In Mythus the core mechanic is to roll equal to or less than a target number on percentiles. But there are those who hate having to roll low on the dice to see if they succeed in a a task. So I’ve come up with this alternative.
Roll 101 or better on percentiles plus K/S Area STEEP. So if a persona’s STEEP in Dance was a 25 a roll of 76 on the percentiles would indicate a success—25+76=101.
In addition I’m not all that comfortable with how special successes and special failures are determined so I added this…
Should the roll indicate a success, then a follow-up roll of 10 on a d10 indicates a Special Success’
Should the roll indicate a failure, then a follow up roll of 1 on a d10 indicates a Special Failure.
Please note’; should the roll on the percentiles be a 1 even if the adjusted roll be a 101 or better the attempt is still a failure. In such a case you then roll a d10 and on a roll of 1 you get a Spcial Failure.
This entry is part 8 of 8 in the series Encounters
Balrog Bashing and the Art of Rough Persuasion.
Here now we get down to the matter of fighting in Mythus; what another RPG would call combat. But combat as a term indicates something formal, something regular and regulated, when fighting at the least is rude, crude, and certainly not exactly regulated. But since Mythus is not exactly real life by any stretch of the imagination, we find that we do need to provide guidelines for handling it.
In the coming posts we’ll be looking at Mental, Spiritual, and Physical fighting, in each case covering what is involved, how it is handled, and what happens because of it.
This entry is part 7 of 8 in the series Encounters
In the previous post on initiative in Mythus I forgot to include an important part. What I covered was initial action, forgetting subsequent ones. This post is to correct that omission.
The difference between determining initiative for initial and subsequent actions is this: First, that initial initiative is determined as described in the previous post. However, when players and JM are determining initiative for any action following their first whatever initiative they get has a minimum value of one. That is to say, you just can’t perform your second action before you have performed your first.
So let’s say, what with all the shifting of position, drawing of weapon, and movement a player gets an initiative of 5. He performs his action and then decides he will be doing a follow up one. This time his initiative comes to to be a -4. But since a -4 is lower than a 5 it means his Persona will be acting at one point later than 5, meaning his effective initiative for his second action is 6. What it comes down to is, he is able to follow up his first action with another immediately. With the luck of the dice for all intents and purposes a Persona can perform a flurry of blows, so to speak, without having to follow a special rule for such.
Furthermore, while it is possible for two parties to act simultaneously, doing that isn’t always a good idea. For the time being I’m going to assume that the two parties are aware of what the other is doing, and so can decide to change his action to counter the others. That is, he may choose to perform a defensive action such as parry, block, or dodge.But by choosing defense instead of offense he has pretty much lost his turn and must therefor determine initiative again. Later I may require the two parties to check against Perception, Either (Notice) at a DR of Hard in order to notice that the other guy Is attacking them at the same time so that either, or both, can choose to defend instead. And since both in this case have had their action interrupted they would then have to determine initiative once more.
It comes down to this, in a fight you’re going to see a lot of hesitating and pausing. Which is pretty much what happens In real life, so why not an RPG?
This entry is part 6 of 8 in the series Encounters
Avoidance is used when a person or party would much rather avoid an encounter. When doing such the Persona uses the Speed Attributes appropriate to the situation.
Mental Combat: Mnemonic + Reasoning Speed
Physical Combat: Muscular + Neural Speed
Spiritual Combat: Metaphysical + Psychic Speed.
Then the DR applicable to the situation is applied
Total Surprise: Easy
Initiative Held: Hard
Not Held: Difficult
Surprised: Very Difficult.
Very Surprised: Extreme.
Example: In our last post Ronald the orc scholar had initiative on his foe. We’ll say that the orc has a Muscular and Neural Speed total of 31, which with the Hard DR he gains for having initiative gives his player a target number of 31 to succeed in Avoidance. A roll of 42 on the percentile means he failed, and that means he now needs to succeed in outrunning the Cavalier.
This entry is part 5 of 8 in the series Encounters
In real life things not always happen in a neat order, and they most certainly don’t happen all at once. In that an RPG is a sort of simulation of real life as in real life things won’t always happen in a neat order, and they most certainly won’t happen all at once. Thus it is with Mythus, which is why the participants determine initiative when such determination is necessary.
When to Determine
For the most part initiative is determined when matters are critical. In short when play happens during the critical turn—CT. A CT is 3 seconds in length and is most often used when a situation is critical and events can and do happen rather quickly. This is when events will happen at nearly the blink of an eye.
A CT is further divided into 20 beats, each beat being 1/15th of a second, which is about how long it takes a human to react to a stimulus.
How to Determine
Initiative is determined using the following steps.
Subtract Appropriate Speed
Melee: Muscular Speed
Missle: Neural Speed
Mental Power or Casting: Reasoning Speed
Spiritual Power or Casting: Metaphysical Speed.
Add item or action Speed.
Attack Weapon Speed Factor
To use a weapon artificial or natural to harm another.
To take an action
Casting: Begin/Activate 2
To start casting or to activate one
Casting: Ready 10
Making a casting ready to cast
Change Action 2
Changing what you’re planning on doing
Change Target 6
Changing who you’re planning on doing it to
Leaping for the ground, or body of water, etc.
Draw/sheath Weapon 7
Pulling a weapon from a sheath or like item
Putting a weapon back in a sheath or like item
Enchanted Item* 1
Speed factor of 1 applies to small items such as a brooch or wand
Higher speed apply to larger items such as a rod or staff
Use Power 3
Other than an attack form
Move Persona Movement
Depends on the Persona’s movement, which at a CT amounts to 1/10th of his movement in a BT. Movement per Beat is 1/20th of a CT’s movement
Switch Hands 2
Moving item to the other hand.
Natural Weapon cf chapter 7
Pulling ammunition from a bag, pouch, or quiver and putting it to the bow, xbow, or sling pocket
Getting to one’s feet.
Using the Tumbling sub-area of Acrobatics so as to make hitting the Persona harder
Turning in place cautiously so as to face in a new direction
Holding off taking an action so as to take advantage of a better opportunity
Cost depends on the situation and most often requires a good guess.
Example: Fred, a gentry Cavalier, is facing Ronald, an aristocratic orc scholar. Fred’s player rolls a 5 on the d10, minus 14 for his Muscular Speed, and +7 for drawing his foil and +2 for attacking with said foil. His final initiative is effectively 0, which means his action takes place on beat one of the CT.
On the other hand Ronald’s player rolls an 8 on the d10. With the orc’s Muscular Speed of 16 that means his initiative is a -8, which gives him the initiative. Since his player wasn’t really expecting a fight he decides that discretion is the better part of valor and opts for Avoidance. Avoidance we will cover in a later post.