Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Mythic Variations 2 Cheat Sheet ENv2

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

≥ 1 1 is yes 2d1 0

2d1 0 + 1 d1 0
+

What happened / What is happening? 1 d1 00


-> No modifiers with this roll

When Event Check: Random event (Fate Check);


Scene Interrupt; Question about event (in the past)

-> Event Check is often combined with Action


Meaning Table.

Dice font: dPoly by Pixel Sagas


1 d1 0 Secondary Descriptor
(3b. De-activate existing Descriptor if necessary)
If you encounter NPC again, it reverts to original

-> No modifiers with this roll


Descriptor but retains de-activated secondary
Descriptor

-> Add modifier from Disposition.


2d1 0

1 . Roll 2d1 0 Aggressive).


2. Think of Action 4. Compare to present NPC
3. Assign disposition to disposition
Action 5. If higher or lower, alter
(Passive/Moderate/Active/ NPC disposition by + 2 / -2

New NPC:
3 Descriptors
IDENTITY: Who is he / what is his role
PERSONALITY: Most obvious character trait
Random: Roll Description table
ACTIVITY: How they approach problems / activities
Random: Roll Activity table 2d1 0
Disposition
Roll 2d1 0 & add/subtract active descriptors as + 2/-2
CHANGES DESCRIPTOR: Theme
1 . Randomly determine which descriptor
2. Roll on tables for new info Summary of what the current interaction is mostly
(IDENTITY/PERSONALITY -> Description Table about.
ACTIVITY -> Action Meaning Table) -> Determines which Descriptors are activated
3. Add to Descriptor already there & activate it (gives NPC Behavior:
+ 2/-2 to Disposition). New Descriptor becomes THEME + DISPOSITION + ACTIVATED DESCRIPTORS
1 d1 00

1 d1 00
1 d1 00

1 d1 00
3d6
CRAFTING A LOCATION RUNNING A LOCATION
Fill 3 Region Category Lists with Elements: • Roll 3d6, one for each Category. Count down the
LOCATIONS: Areas within the location. list.
ENCOUNTERS: People/Creatures to interact with or • Mark a hash for a Category each time you roll on it
traps/puzzles/devices. to indicate Progress Points.
OBJECTS: Important items of interest. • Each new roll is 1 d6+ Progress Points for that
Category.
• Start with most likely Elements • Roll beyond list of Elements: consider as Expected
• Generally first 6 Elements should be Less Action and subtract 5 from Progress Points.
• No limit, but try to stick to most pertinent to story
• Repeat Elements if they're likely to be common. Continue until:
• Mark Unique Elements with (U). These usually occur • Complete Element is rolled
only once. Usually cross out when encountered. • GM decides Region is complete
• Players decite to leave the area.

-> Feel free to add Elements to Categories. It may


happen that new possible (Unique) Elements pop up
during play.

CATEGORY ELEMENTS
CUSTOM: Most common type. Derived from ongoing
story.

Less Action
EXPECTED: Element can say "Expected". What you
would most expect for this category.

NONE: Only for Encounters & Objects Categories.

More Action
SPECIAL: Roll on Special Element Table.

RANDOM: Roll on Description Meaning Table or


Action Meaning Table to determine what this is and/or
what it does (trap?).

-> At least one SPECIAL and RANDOM Element per


Category.

COMPLETE: Only for Location Category, somewhere


after the first six Elements. Treat as Expected, but
indicates region has been fully explored.
Bigger location = COMPLETE Element further
down the list.
1 d1 00

You might also like