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Quick-start Guide Created by 3 Hound Games Written by James Beneda and Jason Chambers Contents Introduction . 3 Chapter 1: Ability Scores and Adventure Points . 9 Chapter 2: Races . 15 Chapter 3: Archetypes . 28 Chapter 4: Skills . 37 Chapter 5: Talents & Limitations . 53 Chapter 6: Arms and Armor . 66 Chapter 7: Magic . 84 Chapter 8: Spells . 88 Chapter 9: Equipment & Goods . 109 Chapter 10: Finishing Detail . 112 Chapter 11: Combat . 117 4 turn themselves into mighty heroes, deadly brigands of legend, or the most feared villains Introduction the world has ever seen. All of this and more is possible in Mythis. Its only real limitation is what you can imagine. ythis is a roleplaying system that allows you to experience In this quick start guide you will find some a story while having an impact (but not all) of the playable options available Mon how it unfolds. Similar to in the full game. This free guide has been playing make-believe, you will portray one put together to help ease new players into or more characters and decide what they do our role-playing system more gently and and how they do it. However, there are a few tide players over until the release of the full key differences between playing make-believe system. Once you have gotten the hang of and playing Mythis. In Mythis dice help to how to play Mythis we recommend that you determine the outcome of events along with use your imagination as best you can and a player’s choices, and the stats and skills of have fun! Keep an eye out for the full release the character. A group of players gathers with one or more persons telling the story and the of Mythis, COMING SOON! rest playing as characters within the narrative that unfolds. Common Terms Each player in Mythis creates a character and There are a few terms that will show up many teams up with other players, who are usually times in this book. They are defined and friends or soon-to-be friends. The group explained in this section. must work together to progress through the Alternate Rules: These are optional provisions adventure laid before them. A story that could made to simplify, expand, or enhance some include exploring a dark dungeon, a ruined of the basic rules found in this book. These temple, a city rife with political intrigue, a are labeled as “advanced rules” or “simplified pirate-filled sea, and so much more! Players rules,” and the group should feel free to can complete tasks and tackle obstacles in a use any, all, or none of them as they see number of ways. They can use their intellect fit. Everyone should discuss and decide on to solve puzzles, charismatically sweet-talk whether or not alternate rules will be used other creatures into doing what they want, or before beginning a campaign. However, as slay the monsters they find. long as everyone agrees, they can also be The great thing about Mythis is that the tale implemented later on once everyone becomes doesn’t have to end if the group doesn’t want more familiar with Mythis. it to. Once the players complete a storyline, Campaign: A campaign refers to the story the the storyteller can create a new one. As the Game Master is telling. Technically speaking, stories progress, the players will gain the the story doesn’t have to end. Even if necessary experience to learn new skills or characters die, grow old, retire, etc., the game abilities, increase those they already have, can continue with new characters entering the and become stronger or faster. Through story. gaining new skills and abilities, players can 5 Dice: Mythis uses polyhedral dice, all should last. As long as everyone is having with a different number of sides. These are fun, and it doesn’t impede on the rest of purchasable at multiple locations such as the players’ lives, play as often as the group gaming stores, comic shops, and online. Each wants. type of die is referred to by the number of sides it has. The most commonly used die Nonplayer Character (NPC): This refers to all in Mythis is called a D20. It is a 20-sided characters that are controlled by the GM. die, and it is the one used to determine the Party: This is the group of characters that outcome of a character’s actions. The other decide to go on adventures with one another. dice used in Mythis are a D4, D6, D8, D10, and D12. The name of each die tells you how Player Character (PC): This term refers to the many sides are on the die. characters of the story that are controlled by a player and not the GM. Mythis also uses a percentile die. A percentile die works a little differently. A number Saving Throw: This refers to a roll of the dice between 1 and 100 is made by rolling two used to determine whether effects like magic different D10s. One of the dice, chosen by or poison affect a character or monster. The you beforehand, represents the ten’s digit and saving throw is linked to the attribute that the other represents the ones digit. Sometimes you add to the roll. For example, a Dexterity you might have a D10 with numbers ranging saving throw is a D20 roll where you add from 00–90 in increments of ten. This die your Dexterity modifier to the roll. represents the tens digit specifically. If you Skill Check: Similar to a saving throw, a skill roll zeroes on both d10s, that counts as a check is a roll made using a particular skill result of 100. instead of an ability score. Game Master (GM): This is the player who Situational Bonus/Situational Penalty: On acts as the storyteller of the group. The GM certain occasions where you have the upper is the one who comes up with everything hand on a foe, your GM may say, “You have that happens to the rest of the players. They a situational bonus on your roll.” This bonus create the adventures that the players go on, grants you +5 to your roll. Other times, the the locations that players visit, and can even enemy might get the drop on you, leading create the cities, towns, and world. They your GM to say, “You have a situational act with full authority over the difficulty of penalty on your roll.” This penalty means obstacles and have final say over any disputes. a -5 on your roll. Situational bonuses and Game Session: This is the length of time that penalties are also granted by spells, combat a group spends playing Mythis in one sitting. techniques, or specific attacks. As a group, determine the best day and time that will allow everyone to get together based on each individual’s schedule. Some groups will be able to meet up every Saturday and play for three or four hours. Other groups may only meet up once a month, but spend a whole weekend playing. There is no right or wrong amount of time that a game session 6 HOW TO PLAY can use any or all of the following extras to enhance their roleplaying experience. When playing Mythis, the story should progress following this simple pattern. Audible Aids: Some GMs like to use music or sound effects to enhance the scene or give Step 1: The GM describes the environment, extra flavor to certain events and locales. setting, weather, and easily visible/audible Additionally, some GMs, as well as other events. The GM tells the players where their players, will use unique voices or accents to characters are, what’s around them, and can differentiate between all the various creatures give them a few basic options for proceeding that the party will encounter on their forward. journeys. Step 2: The players say what they want to do. Maps: In situations where it can be helpful Depending on the situation, each player may (such as when combat occurs), a map of the perform different actions, or one player might immediate area, including all relevant terrain act as the leader for the party, determining by details such as buildings, ruins, trees, etc., themselves what the group does. can be of great help in letting the party know Step 3: The GM resolves the actions of the where they are. Combat maps are described group based on the decisions made by the later in this book in more detail, [see chapter party or individual players. Depending on the XX.] action taken, a die roll may be required, such Miniatures (Minis): Everyone has an idea of as an attack roll, defensive roll, saving throw, what their character looks like in their head. or a skill check. Other times, no die roll will A great way to represent them on maps is to be needed, like when a character is simply use a miniature. These can be acquired in a walking up to a house and knocking on the variety of ways from purchasing pre-painted door. ones at gaming stores or hobby shops, to fully Step 4: The GM explains the consequences customizing ones created using 3-D printers. of the group’s or individual’s actions, and Tokens: As an alternative to minis, tokens progresses the story forward. are also great as a representation of where a This pattern repeats endlessly—with a few character is on a map, though usually with variations—and works in any instance, from less detail.