Mythic One Page
Mythic One Page
DISCOVER MEANING Get more detail about your adventure without asking a Yes/No question.
OLL ON THE DISCOVER
R I NTERPRET: Use the word ET MORE WORDS: If the
G
MEANING TABLE: Choose rolled as a prompt and interpret first word isn’t enough to make an
the Action column for details what it means in the context of interpretation then roll for another
about active adventure elements your adventure. word to include. Keep rolling
or the Description column for for words until an interpretation
descriptive elements. comes clear.
The super simple Adventure Crafter DETERMINE THEME
Before the adventure begins,
determine the Main Theme.
Choose or roll 1d10 on the top
TURNING POINTS bar of the Plot Points Table.
Turning Points are major narrative
events that shape your adventure. PLOT POINTS
Create Turning Points when needed. 1-2 3-4 5-6 7-8 9-10
For instance, at the beginning of 1D100
ACTION TENSION MYSTERY SOCIAL PERSONAL
the adventure to get it started and at 1-8 Conclusion
junctures during the adventure when you 9-16 None
want to randomly create new plot twists. 17-18 Abduction Betrayal Alternate Agreement Animosity
19-20 Ambush Catastrophe Behavior Alliance Betrayal
F IVE PLOT POINTS: Generate 21-22 Attack Choice Clue Argument Bribe
5 Plot Points to form each Turning 23-24 Barrier Coercion Connected Celebration Coercion
25-26 Battle Crime Crime Community Connection
Point. Each Plot Point is a specific
27-28 Catastrophe Damage Cryptic Confrontation Dependent
element that, when combined
29-30 Chase Death Death Disagreement Depowered
together, form the Turning Point.
31-32 Collateral Depletion Disappearance Duplicitous Desperate
P LOT POINTS TABLE: Roll 1d10 33-34 Competition Diminishment Discovery Enemies Diminishment
on the Plot Points Table to determine 35-36 Conflict Disappearance Duplicitous Fame Disarmed
the Theme for the Plot Point, then 37-38 Confrontation Enemy Emergency Gathering Duty
roll 1d100 for an inspirational word 39-40 Crash Escape Evidence Government Enemies
prompt to go with that Theme. 41-42 Culmination Explore Explore Headquarters Ethical
43-44 Damage Guarded Exposed Inadequate Family
F IRST PLOT POINT: Don’t roll 45-46 Destroy Horror Fraud Injustice Flee
for the Theme of the first Plot Point; 47-48 Destruction Impending Information Innocence Friend
it is always the Main Theme that you 49-50 Distraction Incapacitation Intercept Leader Headquarters
determined before the adventure. 51-52 Emergency Intimidation Law Lie Help
53-54 Escape Law Lie Meeting Home
I NTERPRET: Consider each word
55-56 Frenetic Location Lucky Misbehave Humiliation
rolled, and the tone of its Theme, and
57-58 Guarded Night Misled Mundane Incapacitation
interpret what you think it means.
59-60 Harm Public Motivation Observer Innocence
Interpretations will make more sense Intensify Pursued Object Organization Mundane
61-62
when compared to other Plot Points as 63-64 Intervention Recurrence Observer Outcast Obligation
you draw connections between them. 65-66 Lethal Remote Reappearance Outside Observer
Include existing adventure Characters 67-68 Location Repercussion Resource Preparation Offer
or storylines, or create new ones, in 69-70 Object Resource Revelation Protect Past
your interpretation if it makes sense. 71-72 Peace Revenge Secret Reinforcements Personal
73-74 Physical Risky Solved Religion Persuasion
C ONCLUSION: Generating
75-76 Progress Rural Source Revenge Possession
Conclusion as a Plot Point means this
77-78 Protect Shady Stop Rural Power
Turning Point will wrap up a storyline Pursued Strange Strange Savior Preparation
79-80
(any unresolved issue) in your 81-82 Rescue Survivor Suspicion Scapegoat Protect
adventure. Choose a storyline that 83-84 Risky Suspicion Theft Servant Protected
makes the most sense. If a Conclusion 85-86 Stop Threat Theory Special Pursued
isn’t possible yet, or doesn’t make 87-88 Strange Trapped Threat Suspicion Repercussion
sense, then treat this Plot Point as 89-90 Survivor Travel Unexpected Tension Revenge
None instead. 91-92 Theft Ultimatum Unknown Transaction Scapegoat
93-94 Travel Unknown Unlikely Travel Schism
N ONE: This Plot Point has no
95-96 Turnabout Urban Unusual Trouble Servant
elements to add to the narrative.
97-98 Urgency Urgency Useful Urban Talk
99-100 Victory Vulnerability Vulnerability Work Ultimatum
THEMES
ACTION TENSION MYSTERY SOCIAL PERSONAL
Action, activity, Conflict, danger, The unknown and People interacting Having to do
urgency, and and impending uncertain. with each other. with a specific
immediate tasks. crises. Character.
The super simple Location Crafter STARTING
PROGRESS POINTS
The Region is the place you are
exploring. Determine the initial
Progress Points value based on
EXPLORE THE REGION the size of the Region: Small 3;
Each Region is broken into individual Average 0; Large -3.
Areas. As you explore each Area, use the
Area Elements Table and Descriptors AREA ELEMENTS TABLE DESCRIPTORS TABLE
Table to determine what is in it. 1D10+PP ELEMENT 1D100 DESCRIPTOR 1D100 DESCRIPTOR
1 or less Expected 1 Abandoned 51 Lonely
R OLL ON AREA ELEMENTS
2 Location Descriptor 2 Active 52 Loud
TABLE: Roll three times on the Area
3 Encounter Descriptor 3 Artistic 53 Meaningful
Elements Table, rolling 1d10 plus the
4 Object Descriptor 4 Atmosphere 54 Mechanical
current Progress Points, to determine
5 Positive Descriptor 5 Average 55 Messy
an Element in this Area. Many results Beautiful Moving
6 Expected, Return 6 56
will require additional rolls on the 7 Bizarre 57 Multiple
7 Location Descriptor
Descriptors Table. 8 Bleak 58 Mundane
8 Encounter Descriptor
I NCREASE PROGRESS POINTS: Object Descriptor
9 Bright 59 Mysterious
9
After rolling all Elements for each Area 10 Business 60 Natural
10 Negative Descriptor
increase Progress Points by 1. 11 Clean 61 New
11 Expected Clothing Occupied
12 62
XPECTED: The Element is
E 12 Location Descriptor Clue Odd
13 63
something you would very much 13 Encounter Descriptor 14 Cold 64 Official
expect to find. Use your expectations. 14 Object Descriptor 15 Colorful 65 Old
Some Expected results have 15 Expected, Exit 16 Colorless 66 Open
additional meaning: 16 Expected 17 Communication 67 Ornate
- Return: This Area connects with a 17 Expected, Complete 18 Complicated 68 Peaceful
previously explored Area, if possible. 18 or more Expected, PP-6 19 Consumable 69 Personal
20 Container 70 Portal
-E xit: This Area contains an exit from Cramped Powerful
21 71
the Region, if possible. COMPLETE 22 Creepy 72 Prized
- Complete: See the sidebar. If you generate the 23 Crude 73 Protected
24 Damaged 74 Protection
-PP-6: Reduce Progress Points by 6 Complete Element then
25 Dangerous 75 Purposeful
instead of increasing them by 1 for this is the last interesting
26 Dark 76 Quiet
this Area after rolling all Elements. If Area of the Region. It will
27 Deactivated 77 Rare
you get this result again for the same contain what you would
28 Deliberate 78 Ready
Area treat it as Expected only. expect to complete the Desired Reassuring
29 79
ESCRIPTOR: If an Element requires
D purpose of the Region, if 30 Domestic 80 Resource
it, roll twice on the Descriptors Table for necessary. For instance, 31 Empty 81 Rustic
a pair of words to interpret the element if you’re searching for an 32 Enclosed 82 Simple
for this Area. Include this additional object or goal and haven’t 33 Energy 83 Small
context in your interpretation: found it yet, it will be in 34 Equipment 84 Stolen
this Area. 35 Expended 85 Storage
- Location: The Descriptors describe 36 Familiar 86 Strange
the physical location. Any more exploration of
37 Flora 87 Stylish
the Region automatically
- Encounter: The Descriptors describe generates only Expected 38 Fortunate 88 Suspicious
an active encounter. results, as the Region’s
39 Fragile 89 Tall
40 Fragrant 90 Threatening
- Object: The Descriptors describe an most important Areas have 41 Frightening 91 Tool
object in the Area. all now been explored. Full Unpleasant
42 92
- Positive: The Descriptors describe 43 Guidance 93 Useful
something that is positive or MAPPING 44 Healing 94 Useless
beneficial to the Player Character. 45 Helpful 95 Valuable
Map as you go, using your 46 Important 96 Warm
- Negative: The Descriptors describe expectations to determine 47 Impressive 97 Warning
something that is negative or harmful what connects each Area and 48 Inactive 98 Watery
to the Player Character. connecting Areas when it Large Weapon
49 99
makes sense to. 50 Light 100 Welcoming
CREATURE STATISTICS
The super simple Creature Crafter 1D10 CHANGE EXPECTED STAT
1 About 50% lower
2-3 About 25% lower
4-7 What you expect
8-9 About 25% higher
CREATURE FEATURES
10 About 50% higher
ROLL ON DESCRIPTORS
TABLE: When first encountered,
generate what the creature looks like. Roll for 2 DESCRIPTORS ABILITIES
words on the Descriptors Table and interpret them. 1D100 DESCRIPTOR 1D100 DESCRIPTOR 1D100 ABILITY
If that’s not enough, roll 1 or 2 more words. 1 Amorphous 51 Limbs 1-2 Absorb
2 Amphibious 52 Loud 3-4 Attach
CREATURE BEHAVIOR 3 Animal 53 Mammalian 5-6 Attack
4 Aquatic 54 Mandibles 7-8 Bypass
OLL ON INITIAL BEHAVIOR TABLE:
R
5 Arachnid 55 Markings 9-10 Change
Roll 1d10 on the Initial Behavior Table. Interpret
6 Armed 56 Mechanical 11-12 Chemical
the result into what the creature is doing when
7 Armored 57 Metallic 13-14 Cloud
first encountered. 8 Artificial 58 Mighty 15-16 Cold
OLL ON NEW BEHAVIOR TABLE: Roll 1d10
R 9 Avian 59 Mouth 17-18 Conceal
on the New Behavior Table any time you think 10 Beautiful 60 Movement 19-20 Constrain
the creature may change its actions, such as when 11 Brutish 61 Multiple 21-22 Control
attacked, after several rounds go by, or whenever you 12 Carapace 62 Muscular 23-24 Counteract
think is appropriate. Interpret the result. 13 Clawed 63 Mysterious 25-26 Create
14 Clothed 64 Natural 27-28 Damage
SE EXPECTATIONS: As the encounter
U 15 Cold 65 Nightmarish 29-30 Deceive
unfolds, keep in mind how the creature behaves 16 Colorful 66 Obscured 31-32 Defense
and what Abilities it shows. This will help inform 17 Composite 67 Pale 33-34 Destroy
your expectations about their actions. 18 Crawling 68 Plant 35-36 Detect
19 Creepy 69 Powered 37-38 Distance
CREATURE STATISTICS 20 Damaged 70 Powerful 39-40 Duplicate
ROLL ON CREATURE STATISTICS TABLE: 21 Dangerous 71 Reptilian 41-42 Elements
When you need to generate a stat for the creature, 22 Decrepit 72 Scales 43-44 Emission
such as hit points or attack damage, estimate what you 23 Delicate 73 Shambling 45-46 Energy
24 Dirty 74 Silent 47-48 Environment
expect the statistic to be then roll 1d10 on the Creature
25 Domesticated 75 Sinister 49-50 Extra
Statistics Table to modify your expectation.
26 Elements 76 Slow 51-52 Fast
27 Energy 77 Small 53-54 Fire
CREATURE ABILITIES 28 Equipped 78 Solitary 55-56 Flight
ROLL ON ABILITIES TABLE: When a 10 is 29 Eyes 79 Spiked 57-58 Heal
rolled on either Behavior Table the creature exhibits 30 Fangs 80 Stationary 59-60 Heat
a new Ability or unusual characteristic. Roll 2 words 31 Fragrant 81 Steaming 61-62 Illness
on the Abilities Table and interpret them into an 32 Frightening 82 Sticky 63-64 Light
ability, power, or limitation that the creature shows. 33 Fungal 83 Stinger 65-66 Mental
Roll 1 or 2 more words if you need more inspiration. 34 Furry 84 Strange 67-68 Minor
35 Gaunt 85 Tail 69-70 Object
36 Glowing 86 Tall 71-72 Pain
37 Graceful 87 Tentacled 73-74 Perception
INITIAL BEHAVIOR NEW BEHAVIOR 38 Group 88 Tongue 75-76 Poison
1D10 BEHAVIOR 1D10 BEHAVIOR
39 Growling 89 Toothy 77-78 Radius
1 Inert, motionless The creature acts as you
40 Heavy 90 Transparent 79-80 Resistance
2-3 Moving, traveling expect, or continues doing
1-6
what it was doing if you don’t 41 Horns 91 Twisted 81-82 Skill
4 Wary and alert have an expectation. 42 Humanoid 92 Unnatural 83-84 Stealth
5 Friendly The creature’s activity proceeds 43 Insectlike 93 Verbal 85-86 Strange
to the next expected step, or
6 Attacking, aggressive 7-8 44 Intelligent 94 Warm 87-88 Strength
it continues what it’s doing but
7 Feeding with greater intensity. 45 Intimidating 95 Watery 89-90 Stun
Working, doing Roll again on Initial Behavior for 46 Laden 96 Weak 91-92 Summon
8 9
something the creature’s next action. 47 Large 97 Weapon 93-94 Suppress
Defensive, protecting 10 The creature exhibits an Ability. 48 Leathery 98 Wings 95-96 Travel
9
itself
49 Lethal 99 Wormish 97-98 Water
10 Exhibits an Ability
50 Levitating 100 Young 99-100 Weakness