With the Quirks that is, and boy are there a lot. Just have to go over the files, correct any errors that I find—you know I won’t find them all—and then get them uploaded to the site where I’ll have even more fun setting headers and the like.
You’ll likely find mistakes we’ll both agree are mistakes. Those I will correct.
You’ll also find things you think are mistakes, that I don’t. Those won’t be corrected, but you are welcome to use the Quirks as you prefer. Mythus is just a set of guidelines and can in no way be considered the voice of God. It’s a big part of why I call Mythus a guide, for you can’t really use it as if it were a game of any sort.
As far as I can see a quirk is just something about a person that is a bit off, a tad odd. In addition, a quirk is a talent few others have, or the lack of a talent most others do. Using me as an example, a few quirks of mine are:
Low Light Vision
Bad Hearing—left ear
And those are just four of them
In Mythus a Persona’s Quirks can give him advantages, disadvantages, and sometimes both. They’re included for your use to help you role play, not to give you any sort of advantage in game play. Sometimes you will get an advantage, but about as often your JM will use your Quirks to your disadvantage, for with great power comes near constant demands on your time and appeals for your assistance.
Most any Quirk can give you problems, and how you deal with those problems tells the world a lot about you.
After Quirks I’ll be getting into Birth Rank and Age. I’ll also get back into writing up the HP species.
The section on Quirks for the Persona chapter that is. Just need to go through and revise the sub-section on Spiritual Quirks; merge the Mental, Physical and Spiritual sub-sections together; add a bit of explication; save it as a docx; translate it into a Document, then add some formatting and it should be ready.
Please note that the Spiritual Quirks all told come out to be greater in number than the Mental and Physical Quirks combined. Note also that I expect you’re going to disagree regarding how I classify some Quirks. Entirely your right, for we’re not always going to agree on things. I classify some Quirks as Mental because that’s how I see them, you will understand them differently
In the future I will be doing the section on Birth Rank and Age. Then—I do hope—we’ll be dealing with statistics, because by then we’ll have all the modifications thereto already set for us. Of course, I may have to change my mind.
Then comes Vocations with universal and bonus K/S, then resources and background.
Personas in Mythus are not just playing pieces in a game, they’re meant to be actual persons, even though they are imaginary. People are complicated, so are Personas. So you can expect your Personas’ lives to get messy at times.
That’s just a bit of my role playing guide philosophy.
Currently I am working on the Quirks for Mythus. Thanks to a fellow who went by ShawnRPG on G+ I have something like 36 pages of them. My present task is to divide them into the Traits that apply to them by my thinking, and well as the social situation. Then comes the task of aphabetizing them. That is fun—said he sarcastically.
My decision to assign them to certain Traits makes sense to me, it’s a matter of how I see them. I put the “Hunter” Quirk under the Spiritual Trait because I see it as a matter of understanding and having a special connection to the world. An HP with “Hunter” I see as someone with a sort of instinct for hunting and all that is involved in it. The same with “Marksman” for there I see a person who has a sort of “feel” for missile weapons and their use.
Then you have the social Quirks, where having one is more a matter of being born in the right situation. Your HP has extra Special Connections because of the life he lived before the adventures started making his life hard, and he has parents who had interesting lifes of their own.
For your ponderment I have
Chronolocation (Mental) Always knows what time it is.
Useful when the player needs to know exactly when an event is scheduled to end.
But don’t expect the section on Quirks in the Persona chapter to be on line for awhile, 10,521 words of material is not composed in a day.
I’ve decided to redoing the HP species, starting first with a list of those available in this edition of the RPG. We Start first with the Alfen.
The Alfen are a small people, found for the most part on the Island of Brython—which we call Britain. They are slender, the average height is around 3′, and regardless of the situation they most often go bare footed. Being as their hair is light and fine other than the thatch on their hands they most often appear hairless. It is an old Alfen indeed who has anything like a mustache or beard.
They are excellent musicians, have high light voices, and are skilled dancers. Their hair and skin are light colored, and in strong sun they do readily burn. For this reason their magicks are very often aimed at protection from sunlight.
Back in his write up Dave Newton—the original Mythus co-author—presented them in a rather stereotypical fashion. It is true that the Drow do tend to be sneaky, underhanded, and treacherous, but they are hardly as obvious as Mr. Newton presented them.
The Drow of Ærth can rarely be trusted, but for the most part they are rather sly and subtle about it. They enjoy manipulating others, especially other Drow, though they are not above honest and fair dealing when that gives them better results.
Another thing to note about Ærth’s Drow is that other than the Afar Drow of the Horn of Afrika they are fair skinned and fair haired. Their appelation of Black Elves comes from the darkness of their souls, not the darkness of their skin. Only the Afar Drow are black skinned, and that is thanks to where they live and has really nothing to do with their morals.
Sometimes mistaken for Gnomes—they hate that—dwarfs usually stand around 4’6″ and are heavy set and stocky. Excellent miners and craftsmen, they are known for their weapons and their armors, which other people pay a premium for. The Dwarfs of Ærth can handle iron, but those of Phæree can not. Thus those Dwarfs produce an armor of Heka Forged tin of the same nature as iron and steel.
Dwarfs are actually quite cheery, friendly to those they trust, and find such as Drow and Orc amusing. Canny bargainers they have little trouble pulling tricks on such as the Drow.
Though in legend there are gloomy and treacherous Dwarfs to be found.
Also know as Alf, Alfar, and other names, they rather strongly resent having Drow called dark elves. They are about the size of Drow, but they will take the time to pointedly inform the fool who compared them to Drow that that species is more closely related to the Trow, and like the Trow a species of Troll.
Thanks to Phæree—the Kami and not the realm—elves are my nature cheery and good hearted. Before going to dwell in Phæree—the realm, not the Kami—as many elves were gloomy as were cheerful. But the Kami decided she preferred that her elves be cheerful, while the gloomy ones would be made into a gloomy sort of beast.
The Gnomes of Ærth are the smallest of those available for play as HPs. They also find being mistaken for Dwarfs amusing as well.
While they are excellent gardeners, they are even better at business and finance, both legit and illegit. Indeed, the most famous of Ærth’s Gnomes is the Gyges clan of Helvetica, of whom the Gnomes of Zurich have the greatest fame.
ÆRth’s Goblins are a variable sort. they range in size from no greater than 6″ in height, to the 4′ tall Red Caps of Germania.
They are cruel, rude, nasty, and unseemly. They take delight in chaos, and are well known for their upsets.
For all that they can be friendly, and just to upset people even trust worthy.
Way back in the day there were nice goblins. In the proto-Germanic of the old Hob-goblins. When the Goblins migrated to Phæree—the realm—Phæree—the Kami—decided that they should be a species of their own.
Except for the Drow and the Goblin Hobgoblins get along well with people, and are often found working for them in various capacities. And with the exception of certain fools most of other people get along will with them.
Though keep in mind that the Hobgoblins do love tricks and strategems. Ill fortune often befalls the Human who won’t keep is home or work place straightened up.
On Ærth they were originally elves. But in Phæree Phæree decided they should be a people in their own right. So the gloomy minded Elves became what we now call Orcs.
The name “orc” comes from the proto-Germanic “jrk”, which was pronounced “jerk”—only without the “e”. In the later Saxon the word became “Yrch”, from which we get the modern “orc”
Orcs are well known for their somber nature, possessing a gloomy disposition. For all that they do have a rather dark sense of humor and do enjoy a good joke. They have also been mistaken for Elves, since some people have trouble noticing dark and somber clothing. Even so Ærth’s Orcs do often wear a bit of bright color to go along with their dark garb, and among them a simple bright white or yellow flower can be seen adorning a lapel or a white or silver arm band on the upper right or left arm.
Like the Elves Orcs are fastidious and never go about unkempt. Indeed, among the Hobgoblins Orcs have a well earned reputation for being tidy.
For the moment those are the species I’m thinking of writing up for Mythus. I may add such as Trows, Trolls, and Ogres to the list, but they’ll likely come later. Keep in mind that such as fairies, pixies, and giants really do not fit in the scale Mythus functions at, though a giant or pixie scaled RPG is always possible using the Dangerous Journeys system.
Your opinions are welcome, though I must ask that you be nice. I’ll assume that you understand what “be nice” means.
More coming, you can use the button below to donate.