Mythic Variations 2 Cheat Sheet ENv2
Mythic Variations 2 Cheat Sheet ENv2
Mythic Variations 2 Cheat Sheet ENv2
2d1 0 + 1 d1 0
+
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.
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.
More Action
SPECIAL: Roll on Special Element Table.