We decided we didn’t need to provide public lavoratories, which left people with no place to poop and piss. Even those with a home and a toilet since emergencies are going to pop up at the most inopportune time.
It comes down to prejudice, the belief that those who aren’t like us deserve to be treated like trash. We refuse to accept the fact that people come in all conditions and that maltreatment of the other costs us in ways we really can’t afford. Seems to me that our slogan has become, “Millions for hospitalization, not one penny for shit cans.”
This post is being posted because I forgot something. That something being the matter of how the participants, JM and players, reacted to meeting other people.
In Mythus the reactions can be put into one of the following categories.
Both sides friendly.
Both sides hostile.
One side friendly and one side hostile.
As a complication it could be a case where the players’ side consists of some who are friendly and others who are hostile, in which case you’ve got the ever popular party conflict. That’s always fun.
And then you have the following possibilities:
Encounter starts out peaceful and stays pvinknoweaceful.
Encounter starts out peaceful and become hostile.
Enounter starts our hostile and becomes peaceful
Encounter starts out hostile and remains hostile.
Now here’s the thing, a peaceful encounter can involve conflict. It’s just that this conflict is really not apt to become violent. A hostile encounter most ofter includes conflict, but it doesn’t have to include violence. However, a violent encounter is hardly what you’d call peaceful. That’s the thing about us as a species, our relationships can get complicated.
As an example of an encounter Marvin the Cavalier and Rachel the Wisewoman meet Herman the Ogre. Marvin knows ogres and knows how dangerous they can be. Rachel doesn’t really, all she knows is that ogres are nasty and they hurt people. Hurting people she doesn’t like and she’s all for dealing with the ogre in a definite way.
Now ogres are rather dumb, but Herman is smart enough to realize that he’s facing a pair of measely humans, with the female looking rather belligerent and the male more than a tad hesitant. At the same time the ogre is also smart enough to understand that humans can be dangerous and actually hurt a fellow. For the ogre it is pretty much a question of how to take advantage of the two without getting himself hurt.
Should Rachel’s player have his way the outcome is most likely violence. Marvin’s player has his way the outcome is most likely peaceful. As Herman the JM really wants a peaceful solution, at his advantage. A peaceful solution doesn’t always have to favor all sides after all. And all parties should be aware that no outcome has to favor any side, for in Mythus your fate is not set in stone, but rather is a slow river on a rather flat plain.
So either Rachel gets her way and that’s a scuffle. Or Marvin or Herman get their way and they work things out either in favor of the humans or the ogre’s favor. Or, things work out in everybody’s favor.
Though one should keep in mind that peaceful resolution doesn’t have to be boring. Nor will violent resolutions always be exciting. It all comes down to how the participants handle matters, and peaceful conversation can be tense and exciting, while battle can be staid and boring depending on how each is handled. Don’t know about you, but in my experience endless rounds of “You hit, you damage. He hits, he damages.” soon gets trite.
And now that this post has gotten a little long I’m going to cover the subject of personalities and personality clashes in the next post.
Before we get started I feel it necessary to point out that something like fighting in an RPG is not as regular and organized as these guidelines make it appear. With that said we go on to those steps.
As with a peaceful encounter a violent one takes place in a specific location. That location will have an environment, with elements and features that determine various factors. These factors could include visibility, range and quality of perception, and cover and concealment among other things. The lay of the land, structural features, and plant life and ground cover all play a role. With skills such as Hunting playing a role.
You See That?
Once the JM has laid out the local environment where the tussle is going to take place he then gets to see if the HPs actually noticed anything.
In Mythus it was my decision to have the guide make the perception check because if the players don’t notice anything, naturally they are going to be taken by surprise. And with most people knowing that their HP has been surprised sort of ruins the surprise.
Who Goes When
With the surprised parties identified the players and JM get to see when their Personas get to do something. This is most often done by rolling a d10 and adding and subtracting certain numbers. It is possible for one’s initiative to be a negative number, which you could take as indicating that the person in question sort of anticipated through some subtle signal or sixth sense.
You Bash the Balrog
Now is when those who can try to do something try to do something. There are a number of attacks they can try, Mental, Physical, and Spiritual, with such as Castings falling under Physical. Now keep in mind that Mental, Physical, and Spiritual attacks are not separated into distinct phases in Mythus. Rather, they all happen at once with only separation being when in time they occur.
Of course along with any attacks the players and JM may either move their Persona or try to move him, though an opponent or two may take steps to prevent that.
That Must Hurt
Should an attack succeed and do damage the participants in the affray get to find out what sort of damage they did, how much, and the effect of that damage. In Mythus there are three kinds of damage, Mental, Physical, and Spiritual, each type having a specific effect on the target.
One More Time!
Should there be anybody left to fight the fight goes on. Initiative is determined again for those who need to determine it, perception is checked again for their is always the chance somebody has missed something they do need to be aware of, then actions need to be taken should it be time to take an action.
Should there be nobody left to fight the victors now get to take care of their wounded, check their prisoners and their dead, and generally assess the new situation and what just happened.
Now keep in mind that in Mythus you will have people surrendering. In fact they may even surrender before you even start fighting. They have permission to surrender.
In fact, I’m going to make that a rule in Mythus: Should any party, on either side, decide he’s going to yield, give up, concede, or surrender in anyway he has my permission to do so. How the others handle this is up to them, but they should be aware that how they handle prisoners reflects on them and will give them a reputation in the world around them. It may not be a reputation they want. Then again, it may.
And that is the basics of how fighting is handled in Mythus.We will go into detail later in this series.
Encounters in Mythus are not handled exactly as encounters in other RPGs are handled. In them the assumption is usually that encounters are going to be violent. It’s not that their rules say they are, more that what mechanics there are available for handling them point to violent resolutions.
In Mythus the assumption I make is that encounters can be either peaceful of violent, so I provide mechanics for both.
These encounters are those that do not involve violence. Violence may occur, but when that happens the nature of the encounter changes to that of a violent one.
For the most part the mechanics to be used in a peaceful encounter are not as straight forward as for a violent encounter, and most often their use relies on a fair amount of judgement and adjustment on the part of the JM and players. There are a number of K/S Areas which can be used in a peaceful encounter, but what the results of success or failure are open to interpretation.
For instance when using the Intimidation K/S how one handles a success is not exactly clear cut. Now should an HP succeed in a check against Intimidation then the JM can be expected to have his OP react appropriately to the situation. But when it is an OP that succeeds in Intimidating and HP then it can be expected that the HP’s player is going to be a bit put out when told he as his HP is told that he is intimidated. Now he may agree to play as if he were intimidated, but not everybody is going to be so agreeabl.
About the best one can do in such situation is to inform the player that his HP sees the OP as being somewhat intimidating, or scary, or impressive, or charismatic, or so on and so forth, and hope that the play responds appropriately.But the JM should be aware that not all players will play along, but rather may decide that he as his HP is not going to be so compliant. His choice, if he wants to play his HP as stubborn and contrary that his his business, but he should be aware that there will be times when a Casting or Power will overrule him.
It is also important that the JM remember that success in a social K/S area does not give him absolute control over an HP. For that matter not even Castings and Powers do that, unless it be to make the HP a mindless or will less object. Be that the case then the HP is best treated as an OP under the JM’s control.
Really, the best way to handle a peaceful encounter is pretty much how you would handle it in real life. The parties each say hello, engage in conversation, and may try using their skills in order to gain a favorable result from the other parties. When you get right down to it that requires role playing. That is taking on the role of the character you are playing at the time, and when you are playing the role of somebody who is supposed to be different from you that means emphathizing with him, which in turns means knowing and understanding him I realize this is not always going to be easy for people, all I can do is to advise the JM to accept this and carry on with the session.
Now here matters are usually more clear cut and more straight forward. They are also more extensive and require greater explanation. For that reason I’ll be going into the subject in the next post.
Think of paramedics using this at a scene of traumatic injury, or to close up wounds after minor surgery. Or parents using a tube of it to patch up their kids. And I suspect that a version could be made that just needs sunlight to activate it.
Science is cool, and applying science is neat, that’s all I’ve got to say.
I find myself in the need of a little assistance. At the present I’m paying $768 a month in rent on a stipend of $895 a month when the governent says I should only be paying something like $268.50. Means I could use help with food and clothing.
Lacking teeth at this moment means I can’t eat everything. Being a large individual means the right clothing is hard to find at thrift stores and the like. And then there are things such as web space I need to pay for if I’m to have this blog—fortunately that’s just $10 a month.
So if you can help and keep me communicating with the world, please donate through the button below.
By now you’ve likely heard of a guaranteed monthly income—GMI—where taxes paid by companies using automation go to pay the population. According to the stories I’ve heard the recommended amount is $1,000 a month. Hate to tell you this, that’s not enough.
One thousand dollars a month don’t even get you close to the poverty rate in this country. Hell, two thousand a month still won’t get you close, but it would get you a lot closer. In addition, an additional $2,000 dollars a month would mean not having to rely on government assistance for food, shelter, and medicine as much as we do now.
That would mean less bureaucracy and fewer bureaucrats because there would be less paperwork.
And keep in mind that what bureaucrats do currently could be handled by machines. Keeping track of records is something that could be easily automated, and that means tens of thousands of clerks going out of a job. The cost of paperwork would collapse, meaning the cost of government could fall—though that is not necessarily guaranteed.
In addition, make sure the COLA increases every year, otherwise we’ll end up with the old problems again.
And an apology to you all, I know there’s more to be said about this, but right now I’m not getting my thoughts organized. So as the line from West Side Story put it, smoke on your pipe and put that in.
The most important part of adventuring is noticing what’s going on around you. This is especially important when your Persona is in a situation where danger could be present.
In Mythus this spotting danger is handled through either Perception, Mental or Perception, Physical. In either case the sub-area most used is Notice, which is simply the Persona’s chance of actually noticing something. On a success the Persona actually notices something. On a failure he doesn’t. In the latter case you can think of the failure as him just not paying attention to what’s going on around him, or maybe getting distracted.
With a success in Perception the Persona is then able to determine initiative, if it prove necessary, with no penalties. In the case of a failure the player would then subtract his effective Target Number from the actual roll to get the penalty that is applied to his initiative roll.
Example of Failure: Bob the Apothecary has a Perception, Mental (Noticing) of 32. His player rolls a 42 on his Perception Check giving Bob a +10 to his initiative. This means he has another 10 beats that need to go past before he can do anything. As you can see, not paying attention has penalties.
In the case of Special Successes and Special Failures something special happens.
In the first case a Special Success in Perception means that the lucky soul gets an effective -30 on his initiative. It’s a matter of him just noticing something before the people around him do. It’s a matter of him getting an extra Critical Turn to do something in, in addition to any bonus added by the initiative roll itself.
Where a Special Failure is concerned such a failure in perception means the Persona has really flubbed it, so he gets and addition penalty of 1 CT—30 beats—before he can do anything, in addition to the penalty applied by the roll for Perception minus the TN. Where the pace of fighting in Mythus is concerned this could be fatal.
Example: Marvin the Mercenary has a Perception, Physical (Notice) of 63. His player rolls a 00 which means a Special Failure. 100 minus 63 is 37, and since the player got a Special Failure it means the mercenary has an additional penalty of +30 for a total penalty of +67. Ignoring things can get your HP killed.
So you’ve determined if people have noticed something’s going on. If they have they then get to roll for initiative normally. If they haven’t, and they’ve had matters pointed out to them by what the opposition has done, then they get to determine initiative with the penalty applied.
However, should the other side decide they’re going to be sneaky and not bring themselves to the attention of their opposition, then that opposition gets another CT penalty to add to their initiative.
Example: Sharon has a Perception, Mental (Notice) of 54 while Malcolm has a Perception, Physical (Notice) of 36. They are talking among themselves so they’re not really paying attention, and thus get a DR of Difficult. This means that Sharon has on effective TN of 27 while Malcolm has one of 18. The GM rolls Perception for them since he doesn’t want certain parties to be forewarned when they really wouldn’t be, and gets a 25 on the dice.
So Sharon notices there is something going on that should concern her, but Malcolm remains unaware.
Their foe, a Preternatural Vampire, is aware of them—a roll of 76 versus a TN of 84—so gets a normal roll on initiative.
To size up the situation said vampire decides to hang back in the shadows before doing anything. Since Sharon has noticed something her player gets to roll for initiative normally. The procedure is…
Roll 1d10, subtract the appropriate Speed for the kind of fighting going on plus any additional bonus for Special Success, Casting, Quirk, or Psychogenic Power. Then add a +7 for taking an action plus any speed factor who armor worn, load carried, and item used.
Example: Let’s say that Sharon has a Charm she can use to give any opponent doubts. She has a Reasoning Speed of 14 and her player’s roll on the d10 is a 3. 3-14 is -11. -11 + 7 is -4, so she starts casting on Beat -4 of the fight. Since a Charm takes 30 beats—1 CT or 3 seconds—to cast her dweomer will go off if successful on Beat 24 of the affray.
Her foe—let’s call him Ronald—notices she’s casting something—the JM got a 36 on the vampire’s roll to see if he noticed, so he can still react. His Reasoning Speed is 24—he is a Preternatural Vampire after all—so his roll of 8 minus the 24 then +7 for taking an action himself means an Initiative of — 8-24+7 — -23, meaning he’s got the jump on her.
Poor Malcolm is still quite in the dark. You get right down to it, both living individuals are being taken by surprise, and Ronald may have an easy meal ahead of him.
In the next part we’ll be having a look at the different types of fighting in Mythus, starting with Mental fights.
It’s what happens when animals are born who are not afraid of humans, and when being comfortable around humans improves their chances of survival and reproduction.
I expect that mother and cub have people who feed them, and may even pet them. In a few fox generations we may well have pet foxes who live with a human on a voluntary basis. If we don’t have them already.
On a rare occasion―unless the players happen to be the feisty sort―the party may wind up in a fight. Now in most other RPGs a fight is usually known as combat, and most of them are stately, organized affairs. As somebody who’s been in an actual fight―twice, and I went 0 for 2―they are messy, confusing, and you really can’t keep track of them with any real confidence.
In the Dangerous Journeys system, which Mythus uses, fighting is designed to be confused and confusing, even though the mechanics for violent conflict are written to make it seem clear and organized.
An example of this illusion is found in how the steps used in determining the course of a fight can be seen below.
We start with the matter of the environment. Where does it occur? What do things look like? What can the players see? What do they notice?
The Encounter: The first thing the JM needs to do is to make note of where and when the encounter has taken place. Is it in a wide open location such as a rolling plain at high noon, or in a narrow corridor with only a dim, flickering candle as light.
In addition he needs to note how visible each party is. Are they trying to be obvious and get noticed, or are they sneaking about trying to avoid observation? There is also the matter of how noticeable they are under the local conditions, which may either be not really noticeable at all or more noticeable than they think they are.
Example: The party is making their way down an old tunnel far beneath a long abandoned manor. Their sole source of illumination is a poor quality lanthorn―they really weren’t prepared for this―but they are being cautious and suspicious.
Further down the tunnel a troll approaches. Having just had a fight with his wife he is irritable, on edge, and about ready to put the smack down on anybody who gives him a hard time. He also knows the area better than they do, and what with them being lit while he’s in the dark gives him some advantage when it comes to spotting the group before they spot him. The first sign the party has that they’ve encountered something is when they hear a snarl which sounds like somebody large issuing a challenge.
Up next is the matter of determining what everybody notices and can see, but that’s for the next post in this series.