
30: Distant 80: Sizzle 30: Detect 80: Restore 30: Engine 80: Scary
31: Drip 81: Slam 31: Diminish 81: Self 31: Enormous 81: Security
32: Echo 82: Slow 32: Disease 82: Senses 32: Environment 82: Simple
33: Emotion 83: Soft 33: Dominate 83: Shield 33: Escape 83: Small
34: Energetic 84: Start 34: Duplicate 84: Soul 34: Exit 84: Sounds
35: Explosion 85: Stop 35: Earth 85: Strange 35: Exterior 85: Start
36: Familiar 86: Strange 36: Elements 86: Strength 36: Fear 86: Stop
37: Ferocious 87: Tapping 37: Emotion 87: Stun 37: Food 87: Storage
38: Footsteps 88: Technology 38: Enemies 88: Summon 38: Full 88: Strange
39: Frantic 89: Threatening 39: Energy 89: Time 39: Hall 89: Supplies
40: Frightening 90: Thud 40: Enhance 90: Transform 40: Health 90: Survival
41: Grinding 91: Traffic 41: Environment 91: Trap 41: Helpful 91: System
42: Growl 92: Tranquil 42: Expose 92: Travel 42: Important 92: Tactics
43: Hammering 93: Uncertain 43: Fire 93: Trigger 43: Information 93: Technology
44: Helpful 94: Warning 44: Fix 94: Uncertain 44: Inquire 94: Travel
45: Imitate 95: Water 45: Food 95: Undead 45: Interesting 95: Unusual
46: Important 96: Weather 46: Free 96: Wall 46: Lacking 96: Valuable
47: Indistinct 97: Whirring 47: Group 97: Water 47: Large 97: Vehicle
48: Industry 98: Whistle 48: Guide 98: Weak 48: Lavish 98: Warm
49: Information 99: Wild 49: Hamper 99: Weapon 49: Lethal 99: Weapon
50: Innocent 100: Wind 50: Harm 100: Weather 50: Loud 100: Work
214
MEANING TABLES: ELEMENTS
TERRAIN DESCRIPTORS UNDEAD DESCRIPTORS VISIONS & DREAMS
1: Abandoned 51: Mechanical 1: Active 51: Leadership 1: Activity 51: Information
2: Abundant 52: Message 2: Aggressive 52: Lethal 2: Adversity 52: Instruction
3: Activity 53: Mighty 3: Angry 53: Light 3: Allies 53: Liberty
4: Advanced 54: Misfortune 4: Animal 54: Limited 4: Assist 54: Lies
5: Allies 55: Mountainous 5: Anxious 55: Lonely 5: Attainment 55: Love
6: Ancient 56: Multiple 6: Attract 56: Love 6: Bizarre 56: Malice
7: Animals 57: Mundane 7: Beautiful 57: Macabre 7: Bleak 57: Masses
8: Atmosphere 58: Mysterious 8: Bestow 58: Malice 8: Catastrophe 58: Mechanical
9: Barren 59: Natural 9: Bizarre 59: Message 9: Celebrate 59: Message
10: Beautiful 60: Nature 10: Bleak 60: Messy 10: Change 60: Messy
11: Bizarre 61: Nondescript 11: Bold 61: Mighty 11: Colorful 61: Military
12: Catastrophe 62: Ocean 12: Bound 62: Mindless 12: Conflict 62: Misfortune
13: Chaotic 63: Odd 13: Cold 63: Miserable 13: Contact 63: Mundane
14: City 64: Peaceful 14: Combative 64: Misfortune 14: Control 64: Mysterious
15: Civilization 65: People 15: Communicate 65: Monstrous 15: Creepy 65: Natural
16: Cliffs 66: Plants 16: Control 66: Mundane 16: Crisis 66: Obscure
17: Clouds 67: Populated 17: Create 67: Odd 17: Cruelty 67: Odd
18: Cold 68: Powerful 18: Creepy 68: Old 18: Danger 68: Oppose
19: Colorful 69: Primitive 19: Dangerous 69: Pain 19: Dark 69: Path
20: Combative 70: Rain 20: Dark 70: Pale 20: Death 70: Peace
21: Communicate 71: Rare 21: Deceive 71: Passive 21: Defeat 71: People
22: Conflict 72: Remarkable 22: Dirty 72: Possessions 22: Disruption 72: Place
23: Damaged 73: Resourceful 23: Disgusting 73: Possessive 23: Elements 73: Plans
24: Danger 74: Riches 24: Elements 74: Powerful 24: Emotions 74: Plot
25: Defense 75: River 25: Enemies 75: Powers 25: Enemies 75: Positive
26: Desert 76: Rocky 26: Energy 76: Purposeful 26: Energy 76: Possessions
27: Dry 77: Rough 27: Environment 77: Pursue 27: Environment 77: Power
28: Dull 78: Ruined 28: Evil 78: Quiet 28: Event 78: Preventable
29: Elements 79: Ruins 29: Fast 79: Resistant 29: Evil 79: Reassuring
30: Empty 80: Sandy 30: Fear 80: Rotting 30: Failure 80: Riches
31: Energy 81: Scary 31: Fight 81: Scary 31: Fears 81: Riddle
32: Enormous 82: Simple 32: Floating 82: Seeking 32: Festive 82: Ruin
33: Environment 83: Small 33: Friendly 83: Shambling 33: Fight 83: Scary
34: Fertile 84: Strange 34: Frightening 84: Slow 34: Friendship 84: Simple
35: Frightening 85: Strong 35: Glad 85: Small 35: Frightening 85: Strange
36: Habitable 86: Technology 36: Glow 86: Smelly 36: Future 86: Struggle
37: Harsh 87: Threatening 37: Goals 87: Strange 37: Goals 87: Success
38: Hazy 88: Toxic 38: Good 88: Strong 38: Good 88: Suffering
39: Healthy 89: Tranquil 39: Guide 89: Threatening 39: Guidance 89: Suppress
40: Helpful 90: Trees 40: Harm 90: Tough 40: Harm 90: Tension
41: Hostile 91: Unusual 41: Helpful 91: Transform 41: Helpful 91: Threat
42: Hot 92: Valuable 42: Helpless 92: Travel 42: Helpless 92: Time
43: Intense 93: Violent 43: Historical 93: Trick 43: Hint 93: Travel
44: Interesting 94: Warm 44: Horrible 94: Vengeful 44: Hope 94: Trouble
45: Large 95: Water 45: Hungry 95: Violent 45: Horrible 95: Trust
46: Lethal 96: Weak 46: Imitate 96: Weak 46: Hurry 96: Uncertain
47: Life 97: Weather 47: Information 97: Weakness 47: Ideas 97: Unsettling
48: Lovely 98: Wild 48: Insubstantial 98: Weapons 48: Implore 98: Violence
49: Magnificent 99: Windy 49: Intelligent 99: Wounds 49: Important 99: Warning
50: Masses 100: Wonders 50: Large 100: Young 50: Incomplete 100: Weapon
215
TESTING THE EXPECTED SCENE
Roll 1d10 and Compare It To The Chaos Factor.
Roll Over
Expected Scene
Chaos Factor
1 Remove A Character
2 Add A Character
3 Reduce/Remove An Activity
4 Increase An Activity
5 Remove An Object
6 Add An Object
216
NPC BEHAVIOR TABLE NPC STATISTICS TABLE
FATE FATE
“DOES THE NPC HAVE A
QUESTION “DOES THE NPC DO X?” QUESTION
STATISTIC VALUE OF X?”
RESULT RESULT
The NPC does what you Yes The value is what you expect.
YES expect or continues with
their ongoing action. EXCEPTIONAL The value is higher than you
YES expect, by about 25%.
The NPC does the next
most expected behavior. NO
The value is lower than you
NO If you’re unsure what that expect, by about 25%.
is then roll on a Meaning
Table for inspiration. EXCEPTIONAL The value is much lower than
NO you expect, by about 50%.
The NPC does the expected
EXCEPTIONAL action, or continues RANDOM There is a special condition
YES their ongoing action, EVENT associated with this statistic.
with greater intensity.
Roll on a Meaning
RANDOM
Table for an additional
EVENT
action from the NPC.
217
THREAD PROGRESS TRACK - 10 POINTS
FOCUS THREAD
1 2 3 4 5 6 7 8 9 10
FLASHPOINT+2 CONCLUSION
1 2 3 4 5 6 7 8 9 10
FLASHPOINT+2 FLASHPOINT+2
11 12 13 14 15
CONCLUSION
1 2 3 4 5 6 7 8 9 10
FLASHPOINT+2 FLASHPOINT+2
11 12 13 14 15 16 17 18 19 20
FLASHPOINT+2 CONCLUSION
218
DISCOVERY FATE QUESTION THREAD DISCOVERY CHECK
FATE 1d10+
“IS SOMETHING RESULT
QUESTION Progress
DISCOVERED?
RESULT
1-9 Progress +2
Roll on the Thread
YES
Discovery Check Table. 10 Flashpoint +2
219
PLAYER VS. PC KNOWLEDGE
STRATEGY SOLUTION
220
MID-CHAOS FATE CHART
Certain 15 75 96 17 85 98 18 90 99 19 95 100 20 99 x
Very Likely 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99
Likely 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98
ODDS
50/50 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96
Unlikely 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94
Very Unlikely 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91
Nearly Impossible 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88
Impossible X 1 81 1 5 82 2 10 83 3 15 84 5 25 86
CHAOS FACTOR 1 2-3 4-6 7-8 9
50/50 7 35 88 10 50 91 13 65 94
ODDS
50/50 10 50 91
Unlikely 5 25 86 7 35 88 10 50 91
Unlikely 7 35 88
Very Unlikely 3 15 84 5 25 86 7 35 88
Very Unlikely 5 25 86
Nearly Impossible 2 10 83 3 15 84 5 25 86
Nearly Impossible 3 15 84
Impossible 1 5 82 2 10 83 3 15 84
CHAOS FACTOR 1-2 3-7 8-9
Impossible 2 10 83
221
MID-CHAOS FATE
CHECK MODIFIERS
CHAOS
ROLL MODIFIER
FACTOR
9 +2
7-8 +1
4-6 None
2-3 -1
1 -2
LOW-CHAOS FATE
CHECK MODIFIERS
CHAOS
ROLL MODIFIER
FACTOR
8-9 +1
3-7 None
1-2 -1
222
KEYED KEYED
EVENT TRIGGER SCENE EVENT TRIGGER SCENE
COUNT
223
KEYED KEYED
EVENT TRIGGER SCENE EVENT TRIGGER SCENE
KEYED SCENES RECORD SHEET
COUNT
ADVENTURE FEATURES LIST
-
1-2 CHOOSE 1
3-4 CHOOSE 2
7-8 CHOOSE 4
9-10 CHOOSE 5
d4
1-2 CHOOSE 6
3-4 CHOOSE 7
3-4
5-6 CHOOSE 8
7-8 CHOOSE 9
9-10 CHOOSE 10
d6
1-2 CHOOSE 11
3-4 CHOOSE 12
7-8 CHOOSE 14
9-10 CHOOSE 15
d8 1-2 CHOOSE 16
3-4 CHOOSE 17
7-8
5-6 CHOOSE 18
7-8 CHOOSE 19
9-10 CHOOSE 20
d10
1-2 CHOOSE 21
3-4 CHOOSE 22
9-10 5-6 CHOOSE 23
7-8 CHOOSE 24
9-10 CHOOSE 25
224
PREPARED ADVENTURE
EVENT FOCUS TABLE
1d100 RESULT
56-70 PC Negative
71-80 PC Positive
225
USING THE ADVENTURE
CRAFTER WITH MYTHIC
ADVENTURE
RULES
ELEMENT
226
Thank You
Mythicist Patrons!
A big thank you to the subscribers of my Patreon!
Without your support this book would not have been possible.
www.patreon.com/wordmillgames
228
PLAY ANY RPG SOLO OR
WITHOUT A GAMEMASTER
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