Medium 9781911471097

Mythras Imperative

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Mythras Imperative is a 32 page introduction to the Mythras system, designed for both newcomers and old hands. It gives you a pared-down, simplified version of Mythras but still with enough options and depth to be a playable game. The rules cover character creation, skills, the core mechanics of the game, spot rules for different circumstances, combat mechanics, and several creatures from fantasy, real life and science fiction.Mythras Imperative rules are generic. Skills cover the ancient, modern and futuristic settings, and the weapons include firearms. So Mythras Imperative gives you the starting point for adventuring in any time period you want. Other supplements, and the core Mythras rules themselves, expand on things like magic, vehicles, psionic powers and so on.Mythras Imperative can be used by third party publishers to develop their own, Mythras-powered games, in conjunction with the Mythras Gateway License. This simple agreement extends our permission for the Imperative rules to be used wholesale in new systems people want to create. Contact us for more details.

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Characters

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Every player in MYTHRAS controls a character. A character is the player's alter-ego, and is usually very different, physically and mentally, to the player. MYTHRAS characters can be from a variety of races, according to the setting for the game; a historical setting would feature just humans, whereas a fantasy setting could involve dwarfs, elves and even lizardmen!

The basic character is defined by a series of different elements that describe the character's capabilities. These elements are:

Most of these elements are described in terms of numbers, and some are dependent on or calculated by others. What each element means, and how they are determined, is described in the following sections.

Characters are usually recorded on a character sheet, which is a handy way of organizing all the information about the character. It is recommended that you first design your character using scratch paper, and then transfer the information to a character sheet once you have gone through each step of the process. Use a pencil and have an eraser handy; certain numbers such as skill values will change several times during the character creation process.

 

Skills

ePub

Part of the fun and drama of MYTHRAS comes in making a roll against a skill to see if success or failure is the outcome. It can be tempting to call for skill rolls for each and every challenge but there are some cases where rolls are not needed. However, when the action becomes dramatic or extraordinary, players and the Games Master should roll dice for the resolution. It is usually obvious when a skill roll is necessary, but if in doubt, consider the consequences of failure: are they crucial to the plot? Does the chance of failure heighten tension and make for an exciting possibility? Will a failure add fun to the game? If the answer is Yes to any of these, then have the character make a skill roll.

HOW DO I SUCCEED?

The most important question in a roleplaying game is “Do I succeed or do I fail?” Next is “How well did I succeed or fail?” MYTHRAS provides an easy-to-understand system to measure these chances, using dice rolls to determine whether an action succeeds or fails. Some skills (especially combat skills) are inherently dramatic and dangerous, and always are rolled for.

 

Combat

ePub

Combat is an important feature of roleplaying games. Violent confrontation has ever been a way of settling problems, from vengeance driven fights between nemeses, to the clash of armies in times of war. Nevertheless combat need not be a savage battle to the death. Some combat encounters can be swashbuckling duels which end without injury, or perhaps light-hearted bar room brawls.

MYTHRAS uses a number of terms to explain the core elements of Combat. These are explained in the following sections, but in overview, these are:

COMBAT STYLE

The skill of wielding a group of weapons learned as part of a culture or profession.

COMBAT ACTIONS

Possible acts a character can perform during a round by the expenditure of an Action Point.

WEAPON SIZE

How difficult it is to parry or block a particular weapon.

ENGAGEMENT

When combatants can hit or be hit by a direct opponent, depending on circumstances.

 

Spot Rules

ePub

Many different things can occur during a game. Some are resolved through skill use or one of the major game mechanics such as combat; others require their own rules for adjudication. This chapter provides rules and guidance for a variety of different scenarios that Games Masters and players will encounter whilst playing MYTHRAS.

FATIGUE

Fatigue measures tiredness and its incremental effects. It is used to track many different things from strenuous activity to the debilitating effects of disease.

The primary way of accruing Fatigue is by engaging in some form of physical activity. The more arduous the exercise or work, the more quickly it tires the character. At the Games Master's discretion, characters must make an appropriate skill roll – either Athletics, Brawn or Endurance – to resist gaining a level of Fatigue.

Every failed roll accrues a level of Fatigue. Each level of Fatigue carries penalties for skill use, movement, Initiative and Action Points. Asphyxiation, Blood Loss and other setting dependent effects also contribute to Fatigue accrual.

 

Creatures

ePub

Many adventures are filled with animals, monsters and creatures of myth. The primary use of creatures is as adversaries, but they should never be thought of strictly in these terms. Every creature has its own motivations, instincts and drives, just as characters do, and they can be much more than simply sword or arrow fodder. Intelligent, sapient creatures in particular may act with similar degrees of intelligence, guile and cunning as any character and, with the right approach, can be developed into characters in their own right.

Most creatures are defined by the same characteristics, attributes and skills as player characters (with instinct INS replacing INT in non-sapient species). There are, however, certain differences that help mark creatures from standard humans, notably Creature Abilities which are cabailities granted due to physiology or a supernatural nature.

The following creatures are just a handful of fantasy, real world and science fiction examples to get you started. Countless more can be found in the full MYTHRAS rules and its supplements.

 

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