100% found this document useful (2 votes)
880 views6 pages

Mythic Variations 2 Cheat Sheet ENv2

The document provides instructions for generating random events, encounters with NPCs, and describing locations. It involves rolling dice to determine descriptors for NPCs and elements of locations, with tables to reference for generating details. The goal is to use these random processes to drive the narrative and gameplay in an interactive fiction system.

Uploaded by

matthew brereton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
880 views6 pages

Mythic Variations 2 Cheat Sheet ENv2

The document provides instructions for generating random events, encounters with NPCs, and describing locations. It involves rolling dice to determine descriptors for NPCs and elements of locations, with tables to reference for generating details. The goal is to use these random processes to drive the narrative and gameplay in an interactive fiction system.

Uploaded by

matthew brereton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 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