Mythic - Game Master Emulator 2e
Mythic - Game Master Emulator 2e
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        Mythic Adventures
    T
         he Mythic Game Master Emulator replaces              mechanics are deceptively simple, and once you
         a live Game Master (GM) with a set of rules          put them into practice it won’t be long before it all
         that emulate a GM’s creative decision-making,        starts to click.
    allowing you to play any role-playing game (RPG)             Let’s go over the various ways that Mythic can
    solo or in a group without a designated person to         be used as well as the individual components that
    run things. Mythic becomes your GM, answering             make it all work.
    your questions and progressing the adventure one
    step at a time. While the system is based in your
    expectations and interpretations, it’s designed
    to periodically subvert those expectations and            MYTHIC, YOUR
    introduce surprises to keep the narrative exciting.
    This may sound complicated, but Mythic’s core             ROLE-PLAYING
                                                              PARTNER
                                                                 There are a number of ways you can use the
HOW DOES IT WORK?                                             Mythic Game Master Emulator. Here are a few to
                                                              get you started.
How does Mythic emulate and replace a living
human being who would otherwise be running                     Solo Role-Play
your game?
Mythic uses a few concepts to achieve this end:
                                                                 Mythic is designed primarily for solo role-
                                                              playing, where you play alone with your RPG
»     A Yes/No question and answer mechanic                   system of choice and use Mythic to answer
»     Random Events that add surprises                        questions, resolve the action, and guide the
»     Meaning Tables that offer inspirational                 narrative along.
      prompts for important details
»     Lists tracking important goals and characters            Group Role-Play With No GM
      which are randomly selected when called for
                                                                 The same rules that allow you to play solo
»     A Scene structure to give your adventure
                                                              can also be used by a group of Players referring
      form and order
                                                              to Mythic for answers instead of a GM. Group
»     A Chaos Factor that changes the tempo of the            play like this requires Players to agree on when
      adventure as you play                                   to ask questions, what questions to ask, and how
Everything above is guided by your expectations               to interpret results. Exactly how you arrange
and interpretations based on the ongoing                      to play will depend on your particular group’s
Context. This makes sure the adventure continues              dynamics; see the sidebar “Mythic With a
in a coherent fashion while still allowing for twists         Group” on page 8 for some suggestions.
and subversions that keep things exciting.
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                                          MYTHIC ADVENTURES
   Above are the most common ways Mythic can                    The methods above all require Players to
be used. However, imaginative players can find                  cooperate and trust each other. Each of you
other ways to use Mythic as well.                               needs to accept that your ideas won’t always
                                                                prevail, and that’s okay. You’re a group of
   For example, Mythic can be used as a writing
                                                                storytellers working together in a tradition
tool to help you craft fictional stories. Since                 going back thousands of years. There’s also the
Mythic is, at its heart, a narrative constructor, it’s          satisfaction of knowing that none of you are
only natural that it’d make as good an assistant                fully in control: Mythic is part of the group as
writer as it does an assistant GM.                              well, acting as the Game Master who ultimately
   If you love being a Game Master, you can flip                determines whether or not your ideas play out
the script and use Mythic to emulate live Players               as expected.
instead, asking Fate Questions to see what the
Player Characters do as you run them through an              adventure solo; you can find guidance for this on
adventure or published module.                               page 156.
   Speaking of published modules, Mythic can                   The possibilities are endless!
also be used to run yourself through a published
                                                         8
                                        MYTHIC ADVENTURES
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                                           MYTHIC ADVENTURES
WHAT’S CHANGED?
You may be familiar with the first edition of Mythic Game Master
Emulator and wondering, “What has changed?” While the rules
have been completely rewritten most of the core components
of Mythic are the same while much has been added or refined.
Here is a summary of the biggest changes:
THE FATE CHART: Odds have been slightly simplified and some
of their titles changed to hopefully give a more intuitive feel for
deciding Odds as you play. The table itself has been redesigned
to also make it more intuitive, and some of the percentages have
been lowered to add more uncertainty to Fate Question answers.
THE FATE CHECK: This mechanic was brought in from Mythic
Variations II. It has been refined to make it feel more like the
Fate Chart.
RANDOM EVENT FOCUS TABLE: The Focus Table has a new
addition to it, “Current Context”. The d100 roll values have also
been slightly re-balanced.
CHOICES: Mythic GME Second Edition gives more power to Player
choices. You’ll find rules pertaining to choices throughout the
book. For instance, choosing an Event Focus instead of rolling is
an option.
LISTS: There is more direction in how to handle Lists in a
defined way. Lists are also weighted, with elements able to
appear more than once on a List. This makes Threads and
Characters Lists more dynamic.
MEANING TABLES: Some of the words in the Actions and
Descriptions Meaning Tables have been changed to make their
meaning more clear.
ELEMENTS MEANING TABLES: In addition to the Actions and
Descriptions Meaning Tables there are 45 Elements Meaning
Tables that are more specifically themed. This gives you the
option to choose a Meaning Table that is most relevant to the
current Context.
OPTIONS: There are a lot of options throughout Second Edition,
more ways for you to customize your Mythic experience. These
run a wide gamut, from choosing how you want to start and end
Scenes to mechanics like Keyed Scenes to guide your adventure.
DISCOVERING MEANING: Referred to as “Complex Questions”
in Mythic Variations, Discovering Meaning is about generating
adventure details by rolling on a Meaning Table. This takes on
greater significance in Second Edition with the wider range of
Meaning Tables.
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                                       MYTHIC ADVENTURES
SCENES
   To keep your unfolding adventure within a
structured narrative Mythic divides the action
into Scenes. What constitutes a Scene is up to
you, but just like in a movie a Scene should
be a discrete portion of your adventure that
encapsulates an important moment or event. A
Warrior searching through a cave system and
battling lizardmen or a space-traveler walking
through a market and buying supplies for his ship
can both be a Scene.
   When the important action in that Scene is over
the Scene ends and we move on to the next Scene.
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                                       MYTHIC ADVENTURES
   Mythic uses a simple List system to keep                  If you want to add more to your Mythic
track of important goals and characters in your              experience check out the Variations chapter.
adventure. The Threads List is for adventure                 This section has additional rule supplements,
                                                             variations on the core mechanics that might
objectives while the Characters List is for
                                                             better suit your play style, and discussions on
important Non-Player Characters (NPCs). These                how to use the Mythic system in different ways.
Lists are adjusted at the end of each Scene with
Threads and Characters being added or removed.               If, on the other hand, you’re unfamiliar with
                                                             solo role-playing or unsure of how the rules in
(You can also add Threads and Characters as they
                                                             this book are used in play, The Big Example
appear if you’d prefer.) Lists come into play with           offers a detailed demonstration of Mythic in
Random Events which use the Lists as random                  action that will hopefully shed some light on the
tables that you roll on to select which Thread or            system’s ins and outs.
Character the Random Event is referring to.
                                                             You’ll find a quick reference guide to the core
   Lists are discussed in the “Scenes” chapter on            rules in the Rules Summary chapter. This is
pages 60 and 111.                                            handy for when you need a brief refresher on
                                                             Mythic’s mechanics.
                                                             The final portion of this book is a collection
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                                          MYTHIC ADVENTURES
   The rules above are all tied together by two            d100: Shorthand for a pair of ten-sided dice
things that come from you: expectations and                rolled together. You’ll see other dice types
interpretations. The mechanics for generating              mentioned as well, such as d4, d6, d8, d10, and
                                                           2d10 (rolling two ten-sided dice and adding them
adventures on the fly while still forming a
                                                           together instead of treating them as a “tens” die
cohesive narrative hinge on you following your
                                                           and a “ones” die like you do for d100).
expectations, testing those expectations with
Questions as you see fit, and interpreting the             Fate Questions: Mythic’s central mechanic for
                                                           generating information about your adventure as
results of those tests. Your interpretations then
                                                           you play.
become narrative fact, which feeds into your ever-
evolving expectations of what happens next.                Game Master (GM): The person in charge of
                                                           running an RPG. When playing solo, you and
                                                           Mythic share the role of GM.
 Expectations                                              Lists: When capitalized, this refers to the Threads
   Most Mythic play is done improvisationally:             List and Characters List of a Mythic adventure.
you decide in the moment what your PC does                 Random Events: These are unexpected
and how they respond to a given situation. You             occurrences in your adventure that Mythic uses
also improvise any details and circumstances in            a special procedure to create.
the adventure world that you don’t feel the need           Role-Playing Game (RPG): An organized system
to test. This is you following your expectations           of rules for playing out engaging, immersive
about the adventure.                                       stories. While Mythic can be played on its own,
                                                           it’s most commonly paired with a separate RPG,
 For example, let’s say a sci-fi PC is walking
                                                           which the rules refer to as your “chosen RPG”.
 through a crowded market on a space station.
 His Player doesn’t feel the need to randomly              Scenes: Basic units of in-game time. When you see
 generate the details of the market, so they decide        the rules refer to Scenes with a capital S, they’re
                                                           referring to a Mythic Scene in your adventure.
 that the market is what they expect.
                                                           Threads: Tracked goals your PC is pursuing in
  Your expectations are used in Mythic to
                                                           an adventure.
determine what is happening in the adventure
much of the time. Just like with the space station
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                                           MYTHIC ADVENTURES
 example, we often have expectations about                   The Player poses their expectation as a Fate
 what’s going on and what will happen next: how              Question by asking, “Does the bartender direct
 something looks, how a creature acts, what’s                me to a possible hire?” with the chosen Odds of
 inside a treasure chest, whether the damaged                Very Likely. A Yes would mean the bartender
 vehicle will operate, and so on. These expectations         does know of a hire and directs the character
 will change throughout the adventure based on               to them; a No would mean she doesn’t know of
 the events that unfold.                                     anyone looking for work.
    Everything that happens in your adventure
 which you establish as narrative fact is Context,           Interpretation
 and Context is what you base your expectations
 on. As the Context grows through play, your                   Once you’ve tested your expectations with a
 expectations become more developed.                        Fate Question you then interpret the answer you
    You follow your expectations when you are               receive. Mythic provides a general framework
 sure of them. In the example above, the Player             of four possible answers to your Questions: Yes,
 felt they understood what the space station was            No, Exceptional Yes, and Exceptional No. Just as
 like because they had come across other space              your expectations guide you through developing
 stations earlier in the adventure. There was plenty        detail in your adventure, they also form the basis
 of Context to build these expectations on, so the          of your interpretations.
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                                           MYTHIC ADVENTURES
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               Fate Questions
A                                                           FATE QUESTIONS
       sking and answering questions is the heart
       of a Mythic adventure, your principal tool
       for learning about the game world and
moving the narrative forward.
   Mythic handles this process of inquiry using
Fate Questions: ask a Yes/No Question, determine
the Odds of the answer being Yes, consult the
Fate Chart to get the percentile chance, and roll
1d100. Your roll will determine whether the
answer is Yes, No, Exceptional Yes, or Exceptional
No. Interpret the result within the Context of
your adventure and continue playing.
   All of your Questions about the adventure can
be resolved in this manner. “Are there monsters
in this room?” “Is the door locked?” “Is it raining
today?” Anything you would ask your Game
Master in a social role-playing game you can ask
Mythic in a solo game.
WHEN TO ASK A
FATE QUESTION
   As you play through an adventure, you improvise
the details based on what you expect your Character
to experience. You can pause your improvisation
at any time to test an expectation with a Fate
Question; usually, you do this during a moment of
narrative tension or when you’re unsure of what will
happen next.
 The Player Character is on a distant planetary
 colony, trapped in a building overrun by
 aggressive alien creatures. They find themself
 in the building’s control room, where they plan
 to activate the blast shields on all the windows
 and doors in the structure. Everything seems to
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                                            FATE QUESTIONS
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                                                        FATE QUESTIONS
                                                         FATE CHART
                    Certain   10   50 91   13   65 94   15   75 96   17   85 98   18   90 99   19   95 100    20   99 x     20   99 x     20   99 x
                     Likely   3    15 84   5    25 86   7    35 88   10   50 91   13   65 94   15   75 96    17    85 98   18    90 99   19   95 100
ODDS
50/50 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99
Unlikely 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98
Very Unlikely X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96
Nearly Impossible X 1 81 X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94
                Impossible     X   1 81     X   1 81     X   1 81     1   5 82    2    10 83    3   15 84     5   25 86     7   35 88    10    50 91
        CHAOS FACTOR                1            2            3            4            5            6             7             8             9
           Your choices start in the middle at 50/50.                     impossible, but unfolding events can still prove us
       These are the Odds to choose if you think there’s                  wrong about what we thought we knew.
       roughly a 50% chance of getting a Yes answer, or                      Extreme Odds can also become more or
       if you have no idea of the probability. Odds range                 less likely based on the Chaos Factor. When
       upward from 50/50 to Likely, Very Likely, Nearly                   the narrative is in high gear the impossible can
       Certain, and Certain, and downward from 50/50                      become probable for the sake of keeping tension
       to Unlikely, Very Unlikely, Nearly Impossible,                     and excitement high.
       and Impossible.
           You may wonder at the Certain and Impossible
       Odds. After all, if something is impossible or
                                                                           The Chaos Factor
       certain then it’s a foregone conclusion, right?                       The Chaos Factor is a value tracked throughout
           Not necessarily. The Odds are based on what                    the adventure that represents how much control
       you think they should be at the current moment,                    the Player Characters have over current events.
       and that opinion is based on the Context of the                    The more out of control Scenes get, the higher
       adventure. Allowing some wiggle room in the                        the Chaos Factor will climb; the higher the Chaos
       results of extreme Odds acknowledges that what                     Factor, the greater your chance of getting a Yes
       you and your PC know about the adventure is                        response to Fate Questions. The Chaos Factor
       not absolute. Something may seem certain or
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                                     FATE QUESTIONS
                                     EXAMPLE ODDS
                                         “IS THE              “WILL THIS            “DOES THE
  ODDS         DESCRIPTION              CREATURE             ABANDONED             GUARD HELP
                                        HOSTILE?”            CAR START?”              US?”
                                                                                   He’s helped us
                 You’re quite           We’ve been         We saw the vehicle
 NEARLY                                                                            before and is
               sure, but there                              operating a few
 CERTAIN                                                                            sympathetic
               is some doubt.           thing all day.        hours ago.
                                                                                    to our goals.
                                                            There’s signs of
                It’s quite likely,   It’s armed, angry,                             We’re on the
                                                            recent use, and
VERY LIKELY       although far           and actively                              same team, of
                                                            it looks to be in
                   from sure.            threatening.                             course he’ll help.
                                                              good shape.
                It’s slightly less    It’s unarmed and      The vehicle looks      He hasn’t been
 UNLIKELY
              likely than 50/50.     uninterested in us.      a little rough.       too friendly.
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                                           FATE QUESTIONS
also determines the frequency of Random Events              reference your chosen Odds on the left of the
and how often Scenes begin as expected.                     Chart with the current Chaos Factor at the
   At the start of a new adventure the Chaos                bottom. The point at which these two intersect
Factor is set to 5. A Scene that was chaotic and out        on the Fate Chart is the chance of your Fate
of control increases the Chaos Factor by 1 point,           Question being a Yes.
while a Scene in which the Player Characters were            The occult investigator is searching the library
mostly in control decreases it by 1. The value               for tomes of forbidden lore. The Player has
cannot drop below 1 or rise above 9; results that            determined that the Odds of finding such tomes
would push it beyond those limits are ignored.               are Likely. After all, this is the personal library of
   We’ll talk more about the ebb and flow of the             the mad mage Angus McGregor. The only reason
Chaos Factor in the “Scenes” chapter.                        they aren’t assigning higher Odds is because the
   The Chaos Factor has a big influence on the               mage would probably keep his best books in a
percentile chance of your Fate Question being                hidden location.
a Yes. When consulting the Fate Chart, cross-
                                                       21
                                         FATE QUESTIONS
                                                   22
                                              FATE QUESTIONS
                                                        23
                                                          FATE QUESTIONS
                                                                               Exceptional Yes
                                                                                 An Exceptional Yes is the same as a Yes but
                                                                              intensified, meaning you take your Yes answer to
                                                                              the next logical level.
                                                                               “Is the door locked?” Yes, and it’s a darn good
                                                                               lock. “Does the black hole begin to suck us in?”
                                                                               Yes, and the stressors are causing damage all
                                                                               across the ship. “Is the gladiator armed with a
                                                                               sword?” Yes, a huge greatsword.
Values on the Fate Chart are expressed with a central, large number            Exceptional No
showing the percentage chance of a Yes answer. Rolling 1d100 equal
to or less than this number is a Yes answer. Rolling equal to or less            An Exceptional No is the opposite of a Yes
than the number on the left, the lower 20% of the Yes answer range,           answer. If that would be the same as a regular No,
is an Exceptional Yes. Rolling above the central number is a No, and          then it’s the opposite of a Yes intensified.
rolling equal to or above the rightmost number is an Exceptional No.
                                                                               “Is the door locked?” No, in fact the door is
In the cutout above, a roll of 1-10 would be an Exceptional Yes, 11-50
a Yes, 51-90 a No, and 91-100 an Exceptional No.                               partially open. “Does the black hole suck us in?”
                                                                               No, you’re actually moving away from it. “Is
                                                                               the gladiator armed with a sword?” No, he’s not
                                                                               armed at all.
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                                            FATE QUESTIONS
                                                       25
                                                FATE QUESTIONS
 NEARLY
 CERTAIN
                      +4                   8                 +4                    11 or more                  Yes
   VERY
  LIKELY
                      +2                   7                 +2                     10 or less                 No
                                                                                    Doubles,
  50/50             None                   5                None                   single digit         Random Event
                                                                                    CF or less
UNLIKELY               -1                  4                     -1
  VERY
UNLIKELY
                      -2                   3                 -2
  NEARLY
IMPOSSIBLE
                      -4                   2                 -4
IMPOSSIBLE -5 1 -5
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                                              FATE QUESTIONS
QUESTION THEM                                                   Yes: The plane is damaged but not in any way
                                                                that can’t be repaired.
   Fate Questions should be asked when you aren’t               No: The ground was smooth enough that you
sure whether an expectation you have is true. The               were able to roll it to a stop in one piece.
more you use Mythic to create adventures the more               Exceptional Yes: The ground was rough. One
you’ll get a feel for when to ask a Fate Question and           of the wheels came off in a ditch and pitched us
when to stick with your expectations.                           sideways, crumpling a wing as we slammed into
   If you find yourself conflicted, follow your                 the ground. The plane is an unflyable wreck.
interests, consider the Context of the adventure,               Exceptional No: A perfect touchdown without
and listen to your gut. Does it feel right to pose this         any damage. In fact, the plane is well-positioned
detail as a Fate Question, or are you certain enough            for takeoff once you find fuel.
to take it for granted?
                                                                “We succeed in breaking open the vault. Do we find
   As your adventure progresses and develops more
                                                                the vaccine inside?”
Context Fate Questions and their answers will get
easier and easier to come up with. Much of the                  Yes: Yes, you do.
narrative’s richness will come from details that were           No: The vaccine isn’t there.
fleshed out by prior Fate Questions. Establishing               Exceptional Yes: You find several cases of the
that a certain NPC is unfriendly will shape your                vaccine, many more than you expected.
later expectations about that Character and
                                                                Exceptional No: You find the broken, ruined
might impact the Odds of future Fate Questions
                                                                vials of the vaccine—it’s been destroyed.
concerning their actions. In this way, a logical
chain of events will build upon itself, shaping the             “We make our way through the woods. Do we
structure of the adventure and spinning it into a               encounter anything today?”
narrative just like a Game Master would.                        Yes: Yes, now you have to figure out what the
                                                                encounter is.
                                                          27
                                            FATE QUESTIONS
                                                      28
                                           FATE QUESTIONS
                                                      29
                                            FATE QUESTIONS
                                                       30
                                             FATE QUESTIONS
THE BIG FATE                                                   exit there would likely be stuff left along the way
                                                               that could be useful to others.
QUESTION EXAMPLE:                                                 The Player next generates the Random Event
                                                               (using the rules in the next chapter, which we’ll get
Henny In Z Land                                                to soon) and interprets the results as Henny and
                                                               Malcolm coming across a seemingly abandoned
   Let’s put the rules of this chapter into action             encampment. This Random Event works well with
with a trip into zombie territory.                             the Yes answer to the Fate Question.
   In this example, the Player Character is Henny                 The Player interprets all of this as Henny and
Lassiter, a barista turned zombie apocalypse                   Malcolm discovering an abandoned encampment
survivor. Henny’s Player is using their favorite               in the woods. There are remnants of a fire, a
end-of-the-world RPG with Mythic acting as the                 backpack that’s seen better days, and a torn tent.
Game Master of their solo adventure campaign.                     The discovery of the camp was interpreted
   Henny has already been through a few                        from the Random Event. For the Question about
adventures: surviving the initial outbreak, escaping           finding anything useful, the Player interprets the
the city, and learning to get by in the wild. In               Yes answer as the Characters finding a few cans
the current adventure, Henny and her rescued                   of food while digging through the abandoned
companion Malcolm have made their way into a                   campsite. Considering they haven’t eaten in over
forest in search of shelter, staying alert for zombies.        24 hours finding food is certainly useful.
   The Player asks, “Do I see any movement in
the trees ahead?” The current Chaos Factor is                      When interpreting the Yes for the Question of
4, and considering how deep in the forest the                      “Do we find anything useful along the way?”
Characters are, they figure the Odds of seeing                     the Player chose to follow their expectations
movement right now are Very Unlikely. This gives                   for what a Yes means.
them a 15% chance of a Yes on the Fate Chart.
   They roll d100 and get 50, a No. The Player                     If they weren’t sure, they could have tested
interprets this to mean that the coast is clear, and               this expectation with another Fate Question,
the two Characters continue on.                                    such as “Do we find food?”
   After what the Player decides is an hour’s worth
                                                                   The Player decided to limit this to a single
of walking, they ask, “Do we find anything useful
                                                                   Question and run with an interpretation
along the way?” The forest is on the outskirts of a
                                                                   that made the most sense.
city, and Henny and Malcolm have been walking
for some time, so the Player figures the Odds of                   Henny and Malcolm continue their trek
coming across something now are Likely. They                   through the forest. The day is wearing on; they’ll
check these Odds against the CF of 4 and get a                 need to find shelter before nightfall, when the
50% chance on the Fate Chart.                                  temperature will drop drastically.
   Rolling again, the Player gets 33 for a Yes, with               The Player asks, “Do we find shelter in the
a possible Random Event since they rolled double               woods before night?” With hours of walking
digits (a 3 and a 3). The 3 is equal to or less than           between now and then the Player decides that
the CF value of 4, so a Random Event does occur.               it’s Likely for them to find shelter of some kind
   The Player thinks about the Yes answer to the               in that time. With the Chaos Factor at 4 the
Question first. What they would most expect to                 percentile chance of a Yes is 50%.
find would be random supplies dropped by people                    The Player rolls and gets 9. Not only is that a
fleeing the city. In the pandemonium of the mass               Yes it’s an Exceptional Yes since it falls within the
                                                          31
                                            FATE QUESTIONS
                                                        32
FATE QUESTIONS
     33
34
             Random Events
M                                                               TYPES OF RANDOM EVENTS
         ythic adventures may be guided by your
         Questions and expectations to maintain
         narrative congruence, but they’re also
filled with plenty of action that comes at us from
out of the blue. No matter how you think a
situation will unfold, Mythic can always step in to
take things in a new and unexpected direction.
    These interjections are called Random Events.
They’re Mythic’s way of adding a dimension of
surprise to your adventure, resulting in plot twists
you might never have seen coming.
    Random Events can occur at two points during
a Mythic adventure: when a Fate Question is
asked and when a Scene is first generated (see the
“Scenes” chapter for more information).
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                                          RANDOM EVENTS
CONTEXT
   Context includes everything that’s happened
in the adventure up to this point. It is the
backdrop that should be taken into account when
interpreting any Random Event.
   If the Player Character is a spy sneaking
through an enemy stronghold in search of stolen
plans for a military satellite, Random Events
should be interpreted with this setting in mind.
If an Event indicates that something negative
happens to the PC, then perhaps they are spotted
by a guard or drop their gun down a stairwell.
   The Fate Question or tested Scene that
prompted the Event also counts as Context. If
your Fate Question was “Does the guard hear me
approach?”, and you generate a Random Event,
then the Event itself may have something to do
with the guard.
   Keeping Context in mind will help you make
the logical leap toward resolving the Event in a
satisfying manner.
                                                      36
                                            RANDOM EVENTS
REMOTE EVENT
   A Remote Event means that something has
                                                                 RANDOM EVENT FOCUS TABLE
happened that your Character wasn’t present
                                                               1d100                        RESULT
for; they’re only learning about it now. This can
happen in many ways.
   Maybe the Player Character encounters                         1-5                    Remote Event
the dead body of an NPC they met earlier in
the adventure, and the Remote Event is this                     6-10                   Ambiguous Event
Character’s death, which the PC did not directly
witness. Or maybe the PC wanders into a tavern                  11-20                      New NPC
and learns by word of mouth that the enemy
horde has advanced, destroying the next town
                                                               21-40                      NPC Action
down the road.
   Remote Events are a way of introducing new
twists into an adventure without the PC being                   41-45                    NPC Negative
directly involved with them.
                                                               46-50                     NPC Positive
AMBIGUOUS EVENT
                                                                51-55               Move Toward A Thread
   Most of the Event Focus Table results give you
a clear indication of what the Event is about. NPC
                                                               56-65              Move Away From A Thread
Action means that an NPC does something; PC
Positive means whatever that happens is good for
the Player Character. Maybe a Thread is being                   66-70                   Close A Thread
closed, or maybe a new NPC enters the adventure.
Whatever it is, its impact on the adventure is clear.           71-80                    PC Negative
   An Ambiguous Event, however, is purposefully
vague. It’s something that happens which is                     81-85                     PC Positive
neither harmful nor helpful, at least not initially.
 The PC in a zombie apocalypse adventure is                    86-100                 Current Context
 exploring an abandoned building in search
 of useful items or food. Suddenly, they hear
 something from the floor above: a bumping                   This makes an Ambiguous Event an opportunity
 and scraping, followed by rhythmic thumps                   to explore.
 that might be footsteps. Is it a zombie? Another               Or perhaps the Ambiguous Event is a new
 survivor? Maybe it’s someone who can help them,             element in your adventure that doesn’t make
 or maybe it’s just the wind blowing through an              sense now but might make sense later. If your
 open window. The PC doesn’t know.                           PC comes across a photo of several people while
                                                             exploring an empty house, is this photo a clue
   An Ambiguous Event can be interpreted in                  related to what you’re searching for, or is it just a
several different ways. Perhaps the Event is vague,          random photo with no relevance to your mission?
and you won’t know whether it’s good or bad                  Only time will tell.
until you check it out, like in the example above.
                                                        37
                                            RANDOM EVENTS
                                                      38
                                            RANDOM EVENTS
                                                        39
                                               RANDOM EVENTS
                                                        40
                                             RANDOM EVENTS
                                                        41
                                         RANDOM EVENTS
Random Event. The Event Focus Table comes                Choosing The Event Focus
back with Current Context.
                                                           When a Random Event is generated you don’t
The Player thought this might be a big moment
                                                        always have to roll on the Event Focus Table. If you
in the adventure—capturing the bandit—but
                                                        have a good idea of what the Event Focus should be
they were wrong. This unexpected letdown is the
                                                        you can choose that result instead of rolling.
Context right now and this Random Event will
                                                           The PC, a space adventurer, is in a tight,
have something to do with that. Depending on
                                                        dramatic spot: caught in a phaser battle in the
the Event Meaning generated, maybe the PC
                                                        engine room while the warp drive is spiraling toward
finds a taunting message scrawled on the wall or
                                                        a meltdown. The Player asks a Fate Question
discovers a bedroll in the corner indicating the
                                                        that generates a Random Event, but with so much
bandit had been here but moved on.
                                                        already going on having an Event introduce a brand
                                                   42
                                            RANDOM EVENTS
                                                   43
                                                                RANDOM EVENTS
If a Random Event calls for an NPC you don’t have to roll for the section        A few Scenes later the Characters List is more built up. When a Random
                                                                                 Event happens now that calls for an NPC the player must roll a d4 to
in it. The player would just roll a 1d10 to determine which element is           determine which section to use since there are now elements in the
invoked. A roll of 6, for example, would indicate “Jungle”.                      second section on lines 6 and 7. A roll of 3 on the d4 and a roll of 1 on the
                                                                                 d10 would result in “Minga the lizard man” being selected.
                                                                            44
                               RANDOM EVENTS
                              ADVENTURE LISTS
               THREADS LIST                               CHARACTERS LIST
 -    1-2 CHOOSE                  1          -    1-2 CHOOSE                1
                                       45
                                              RANDOM EVENTS
                                                         46
                                         RANDOM EVENTS
                                               ACTION 2
1:    Advantage     21:   Disadvantage   41:   Hope          61:   Object        81: Representative
2:    Adversity     22:   Distraction    42:   Idea          62:   Obscurity     82: Riches
3:    Agreement     23:   Elements       43:   Illness       63:   Official      83: Safety
4:    Animal        24:   Emotion        44:   Illusion      64:   Opposition    84: Strength
5:    Attention     25:   Enemy          45:   Individual    65:   Outside       85: Success
6:    Balance       26:   Energy         46:   Information   66:   Pain          86: Suffering
7:    Battle        27:   Environment    47:   Innocent      67:   Path          87: Surprise
8:    Benefits      28:   Expectation    48:   Intellect     68:   Peace         88: Tactic
9:    Building      29:   Exterior       49:   Interior      69:   People        89: Technology
10:   Burden        30:   Extravagance   50:   Investment    70:   Personal      90: Tension
11:   Bureaucracy   31:   Failure        51:   Leadership    71:   Physical      91: Time
12:   Business      32:   Fame           52:   Legal         72:   Plot          92: Trial
13:   Chaos         33:   Fear           53:   Location      73:   Portal        93: Value
14:   Comfort       34:   Freedom        54:   Military      74:   Possessions   94: Vehicle
15:   Completion    35:   Friend         55:   Misfortune    75:   Poverty       95: Victory
16:   Conflict      36:   Goal           56:   Mundane       76:   Power         96: Vulnerability
17:   Cooperation   37:   Group          57:   Nature        77:   Prison        97: Weapon
18:   Danger        38:   Health         58:   Needs         78:   Project       98: Weather
19:   Defense       39:   Hindrance      59:   News          79:   Protection    99: Work
20:   Depletion     40:   Home           60:   Normal        80:   Reassurance   100: Wound
                                                   47
                                               RANDOM EVENTS
                                               DESCRIPTOR 2
1:    Abnormal        21:   Disagreeable       41:   Hard            61:   Messy          81: Remarkable
2:    Amusing         22:   Dry                42:   Harsh           62:   Mighty         82: Rotten
3:    Artificial      23:   Dull               43:   Healthy         63:   Military       83: Rough
4:    Average         24:   Empty              44:   Heavy           64:   Modern         84: Ruined
5:    Beautiful       25:   Enormous           45:   Historical      65:   Mundane        85: Rustic
6:    Bizarre         26:   Extraordinary      46:   Horrible        66:   Mysterious     86: Scary
7:    Boring          27:   Extravagant        47:   Important       67:   Natural        87: Shocking
8:    Bright          28:   Faded              48:   Interesting     68:   Normal         88: Simple
9:    Broken          29:   Familiar           49:   Juvenile        69:   Odd            89: Small
10:   Clean           30:   Fancy              50:   Lacking         70:   Old            90: Smooth
11:   Cold            31:   Feeble             51:   Large           71:   Pale           91: Soft
12:   Colorful        32:   Festive            52:   Lavish          72:   Peaceful       92: Strong
13:   Colorless       33:   Flawless           53:   Lean            73:   Petite         93: Stylish
14:   Comforting      34:   Forlorn            54:   Less            74:   Plain          94: Unpleasant
15:   Creepy          35:   Fragile            55:   Lethal          75:   Poor           95: Valuable
16:   Cute            36:   Fragrant           56:   Lively          76:   Powerful       96: Vibrant
17:   Damaged         37:   Fresh              57:   Lonely          77:   Protective     97: Warm
18:   Dark            38:   Full               58:   Lovely          78:   Quaint         98: Watery
19:   Defeated        39:   Glorious           59:   Magnificent     79:   Rare           99: Weak
20:   Dirty           40:   Graceful           60:   Mature          80:   Reassuring     100: Young
                                                          48
                                                  RANDOM EVENTS
                                                              49
                                           RANDOM EVENTS
                                                      50
                                              RANDOM EVENTS
                                                       51
                                             RANDOM EVENTS
 The Player Character is a wandering barbarian                 My advice is to listen to your gut and trust
 in a medieval setting. Earlier in the adventure,              yourself. Open your mind, and don’t treat the
 the PC undertook a quest to bring a fugitive to               prompt like it defines your interpretation. Instead,
                                                               see the prompt for what it is: a starting point from
 justice. His search brought him to a forest village
                                                               which you can take your interpretation anywhere
 and he’s decided to rest there for a while, doing             that’s fun and makes sense to you.
 chores in exchange for room and board.
 As he heads to the river to fetch water his Player               home so they can talk about something,
 asks the Fate Question, “Is there anyone else at                 which turns out to be related to the fugitive.
 the river?” The answer comes back No, but the
 roll also generates a Random Event.                         All three interpretations are valid because they
                                                             all try to make sense of the Event Meaning
 The Player rolls on the Event Focus Table and               word pair, “Lure” and “Interior”. But which is
 gets a Focus of Move Toward A Thread. They                  the best interpretation?
 have one Thread on the List: “Capture the
 fugitive”. Whatever this Random Event ends up               The first one, the PC finding tracks, could
 being the Player knows it’s going to help the PC            be considered the most logical and expected
 in his quest.                                               interpretation. The second one, finding a hut,
                                                             is possible but unlikely, certainly less likely than
 For the Event Meaning the Player decides it makes           finding tracks. The same is true for the third
 the most sense to roll on the Actions Meaning               interpretation, though it may be more expected
 Tables because it seems like something active is            than finding the hut.
 going to happen. They get “Lure” and “Interior”.
 Given the Context, the Event Focus, and the Event             There is no wrong answer when it comes
 Meaning, a number of ideas spring to mind:                 to interpretations, but you should allow your
                                                            expectations to help you choose what makes the
 »   While fetching water the PC discovers                  most sense in the moment.
     footprints in the muck that match the
     fugitive’s. The tracks lead to a cave near
     the river.
                                                             You Need More Information
 »   The PC spots a makeshift hut in the woods                 If the Event Meaning doesn’t give you enough
     beyond the river. Perhaps the fugitive used it         information to spark an interpretation, or if you
     for shelter; he might even be inside it now!           get stuck trying to come up with one, you can
                                                            always ask a Fate Question or two to narrow
 »   While fetching water the PC is approached              down your options. For instance, the Player of the
     by a villager who invites him inside her               medieval barbarian in the example above might
                                                       52
                                              RANDOM EVENTS
                                                       53
                                               RANDOM EVENTS
                                                          54
                                           RANDOM EVENTS
    Dyson cautiously peers around the corner in             overrun with mutated plants. Vines crisscross the
the corridor. The fluorescents are out, but the dim         walls and ceiling, some of them writhing.
red emergency lights have kicked on, and he can                Later in the Scene Dyson and Sandra find
see the stairwell door at the end of the hall.              themselves trapped in a laboratory with a former
    Dyson’s Player asks the Fate Question, “Is there        scientist who’s turned into some sort of moss
anything in the hall?” Mythic says No but triggers          person. He seems to have lost his mind and Sandra
a Random Event.                                             suggests that if he touches them they may become
    The Context doesn’t suggest any particular              infected with the same creeping moss condition.
Event Focus, so the Player rolls on the Event                  No one wants to turn into creeping moss.
Focus Table and gets NPC Negative. Rolling on                  Dyson looks for a way out of this room, ideally
the Characters List, they get “Giant spiders.”              one that won’t require pushing past the shambling
    It looks like something bad is going to happen          moss-man. His Player asks the Fate Question, “Is
to a giant spider. That sounds like an action to the        there a way out of here?” Mythic says Yes but also
Player, so they roll on the Actions Meaning Tables          gives them a Random Event.
and get “Betray” and “Weapon”.                                 Up to this point the Player hasn’t determined
    The Player thinks about this a moment and               what the moss-man is doing, just that he’s in the
decides that “Betray” means the spiders are                 room with them and appears to be contagious.
fighting amongst themselves. Weapons could refer            They decide to use Current Context as the Event
to the spiders as well since they were part of a            Focus instead of rolling on the Event Focus Table.
secret weaponizing project.
    The player runs with this interpretation: as               While Random Events are unexpected events
Dyson peers around the corner, he sees that the                that inject themselves into your Scene, like the
hall is clear but there is motion in a room along              spider brawl in the previous Random Event,
the hall. It’s a big conference room with a large              they can also be used to help explain something
plate glass window facing the hall. Inside the                 your Character is already dealing with.
room are a group of giant spiders.
                                                               In this example, the Player is using the
    While Dyson watches one giant spider
                                                               Random Event to determine what the moss-
approaches another spider and suddenly pounces
                                                               man is doing. His behavior is the Random
on it. They begin thrashing about in a violent
                                                               Event. The Player likely would have had to
battle. Several more spiders join the fray and now
                                                               determine the NPC’s behavior eventually
it’s an arachnid brawl!
                                                               anyway, maybe with a Fate Question, but
    “Let’s make a run for the door while they’re
                                                               the appearance of the Random Event seemed
distracted with each other!” Dyson says, perhaps
                                                               like a good opportunity to do so now.
too brave for his own good.
    With his shield raised, he and Dr.
Copenhagen make a mad dash for the door.                       Since this Event is about an NPC, the Player
Dyson hopes that giant spiders are only a Level             rolls on the Characters Elements Meaning
10 problem, but of course Level 9 is sure to have           Table and gets “Frantic” and “Ambush”. An
its own horrifying obstacles.                               interpretation immediately springs to mind.
    The Player plays out the Scene with Dyson                  The moss-man, aware of their presence, begins
having to defend against a spider that spilled out          to franticly wave his arms in a slow, shambling
into the hall. Despite this, his plan is successful         way, seemingly trying to attack. For a slow-
and they make their way through the door and up             moving, slow-witted moss-man, this might be his
to Level 9. This level, they discover, has become           best attempt at an ambush.
                                                       55
                                              RANDOM EVENTS
   “Don’t let him touch you!” Dr. Copenhagen cries as Dyson rushes
the creature and slams him with his shield to knock him back. He just
needs to clear enough room for them to get to the door at the other end
of the room without being turned into walking plants.
   They succeed in battering their way past the moss-man and close the
door behind them.
   Level 8 is perhaps the strangest level so far, with one of the oddest
mutations. This floor has been taken over by sentient water coolers
that stab people with their water dispenser faucets—which are now
fanged—to suck their blood.
   Dyson has witnessed enough of the coolers’ dastardly deeds to know
he doesn’t want to become their next drink. He and Dr. Copenhagen
manage to cobble together a makeshift explosive they hope to use to
clear the cafeteria where a group of vampiric coolers have gathered to
hang out and gossip about humans.
   Dyson needs to plant the bomb close enough to hit the coolers, so he
sneaks into the cafeteria. As he crawls across the floor, the Player asks a
Fate Question that triggers a Random Event.
   Rolling on the Event Focus Table, they get PC Negative. Uh oh. The
Player rolls on the Actions Meaning Tables to see what’s happening and
gets “Fight” and “Outside”. An interpretation comes easily.
   Dyson’s about halfway to the table he wants to stick the bomb under
when a commotion erupts in one of the adjoining halls. Dyson hears
yelling and gunfire.
   The coolers in the cafeteria go berserk, angrily sliding around as
they prepare to attack whoever’s out there, probably other survivors also
trying to get to the stairwell.
   This is bad timing for Dyson, who’s crouched under a table in the
middle of a cafeteria full of agitated, blood-sucking water coolers.
   Of the three Random Events in this example this one was the easiest
   for the Player to interpret. A Focus of PC Negative and Meaning
   Words of “Fight” and “Outside” immediately suggested an idea to the
   Player that fit exactly with Mythic’s prompts. Sometimes that’s how it
   is, the Random Event prompts fit so neatly with the current moment
   that there’s hardly any interpretation required.
                                                         56
RANDOM EVENTS
     57
58
                                      Scenes
F
    ate Questions and Random Events cover almost
    anything you could think to ask about in an                   THERE’S MORE!
    adventure and anything unexpected that might
be thrown your way. But before you can get to                     This chapter gives you everything you need to
playing, there’s one more thing we need to go over:               run exciting and effective Mythic adventures,
structure. Without a framework to connect one part                but there’s more to discover. Once you’ve gotten
of the narrative to the next, all those Questions and             the hang of the basics, you can head to the
Events aren’t much more than a jumble of details.                 “Variations” chapter for additional rules on the
   In a typical social role-playing scenario, the                 mechanics we’ve covered elsewhere in this book,
Game Master maintains this structure implicitly,                  as well as strategies for dealing with issues you
                                                                  may encounter along the way.
but solo play requires something more concrete.
Mythic uses a simple Scene structure that’s
mostly there to help you keep track of where your
adventure is going so you’re less likely to get lost
in the weeds.
                                                               Elements Of A Scene
                                                                 Here are the elements common to all Mythic
                                                               Scenes that shape our adventures:
                                                          59
                                                      SCENES
                                                       60
                                                  SCENES
                                                      61
                                                  SCENES
                                                      62
                                                 SCENES
 Updating Lists
                                                            SEEDING LISTS
   Lists are updated during the Bookkeeping
phase at the end of a Scene with anything you               The start of a new adventure leaves you faced
didn’t add during play. This is when you decide             with a pair of stark, blank Lists. These Lists will
which Characters in the Scene were important                gradually fill with Threads and Characters as the
enough to add to the Characters List and whether            adventure unfolds, but the First Scene presents
anything stands out as a goal you want to add to            you with a unique opportunity to jumpstart the
                                                            process and make your Lists a little less lonely.
the Threads List.
                                                            Maybe you have certain goals you want to
                                                            achieve or NPCs you want to encounter, or maybe
                                                            you’re importing Threads and Characters from
SCENE STRUCTURE                                             previous adventures as part of an ongoing series.
                                                            Regardless of your reasons, you can start your
   Time in Mythic adventures is conceptualized              adventure with any elements you want already on
as cinematic Scenes in which the action of your             your Lists.
adventure occurs. Scenes usually take place at              Another way to pre-build your Lists is with the
certain locations, involve certain Characters,              creation of your First Scene. No matter which
and revolve around certain actions or events.               strategy you go with—Inspired Idea, Random
When these actions or events are resolved, the              Event, Meaning Tables, or 4Ws—you can use
Scene is over.                                              elements from your opening prompt to seed your
   A Scene could be your warrior PC exploring               Lists before you start playing.
a dungeon chamber, or your smuggler PC                      If, for example, you were using the Inspired Idea of
meeting with a potential new client, or your                your psychic Character journeying into the astral
cryptozoologist PC searching for a mysterious               realm in search of their missing friend, you could
creature in the forest.                                     put “Find my friend” as a Thread and “Lost friend”
   The amount of narrative time a Scene                     on the Characters List. Starting your adventure with
                                                            these elements on the Lists allows you to make
encompasses is up to you—it could be the fifteen
                                                            early-game Random Events even more meaningful.
minutes it takes to explore a room or the year it
takes your PC to hone their swordsmanship skills.
No matter what time frame you’re dealing with,            INSPIRED IDEA
the Scene is about something specific.                       Mythic adventures are full of surprises, but you
   There are four types of Scenes: the First              can always start with a fully formed idea of your
Scene, Expected Scenes, Altered Scenes, and               own. You can think of these as “what if” ideas,
Interrupt Scenes.                                         such as “What if my cybernetic superhero PC gets
                                                          a lead on the shadowy organization that created
                                                          him?” Starting with an idea that excites you
THE FIRST SCENE                                           makes for a solid beginning that will lead to a
                                                          solid adventure.
   The First Scene of your adventure is a special
                                                           The Player Character in a sword-and-sorcery
one because it gets the story rolling. There are a
                                                           fantasy world is a knight named Weyland.
few different ways you can come up with a First
                                                           Weyland’s Player wants to come up with their own
Scene depending on how much Context you’re
                                                           First Scene. Since this is their first time playing
starting with and how surprised you want to be.
                                                           Weyland they only have a handful of ideas about
                                                     63
                                                     SCENES
                                                         64
                                                      SCENES
THE 4W
   A more structured way to use Meaning Tables
for the first Scene is to apply a 4W approach:
Who, What, Where, and Why. You can roll
for these in whatever order you find the most
logical; you can even add How or When if a
randomized method or time period would add
something meaningful to your adventure.
   WHO: To find out Who is primarily
involved in the Scene roll on the Characters
Elements Meaning Table and go with whatever
interpretation makes sense, whether that’s your
own PC, an existing NPC, or a new NPC
inspired by the word pair.
   WHAT: Roll on the Actions Meaning tables to
see What the main activity of the Scene will be.
                                                          65
                                                       SCENES
   WHERE: For the location Where the main                    When the Player Character gets to the party he
activity is taking place roll on the Locations               sees an assortment of undead in varying stages of
Elements Meaning Table. Just like with Who, this             decay socializing with each other. The festival is
can be any new or existing location that fits the            spirited (though the PC dares not eat any of the
word pair.                                                   food served), but the undead revelers have a goal
   WHY: Roll on the Actions Meaning Tables to                beyond merrymaking: they hope to open a portal to
learn the motivations behind Why the Characters              the Underworld so they can all return to rest. The
are taking these actions.                                    festival is one part celebration of unlife and one
   Once you have your 4Ws combine them into the              part conference as they invite local mages to help
most interesting interpretation you can think of.            them solve their dilemma.
 The PC is a modern mage living in Los Angeles.              The Player is happy with this interpretation and
 The Player has no idea what the adventure will be           decides to add these ideas to their Lists before
 about and they want to be surprised.                        beginning the adventure. To the Threads List they
 Starting with Who, the Player rolls on the                  add “Help the undead return to the Underworld”;
 Characters Elements Meaning Table to get                    to the Characters List they add “Community of
 “Excited” and “Unusual”. Interesting. The Player            undead” and “Other mages at the festival”. The
 decides to wait until they have more information to         Player is now ready to begin their adventure with
 attempt an interpretation.                                  a nicely detailed First Scene.
                                                        66
                                                    SCENES
 With the opening Scene concluded the Player                  Roll Even (2, 4, 6, 8)
 must now decide how they think the next Scene                                                Interrupt Scene
                                                              Within Chaos Factor
 will begin. They decide the Expected Scene is
 about their PC dropping in on the suspect at his
 place of work to question him.
   Most of the time the Expected Scene will be
based on what you decide your Character plans
                                                            ALTERED SCENES
to do. Our detective Character wants to follow                 If your Expected Scene becomes an Altered
up on a lead so that forms the basis of the Player’s        Scene then the Scene begins in the next most
Expected Scene.                                             expected way, as though Mythic heard your idea
   Whatever your Expected Scene is you won’t                and said, “Let’s try something else instead.” The
know for sure whether or not it will happen that            Altered Scene may be nearly identical to the
way until you test it.                                      Expected Scene except for one detail, or it may
                                                            be quite different, but it must make sense for it to
                                                            happen instead of the Expected Scene.
                                                       67
                                                     SCENES
 A Tweak
   Altering a Scene can be as simple as making a
single tweak to your Expected Scene.
 In a fantasy adventure, the local forest spirits are
 lashing out at the forest’s inhabitants. The Player
 Character is trying to figure out what angered
 the spirits when a wild fire breaks out. The next
 Expected Scene is the PC venturing into the fire
 zone to find what caused it, but when the Player
 tests that Expected Scene an Altered Scene is
 triggered instead.
 The Player decides to stick to the Expected Scene
 with one small tweak: instead of needing to
 investigate, the PC immediately finds the fire
 spirit that started the blaze. Now the Player can
 begin the Scene by playing out the encounter.
   Think about all the different elements of an
Expected Scene: the activity taking place, the
NPCs involved, the objects of importance, and
the location it all happens in. A change to any of
these elements would give you an Altered Scene.
   Since our Expected Scene with the forest fire
had no NPCs in it, adding a Character, the fire
spirit, was an easy tweak. The activity in this
Scene is the fire itself, so tweaking that could
                                                        68
                                                        SCENES
                                                         69
                                                      SCENES
                                                        70
                                                  SCENES
                                                       71
                                                    SCENES
ADD AN OBJECT
   Add a significant object to your Expected                 EXAMPLES OF CHANGED SCENES
Scene. If nothing logical comes to mind you can
roll for inspiration on the Meaning Tables.                  EXPECTED SCENE: A fantasy warrior PC is
   Perhaps as the Roman Characters enter the                 exploring the Dungeon of Fel-Azar, an ancient
castle the PC sees a sword lying on the ground               undead wizard. After checking a few cobwebby
                                                             rooms and battling a giant scorpion, the PC
that belonged to one of the missing soldiers,
                                                             makes her way down a corridor by torchlight. The
indicating that they were brought this way.                  Player expects the next Scene to be checking out
                                                             another room to see what’s in it.
MAKE 2 ADJUSTMENTS                                           ALTERED SCENE: Instead of exploring the next
   Make two adjustments to the Expected Scene                room the PC has an encounter in the corridor.
instead of one, rolling on the Scene Adjustment              INTERRUPT SCENE: The Player rolls PC Negative
Table until you have determined both                         on the Event Focus Table and gets “Ambush”
adjustments. If this result is generated again               and “Pain” on the Actions Meaning Tables. They
simply ignore it and reroll. If you roll two results         interpret this to mean that their Character springs
                                                             a trap as she makes her way down the corridor.
that conflict with each other ignore the second
roll and just use the first.
                                                             EXPECTED SCENE: A post-apocalyptic PC sneaks
                                                             through an enemy encampment at night to steal
                                                             gasoline for his vehicle.
INTERRUPT SCENES                                             ALTERED SCENE: The PC finds a cache of fuel
   While Altered Scenes play off your                        right away, but it’s guarded by two soldiers.
expectations, Interrupt Scenes ignore them                   Instead of sneaking through the camp the Scene
entirely; anything can happen.                               will be about overcoming the guards without
   If your Expected Scene becomes an Interrupt               raising an alarm.
Scene, then Mythic derails your expectations                 INTERRUPT SCENE: The Event Focus Table gives
to send the narrative in a new and unforeseen                NPC Negative with the NPC result of “Choose”.
direction. You generate an Interrupt Scene the               The Player chooses “Enemy warband” since
same way you’d generate a Random Event: roll                 that’s who the PC is currently robbing. The
                                                             Event Meaning Tables give “Punish” and “Battle”.
for the Event Focus and Event Meaning, then
                                                             The Player comes up with this interpretation:
interpret the results in Context.
                                                             Before the PC can attempt his planned theft the
 The detective PC investigating the death of his             encampment is attacked by a rival road gang,
 client’s husband is about to visit a suspect at his         resulting in all-out battle the PC will have to
 workplace—the next Expected Scene. The Player               survive long enough to swipe the fuel he needs.
 rolls to test this Expected Scene and gets a 2.
 Since 2 is less than the current Chaos Factor of 4         the detective identified in an earlier Scene. Ricky
 an Interrupt Scene will happen instead.                    runs an illegal gambling operation that the
 To generate a Random Event for the Interrupt               victim often visited.
 Scene, the Player rolls on the Event Focus Table           The Player rolls on the Actions Meaning Tables
 and gets NPC Action. Rolling on the Characters             to see what Ricky is doing and gets “Disrupt”
 List invokes Ricky No-Thumb, another suspect               and “Path”. The Player comes up with the
                                                       72
                                                   SCENES
 following Interruption: The PC heads downstairs             together organically. Maybe your Character
 from his office to go and pay Johnny Loanshark              finishes ransacking a room and leaves to explore
 a visit, but there’s someone waiting for him.               the dungeon further, and you get an Altered
 Leaning against the PC’s car door is a large and            Scene that you interpret as a monster in the hall.
 angry-looking man whom the PC unfortunately                    Interrupt Scenes disturb that flow of events,
 recognizes as Ricky No-Thumb.                               so it may not be immediately obvious how it
   This Interruption stopped the Expected                    connects to your previous Scene. Keep in mind
Scene from happening and created an entirely                 that this Event is interrupting the expected
new Scene, one that forces the detective into an             transition from one Scene to the next. If you take
encounter with another Character. Considering                into account how the previous Scene ended and
Ricky’s hostile demeanor, this Scene will likely             what the Player Character is currently trying to
lead to new revelations about the relationships              do, you should be able to interpret this new Scene
between the PC’s client, her dead husband, and               in a way that fits the current Context.
the suspects in his case.                                       In the example above, the Player Character was
                                                             about to drop in on a suspect when the Interrupt
                                                             Scene happened. This Context gives the new
 Making Connections                                          Scene a logical tie-in to the adventure.
   Expected Scenes flow together organically:
they start as you expect them to and follow the
trajectory of the Player Character’s actions. If your
Character chooses to enter a room and search it,
                                                             PLAYING OUT
that’s the basis for an Expected Scene. If your
Character then leaves the room and explores the
                                                             THE SCENE
dungeon further, that’s another Expected Scene.                 Once you have the concept for your Scene
   Altered Scenes are close enough to your                   ironed out (whether it’s the first Scene, Expected,
Expected Scene that they,                                    Altered, or Interrupted), it’s time to get into the
too, tend to flow                                            Scene and do some role-playing! Now the action
                                                             of your adventures can take place, with Fate
                                                                     Questions there to tell you anything you
                                                                      need to know as you play.
                                                                        A sci-fi Player Character who stole a set
                                                                          of blueprints for an off-world client is
                                                                          fleeing a cybernetic agent tasked with
                                                                         retrieving them. The PC should be
                                                                      able to escape if they can make it to their
                                                                   ship hidden in the foothills.
                                                                   Their Player rolls an Interrupted Scene that
                                                                   begins with the agent spotting the PC on
                                                                   a busy nighttime street. The PC takes off
                                                                 running, hoping to lose the agent in the crowd.
                                                              The Player asks the Fate Question, “Is the area
                                                              busy tonight, with lots of people on the street?”
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                                 ADVENTURE JOURNAL
ADVENTURE TITLE
NOTES
Test The Expected Scene Against The Chaos Factor • Play Out The Scene • Update Lists & Chaos Factor
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TIME OR LOCATION
  A jump in time or change in location is
another way to mark the transition from one
Scene to the next.
 The PC is a survivor in a post-apocalyptic world.
 She spent a Scene exploring a wrecked airplane
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 and decided to make camp there for the night. If               The Player ends the Scene there and decides
 the Player wanted a time-based transition, then                that the next Expected Scene should be the PC
 the Scene could end with her bunking down, and                 visiting his underworld contact at the café. The
 the new Scene could start when she wakes up a                  meeting goes smoothly at first, but then it turns
 few hours later; if the Player wanted a location-              violent. This time, instead of playing out the
 based transition, then the Scene could end when                fight like they did in the previous example, the
 the PC completes her exploration of the wreck                  Player stops the Scene here because it represents a
 and moves on.                                                  shift in the narrative. The next Expected Scene
                                                                is how the Player thinks this situation is going to
                                                                go down. The PC is still at the café, still meeting
NARRATIVE SHIFT                                                 with the contact, and is just about to get into
   Instead of viewing Scenes as discrete units of               a fight. The time, place, and situation haven’t
activity or interest, another way to view them is as            changed, but the narrative focus has.
a continuous stream whose transitions are marked                  By placing the emphasis on narrative shifts, you
by narrative shifts. Let’s revisit our earlier example.        get a greater degree of control over how those shifts
 The cybernetic cop is investigating a crime scene             play out.
 when he finds evidence of illegal weaponry.                    The Player’s Expected Scene is that two of the
 That’s a shift in the narrative, a dramatic new                bodyguards pull guns on the PC and rush at
 piece of information that changes the Context of               him while his contact slips away. Details like
 the adventure.                                                 this would normally be determined with Fate
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 Tension Building Questions                              Mythic adventure will happen when you ask a
                                                         hard Question whose answer you’re genuinely
   The excitement of any good story lies in              worried about. How will Mythic respond?
the tension, and a role-playing adventure is no          What will happen to the PC? These are exciting
different. The best way to build tension in a            moments, the kind of moments you’ll remember
solo or GM-less adventure is by asking conflict-         long after the adventure is over. You reach these
oriented Questions. Such Questions may be                tension-laden junctions by asking hard Questions
difficult to ask—the answer might put your               when the time is right.
Character in peril or lead your adventure into            Bering The Magnificent’s adventure has taken
a whole new direction—but embracing those                 an odd twist with the arrival of the NPC from
difficult Questions makes for a more exciting             the future. The Traveler is a warrior who says
experience. Some of the best moments in a                 that in twenty years a legendary dragon will be
                                                          unleashed that will destroy the world. Bering
                                                          decides to help the stranger avert this dark future
                                                          by ensuring the dragon remains trapped inside its
                                                          volcanic prison.
                                                          The key to their quest is a mystical amulet with
                                                          the power to unlock the gateway into the volcano,
                                                          a passage that was sealed by the gods an age ago.
                                                          A doomsday cult is also seeking the amulet, with
                                                          the goal of freeing the dragon and unleashing
                                                          its chaos upon the world. The Traveler wants to
                                                          find the amulet before they do and destroy it.
                                                          Their eventful journey includes the search for
                                                          a lost map that reveals the amulet’s location,
                                                          exploring ancient catacombs to uncover clues,
                                                          run-ins with cult members, and a king who
                                                          wants the amulet for himself to control the
                                                          dragon for his own ambitions. Bering and the
                                                          Traveler agree to team up with the king’s spy,
                                                          and they all work together to survive the dangers
                                                          of a trap-infested dungeon while cultists hunt
                                                          them down.
                                                          After helping each other through many deadly
                                                          perils, they finally reach the central chamber
                                                           where the amulet is located. No sooner do they
                                                             enter the room than the stone slab door begins
                                                              to slide shut, and molten lava seeps in from
                                                              vents near the ceiling. The spy uses a piece of
                                                              timber to block the door from sealing them
                                                            inside, narrowing averting their fiery fate.
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                                                              GET ROLLING!
    The “Random Events” chapter offers five core
Elements Meaning Tables, but there are even                   With so many Elements Meaning Tables to
more than that. You’ll find 45 Elements Tables on             choose from you may find yourself unable to
the following pages, each themed to something                 pick or wanting to roll on more than one. I say
specific. There are tables for describing dungeons,           do it! The purpose of the Meaning Tables is in
forests, spell effects, and more. There’s also a whole        the name: they’re meant to add meaning to your
                                                              adventure. There’s no reason why you can’t roll
suite of Character-oriented tables for determining
                                                              on as many tables as you want, as many times as
what an NPC looks like, what they’re doing, their
                                                              you want, until you have enough input to make a
motivations, their background, etc.                           solid interpretation.
    These specialized Elements Tables offer you
                                                              Say you encounter a new NPC while exploring
another degree of granularity for when you want
                                                              a burnt-out building in a post-apocalypse
it. There’s no wrong choice when picking which
                                                              adventure. A Fate Question tells you this is a
table to use. The main Actions and Descriptions               hostile encounter; now you need to determine
Tables are general enough that they can be                    who they are and what they’re doing.
applied to anything; the core Elements Tables get
                                                              You could roll on any or all of the following
a little more specific when it comes to Locations,
                                                              Elements Tables: Character Appearance to
Characters, and Objects; and the extra Elements               get an idea of what they look like, Character
Tables take it a step further by getting even more            Descriptors to add more detail to that
specific about certain subjects.                              description, Character Identity to determine
 After loading up his ship with loot, Edward                  what kind of NPC they are, Character Actions,
                                                              Combat to see what hostile action they take,
 explores the Cove of Sorrows and encounters
                                                              and Character Conversations when your
 a new NPC. The Player wants to generate a                    Character tries to talk with them to find out why
 description for this Character using Meaning                 they’re attacking.
 Tables. They could use the most general tables,
                                                              If you chose to roll on all of them you might get
 Descriptions Meaning Tables; or they could get
                                                              something like this: (Dirty/Official) The attacker
 more specific and use the Characters Elements                is wearing a weathered Northern Army uniform.
 Meaning Table; or they could get even more                   (Colorful/Strange) His skin is a bright purple color;
 specific and use the Character Descriptors                   presumably he’s been mutated by the Quantum
 Elements Meaning Table. Any of these tables                  Bombs that destroyed the city. (Leader/Law) You
 would give good, useful results to the Player—all            can tell by the insignia on his uniform that he
 they have to do is pick one and run with it.                 is a high-ranking administrator in the Northern
                                                              Army—a non-combat position. (Ambush/
                                                              Frightening) He was hiding behind a pile of rubble
 Some Additional Thoughts                                     until you entered the building, when he wildly
                                                              opened fire on you. (Assist/Mistrust) As you
   Most of the Elements Meaning Tables are self-              duck behind cover you ask why he’s shooting at a
explanatory—for instance, the Creature Descriptors            fellow Northern soldier; he says he doesn’t trust
table can be used for describing creatures, and the           the army anymore and that everyone is out for
                                                              themselves now.
Animal Actions Table for defining what an animal
does. To help you choose which ones to use, below
are descriptions of the various tables.
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ADVENTURE TONE
& PLOT TWISTS
  If you’re constructing an adventure in advance
and want some help from Mythic you can use the
Adventure Tone Elements Table to guide you.
 You’re constructing a fantasy adventure and
 want to determine the overall tone. A few rolls
 on the Adventure Tone Elements Table give us
 “Bizarre” and “Reassuring”. You may interpret
 this to mean that this is a high-magic adventure
 world with lots of fantastical creatures and
 spell-craft as a part of everyday life. Despite these
 extraordinary elements, the adventure world is
 a stable one for your Character who fits right in
 with all the strangeness.
   The Plot Twists Elements Table can be used
to modify your results from the Adventure Tone
Table or as your Meaning Table for a Random
Event that you think will change the course of
your narrative.
ANIMAL ACTIONS
   This table focuses on actions a wild animal
might take. This is useful for describing the
behavior of animals or any other creature that’s
feral, out of its mind, or extremely confused.
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CHARACTERS
   Tables describing Characters are the most
numerous category of Elements Meaning Tables,
making up 12 of the total 45. You can use these
tables to build entire Characters from the ground
up—including your own Player Character!—or
to generate important details about NPCs as you
encounter them.
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     MUTATION DESCRIPTORS                                                          Names for people, places, and things can run
       This table is similar to Powers, with some                               a very wide gamut. The Names Table is meant to
     subtle differences that take into account the                              narrow down the possible selections and inspire
     mixed nature of abilities derived from mutations.                          a certain sound for the generated name, lending
     There’s more emphasis on the subject’s body, and                           itself to loose interpretation. Rather than rolling
     some results imply that a mutation is detrimental.                         twice you may want to keep rolling until you get a
                                                                                sound that comes across as a valid name to you.
                                                                                  The Player Character, a starship captain, is
     NAMES                                                                        approaching a new planet that their Player
        This table requires a bit more explanation than                           wants a name for. Rolling on the Names
     the others. It’s a collection of sounds and concepts                         Elements Table they get “Tal” and “El”. That
     that, when combined, are suggestive of names.                                doesn’t sound quite right to them yet so the Player
     Most of the entries are meant to be sounded out                              rolls a third time and gets “Action”. This inspires
     rather than used literally.                                                  the name Tallelrun.
        The Player is coming up with the name of a
                                                                                  After discovering an advanced civilization on
        fantasy warrior. They roll “Hee” and “R”. After
                                                                                  the planet the PC arranges a meeting with their
        sounding these out, they might create names such
                                                                                  leader. To generate his name the Player rolls
        as Hir, Huir, or Heer.
                                                                                  “Len”, “In”, “Pr”, “Tar”. This inspires the name
       Concepts such as “Number” or “Emotion” are                                 Lennin Pertar.
     meant to evoke a word related to those concepts
     that you can slot into the name.                                           NOBLE HOUSE
        Generating the name for a town, the Player rolls                           For creating the general characteristics of a
        “In” and “Elements”. They might come up with                            noble or royal household. It can be thought of as
        names like Innsea, Inice, or Inflam.                                    generating the current state of the Noble House,
                                                                                or its history.
Bern is ready for another day of searching for supplies, the Player making heavy use of the Scavenging Results Elements Meaning Table. Just another day
in the apocalypse.
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                                                 SCENES
OBJECTS
   There are several other tables for describing
                                                             GENERATING
specific kinds of items but the Objects Table is
general enough that it can be applied to anything.
                                                             NPC BEHAVIOR
It works best for when you don’t know what an                The PC has battled his way through the Canyons
object is and want prompts to figure it out.                 of Chron, slaying beast after beast on an alien
                                                             world to prove his worth to a powerful warlord.
                                                             He returns triumphant to the warband’s
POWERS                                                       encampment and is summoned to the warlord’s
   This Elements Meaning Table is meant to                   tent. The warlord, flanked by guards, leans
inspire powers of all sorts, from heroic superpowers         forward in his chair and says … .
to the strange abilities of an alien creature.              What does he say? Where do we go from here?
                                                            You figure out what an NPC does in your
SCAVENGING RESULTS                                       adventure the same way you figure out anything
                                                         else in Mythic: with expectations, Fate Questions,
   Designed for post-apocalyptic settings, or any
                                                         and Meaning Tables.
other site of desolation you’re picking through
                                                                    In the example above, if the Player
for goods, this table tells you what type of items
                                                                             had a clear expectation for
you’ve uncovered and if the act of scavenging has
                                                                           what the warlord would say,
put you in danger.
                                                                        they might go with that. “The
                                                                             warlord says he’s impressed
SMELLS & SOUNDS                                                              with your performance.”
   These two tables are good for generating sensory                           If they have some idea but
information. They can be applied to any situation
where a Character is testing the air or listening.
SPELL EFFECTS
   This table helps you determine what kind of
spell is being cast—useful when facing an enemy
sorcerer or after springing a magical trap with
a spell-like effect. The results are generalized,
intended to give you a rough category of spell.
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                                                  SCENES
aren’t sure, they might frame it as a Fate Question            STRATEGY FOR GENERATING
such as, “Does the warlord say he’s impressed?” If
they had no idea what the warlord would say, they                    NPC ACTIONS
might roll on a Meaning Table for inspiration.
   Using expectations for behavior is good for
unimportant NPCs or when you don’t want to
slow down your adventure to randomize NPC
actions. If you have an idea of what the NPC will
do, and their action is important to the adventure,
you could pose the expected action as a Fate
Question. This adds some randomness to the
NPC’s action—you think you know what they’ll
do but they might do something else.
   If you have no idea what the NPC will do then
you can roll a completely random action on a
Meaning Table. The most useful Meaning Tables
for determining NPC actions are:
   » Actions
   » Characters (Elements)
   » Animal Actions (Elements)
   » Character Actions, Combat (Elements)
   » Character Actions, General (Elements)
   » Character Conversations (Elements)
 Expectations As Actions
   Most NPC actions will be determined by your
expectations; you’re probably not going to roll
for every single thing an NPC does. If Bering
the Magnificent is walking through a village
market, then his Player will probably assume that
the NPCs around him are going about their own
business. When you have a clear expectation for
an NPC action, and the action isn’t important
to the course of your adventure, then simply
following your expectations will do.                         Discovering Meaning As Actions
 A warrior PC sits down in a tavern, intent on                 Maybe the Player has no idea what the NPC
 getting something to eat and questioning the               will do or they want to randomize it. Instead of
 barkeeper for news about the area.                         following their expectations they can use words
 The barkeeper is a new NPC, but the Player                 from Meaning Tables.
 decides their initial action in this encounter is           The warrior’s Player changes their mind and
 obvious: they come over to the PC’s table and say,          decides to determine the tavern keeper’s action
 “What can I get you?”                                       using Meaning Tables. Rolling on the Characters
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   and no one around who can teach him healing                     END OF SCENE BOOKKEEPING
   spells, so the Player adds “Acquire healing magic”
   to the Threads List as a goal to pursue.
   A few Scenes after deciding to acquire healing
   magic, Bering is chatting with a farmer who’s
   tending to a field of cows. Bering has been trailing
   a group of travelers he suspects of stealing the sacred
   artifact, so he asks the farmer if he’s seen anyone
   lately. The farmer mentions seeing a local healer
   who helped him with his livestock. Intrigued,
   Bering asks for more information and realizes that
   this mysterious healer may be a wizard.
   This is an important potential lead for Bering to
   get his hands on healing potions, which reflects
   one of the Threads. At the end of the Scene the
   Player writes “Acquire healing magic” for a
   second time on the Threads List.
 CHARACTERS LIST
    You can add just about anything to the
 Characters List, from individual NPCs to
 organizations to geographical areas to objects. If it
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THE BIG SCENES                                               might meet along the way and “Mountains” to
                                                             account for any dangers and resources the rugged
EXAMPLE:                                                     terrain may present.
                                                                With their Lists prepared, the Player is ready to
GUARDIAN OF THE                                              begin the first Scene.
CHOSEN ONE
   Let’s put Mythic’s Scene structure through its
paces! Unlike the smaller examples in the rest of
the chapter that put everything in italics, this Big
Example will use italics to indicate the role-played
story and normal text to explain mechanics and
interpretations for maximum readability.
   In this example, the Player is running a solo
adventure using Mythic with their favorite fantasy
RPG. Their Character is Lennz, a hunter and                   Because the landscape is too rough for riding
wilderness expert who’s already been through                  animals, Lennz and the boy are traveling on
a few adventures, gaining experience along the                foot. The first leg of their journey is easy because
way. He was hired by a mountain village to lead               there are paths near the village, which gives
the Chosen One, a child prophesied to have great              Lennz some time to chat with the Chosen One.
powers, to a hilltop monastery. The route to the              It turns out the boy has a proper name: Ninfee
monastery is through rugged terrain in an area                Wryrock. He says he wasn’t born in the village
Lennz knows well.                                             but was found by a farmer and brought there;
   The Player came up with the details of                     he doesn’t know anything about his own heritage
this adventure using the Plot Twists Elements                 or history. There’s a strange mark on his arm,
Meaning Tables. They interpreted the word pair,               which is apparently what identified him as the
“Public” and “Require”, as a “public” village that            Chosen One, though he doesn’t know much
“required” Lennz to do the task he was hired for.             about the prophecy he’s meant to fulfill.
The idea of the task being a protect-and-deliver
mission for a child religious figure was just                   Most of the details in this Scene were generated
something the Player thought would be cool.                  by the Player asking Fate Questions. “Can we
   The Player decides that the first Scene will              use horses?” No. “Is the terrain near the village
be about Lennz beginning the trek through the                rough?” Exceptional No.
mountains with the Chosen One. Since this is the                The Player thought it would make sense for
first Scene it doesn’t need to be tested against the         Lennz and the boy to talk during this first part
Chaos Factor to see whether it happens or not.               of the journey. Since the Player had no idea what
   Since they already have an idea for the                   the boy might say, they rolled on the Character
adventure, the Player decides to add the                     Conversations Elements Meaning Table for
major details to their Lists. They add “Deliver              inspiration and got “Careless” and “Mysterious”.
the Chosen One” to the Threads List and                      The Player interpreted this to mean that the
“Chosen One”, “Villagers”, and “Mountains”                   boy is very trusting, answering all of Lennz’s
to the Characters List. They decided to include              questions, but that the Chosen One seemed to
“Villagers” on the List to account for anyone they           know little about his own past.
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   The Player also figured Lennz would ask if             The Player prepares for the next Scene by
the Chosen One had a proper name. They made            coming up with an Expected Scene. They decide it
the possibility of a name into a Fate Question         would make sense for Lennz and Ninfee to make
and got Yes. To determine the boy’s name, the          camp at nightfall and set out again the next day,
Player rolled on the Names Elements Meaning            this time encountering more treacherous terrain.
Table and got “Nn” and “Fi”. Wanting more to              The Player tests this Expected Scene against
work with, they rolled some more and got “Wr”          the Chaos Factor by rolling a d10. They roll 8,
and “Nature”. The Player interpreted this as           exceeding the current Chaos Factor of 4, so the
Ninfee Wryrock.                                        Expected Scene happens as envisioned.
   This first Scene was simple, establishing what          The next morning, Lennz and Ninfee break
the adventure will be about. The Player decides            camp and set out again. The farther they get
to end the Scene after Lennz and Ninfee spend              from the village, the rougher the terrain becomes
the day walking and chatting. Since Lennz was              as well-trod dirt roads give way to unsullied
in control during this Scene, the Player gives -1          rocky ground. They climb many steep hillsides,
to the Chaos Factor, lowering it from the starting         with Lennz helping Ninfee when he struggles.
value of 5 to 4.
   The Player records the major details on their           Suddenly, Lennz spots a small warband of orcs
Adventure Journal sheet as part of their end-of-           on the other side of the valley, and he pulls Ninfee
Scene Bookkeeping. Then they look over their Lists         behind a boulder to hide before they’re spotted.
to see if anything needs to be added or removed.           This is bad. Lennz is going to have to be very
                                                           careful from here on out to avoid contact with
                                                           the orcs. He has no idea if they’re aware of the
                                                           prophecy, but if they are, they may see Ninfee as
                                                           a very valuable hostage.
                                                           The two of them move cautiously for the rest of
                                                           the day, with Lennz keeping an eye out for orcs.
                                                           With the way forward getting more difficult,
                                                       the Player began this Scene by asking Fate
                                                       Questions about the terrain. “Do we run into any
   Prominent elements in this first Scene included     difficult terrain today?” Yes. “Does Ninfee have
“The Chosen One”, the “Mountains”, and the             difficulty?” Yes.
Thread of “Deliver the Chosen One”. Since these            A little later, a Fate Question generated a
elements are already on the Lists, the Player adds     Random Event. Rolling on the Event Focus Table,
an additional entry for each. No new Characters        the Player got “Move Away From A Thread”.
or Threads presented themselves in this Scene.         Since there’s only one Thread on the List there
                                                       was no need to roll for it.
                                                           The Player rolled on the Actions Meaning
                                                       Tables for inspiration and got “Block” and
                                                       “Project”. They had an idea of what this could
                                                       mean but weren’t sure about it, so they posed
                                                       it as a Fate Question: “Do we encounter orcs?”
                                                       Yes. The Player interpreted this to mean that
                                                       they unexpectedly came across a warband of orcs
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 There’s a sudden burst of light from the boy, an       that Ninfee reacted with a display of raw magical
 outflowing of power, and the orc is thrown back        power to defend himself.
 by the force of the blast.                                After the orc was knocked back, the Player
                                                        asked, “Do the orcs flee?” Yes. Finally, the Player
 Surprised and afraid, the orcs retreat back into
                                                        asked, “Does Ninfee seem surprised by what he
 the night. Lennz looks at Ninfee, shocked by
                                                        did?” Yes.
 the sudden display of power. Ninfee looks just
                                                           This seems like a good place to end the Scene;
 as surprised.
                                                        now it’s time for Bookkeeping. The Player
   The Player used the skills and combat rules from     summarizes Scene 3 in the Adventure Journal and
their chosen RPG to play out this Scene. Lennz          adjusts the Chaos Factor.
rolled well enough to notice the approach of the           While they did survive the orc ambush,
orcs and be ready when they pounced.                    Ninfee’s sudden display of power was a random
   To guide the combat, the Player started by           surprise. The Player is going to count this as a
asking “Do the orcs focus on Lennz?” This               Scene out of Lennz’s control, raising the Chaos
seemed reasonable since Lennz would be the              Factor to 6.
biggest threat to take down. Mythic said Yes.
   This three-on-one combat continued for several
rounds. Using the NPC Behavior Table each
round, the Player asked the Fate Question, “Do
the orcs continue with their current action?” The
answer each round was Yes, meaning the orcs
continued to fight with Lennz.
   On the fourth round, however, the answer was
No. The Player’s interpretation was that one of the
orcs broke off from the fight to go after Ninfee.
   Lennz yelled at Ninfee to run, and the Player
asked “Does Ninfee run?” The answer was No,
with a Random Event.
   The Player rolled on the Event Focus Table
and got NPC Action. To determine which NPC
would act, the Player rolled two dice for the
Characters List: one for a List section and one
for an entry in that section. Since two sections of
the List have elements in them, the Player rolled
a d4 to see which section to use. They got a 3,
indicating the second section. Rolling a d10 to
see which element to use, the Player got a 2: “The
Chosen One”.                                               Now to adjust the Lists. There’s no need to
   The Player rolled on the Actions Meaning             add another instance of “Deliver the Chosen
Tables for inspiration on what Ninfee would do          One”, since it’s already maxed out at three entries.
and got “Open” and “Power”. Given the Context           “Avoid the orcs” was relevant in this Scene
that the Chosen One supposedly has abilities of         because of the fight, so the Player repeats this
some kind, the Player interpreted this to mean          Thread element. They also add another instance
                                                        of “Orc warband” to the Characters List.
                                                      118
                                                SCENES
                                                      119
                                                    SCENES
 Lennz knows that if he can see the smoke, so can             The orcs were a concern in this Scene, so the
 the orcs; they may be drawn to this location as          Player adds another instance of “Avoid the orcs” to
 well. The village appears to have fighters among         the Threads List, reaching the maximum of three.
 them—perhaps they will ally with Lennz when                  The Player decides that the sudden storm
 they find out Ninfee is the Chosen One. Lennz            is enough to count as the environment acting
 decides to take the risk and approach them.              against them, so they add “Mountains” again
    When Lennz got in position to identify the            to the Characters List. They also add another
source of the fire, the Player asked the Fate             instance of “Villagers”.
Question, “Is it the orcs?” They gave this Odds of
50/50 because they had no idea what to expect.
Mythic came back with No.
    The next most logical expectation was that
it’s a village, so the Player went with that. To get
a clearer picture of the village, the Player asked,
“Do they look capable?” Mythic came back with
Exceptional Yes.
    The Player interpreted this to mean that not
only are the villagers well equipped against the cold
and the storm, they also have fighters among them.
 As Lennz and Ninfee walk towards the village,
 a pair of spear-wielding warriors see them and
 approach. They look tough and threatening,
 but as soon as they see Ninfee their demeanor
 changes. They recognize him immediately and
 their wary greeting changes to one of welcome.
 To Lennz’s relief, he and Ninfee are brought into
 the circle of warmth and given food. There isn’t
 much time to relax, however. Lennz tells the
 villagers about the orcs. The villagers have been
 fending off warband raiders for months, and
 they are ready and willing to help Lennz defend
 the boy.
   The Player resolved the villager reactions with a
few Fate Questions. “Do they recognize Ninfee?”
Yes. “Are they aware of the warband?” Yes.
   This seems like a good place to end Scene 4
and do some Bookkeeping. The Player writes
down a summary of this Scene. Since Lennz and
Ninfee caught a lucky break, the Player decides
Lennz was in control this Scene, so the Chaos
Factor drops from 6 to 5.
                                                        120
SCENES
 121
122
                            Variations
   The Mythic system is built to be modular
and highly customizable. Use the rules you                       FORM FITTING
want, ignore the ones you don’t, and adjust the
ones you’ve chosen to get the desired tone for
                                                                 To make it easier to get organized, all forms and
your adventures.                                                 tables have been collected at the end of this
   Up to this point, the systems in this book have               book. You can also find a quick reference for all
focused on the essentials of how to construct                    of Mythic’s important rules and mechanics in the
and run a satisfying solo role-playing experience.               “Rules Summary” chapter.
Many of those core rules offer options for how
to use them, such as the way you start and end
Scenes and whether you roll for an Event Focus
or choose one. This chapter presents more
variant rules with which to modify your Mythic
experience as well as advice on how to get more
out of your adventures.
   If you’re new to Mythic, this chapter may be
more useful to you after you’ve played through a
few adventures and familiarized yourself with the
core rules.
                                                               Papers Please
GETTING PREPARED                                                  If you prefer to play with physical books and
FOR A SOLO                                                    paper game sheets, keeping things organized will
                                                              make your solo gaming sessions more enjoyable.
ADVENTURE                                                     Consider sorting your sheets into binders, one
   Getting your act together to run a solo role-              for rulesets and one for Character-related items.
playing session can be just as individualized as the          Gather all of your materials ahead of time and
game itself. What resources do you bring to the               lay them out on the surface you’ll be using. Make
table—if you even use a table? Do you role-play               sure you have enough room to write things down
entirely in your head, or do you write down what              when you need to and enough empty space to
happens as you go? If you do write it down, how               shift things around without moving too many
do you go about it?                                           items at once.
   There’s a lot to consider, so let’s get started on             For my own games, I make a habit of taking all
how to get started!                                           the books and resources I’m using and stacking
                                                              them together so I can put them on a bookshelf
                                                              in between my adventures. When it’s time to play,
                                                              I simply grab the stack, arrange it on the table in
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                                                 VARIATIONS
                                                          124
                                               VARIATIONS
                                                       125
                                               VARIATIONS
                                                        126
                                                VARIATIONS
                                                         127
                                                 VARIATIONS
GETTING THE                                                   material from directly. These are RPG books with
                                                              statblocked monsters or specific settings where
                                                        128
                                              VARIATIONS
                                                      129
                                              VARIATIONS
                                                    130
                                              VARIATIONS
                                                       131
                                                 VARIATIONS
   1             2         3          4            5            6          7           8          9           10
                                              FLASHPOINT+2                                                CONCLUSION
   1             2         3          4            5            6          7           8          9           10
                                              FLASHPOINT+2                                                FLASHPOINT+2
   11            12        13        14           15
                                              CONCLUSION
                                                        132
                                                 VARIATIONS
  20. The bigger the range, the longer it takes to              Scene. Making Progress is important, as it’s what
  complete the Focus Thread.                                    moves you along the Track and brings you closer
     Once you’ve chosen a Focus Thread and                      to the Conclusion.
  started a Thread Progress Track, keep a running                The Player’s modern mage Character has set out
  tally of your Progress Points by marking them                  on a quest to restore the manna of a fellow mage
  off on the Track. Progress Points are earned by                whose powers were drained by an otherworldly
  achieving Progress and experiencing Flashpoint                 creature. The Thread representing this goal is
  events. You can’t complete the Thread until you                “Restore Bakra’s manna.” The Player decides to
  reach the end of the Progress Track, at which                  start a Thread Progress Track with this Thread as
  point the Conclusion happens.                                  the Focus Thread.
                                                                 In a later Scene, the PC learns about Fay Jars,
  HOW THIS FITS INTO                                             containers meant to imprison supernatural
  YOUR ADVENTURE                                                 creatures. Since this discovery represents a
     Apart from the special rules of the Thread                  significant step toward resolving the current
  Progress Track, your Mythic game continues as                  Thread, the Player counts it as Progress. When
  normal, and the Thread you chose as the Focus still            the PC successfully makes a Fay Jar a few Scenes
  operates like any other Thread in the adventure. It’s          later, the Player counts this as further Progress.
  up to you how much of your attention you want                    Any Scene that moves the Player Character
  to spend actively pursuing that Thread, but given             significantly closer to resolving the Focus
  the nature of the Thread Progress Track, you will             Thread should be considered Progress, though
  experience the Focus Thread one way or another as             you get to decide exactly what does and doesn’t
  your adventure continues.                                     count. Making Progress awards 2 Progress
                                                                Points on the Thread Progress Track; cross out
   Progress                                                     the numbered boxes as you go to keep track of
                                                                your current Progress.
    Progress is the term used when your Player
  Character takes a significant step toward
  completing the Focus Thread while playing out a
   1             2         3          4            5               6           7           8            9             10
                                              FLASHPOINT+2                                                      FLASHPOINT+2
   11            12        13         14          15              16          17           18          19             20
                                              FLASHPOINT+2                                                       CONCLUSION
                                                          133
                                                                VARIATIONS
                                                                                IS IT PROGRESS OR A FLASHPOINT?
                                                                                Making Progress and experiencing a Flashpoint
                                                                                are very similar. Both involve the Focus Thread
                                                                                in a meaningful way: Progress is anything that
                                                                                moves you closer to resolving the Focus Thread,
The Player Character made Progress toward the Thread of “Restore                while a Flashpoint is specifically a dramatic,
Bakra’s manna” by learning about Fay Jars, earning 2 Progress Points.           important event that involves the Focus Thread.
In a later Scene they successfully constructed a jar, earning another 2
points for a total of 4 Progress Points so far.                                 A moment in a Scene can count as both
                                                                                Progress and a Flashpoint. In these cases,
                                                                                you can choose which to call it. Either earns
                                                                                you 2 Progress Points, though having a
 Flashpoint                                                                     Flashpoint event means another Flashpoint
                                                                                won’t automatically happen when you cross the
   A Flashpoint is an important moment in a                                     threshold of a Phase.
Scene that’s related to the Focus Thread. They                                  You can let the drama and tension of the Scene
can be initiated through normal Mythic play, a                                  help you decide if the event was a Progress or
Random Event involving the Thread, or through                                   a Flashpoint. Discovering the recipe for making
the Thread Progress Track.                                                      Fay Jars by studying a book isn’t very dramatic,
   A Flashpoint is very similar to Progress, with                               but it is forward motion, so that’s Progress.
one key difference: a Flashpoint event should                                   Encountering the creature and battling it was
be dramatic and important. You can consider                                     dramatic and tense, so that’s a Flashpoint.
this part of the Context when interpreting a
Flashpoint event.
                                                                            THREAD PROGRESS
  During a Scene, the Player’s mage PC finds the                            TRACK FLASHPOINT
  place where the creature has taken up residence:                             A Flashpoint happens when your Player
  in the high-end apartment of a tech millionaire.                          Character goes through an important Scene
  She attempts to trap the creature in the Fay                              involving the Focus Thread. If this doesn’t
  Jar in a frantic chase through the apartment,                             happen though regular Mythic play, the Thread
  destroying furniture and valuables as the                                 Progress Track will make it happen.
  creature, a small, elf-like humanoid, runs and                               The Thread Progress Track is broken into
  flies about.                                                              phases of 5 Progress Points each. If a Flashpoint
   This encounter is dramatic, directly involves                            hasn’t happened by the end of a phase, then a
the Focus Thread, and offers hope of eventually                             Flashpoint event is triggered. Treat this like a
resolving the Thread. It has all the qualities to                           Random Event with an automatic Event Focus of
make it a Flashpoint.                                                       Current Context. The Random Event will involve
   A Flashpoint awards 2 Progress Points on                                 the Focus Thread in a dramatic and important
the Thread Progress Track, just like standard                               way without fully resolving it. Roll on the Event
Progress. Make sure to check off the box next to                            Meaning Tables for inspiration.
“Did A Flashpoint Happen?” for that phase of the
Progress Track.
                                                                          134
                                                              VARIATIONS
checks the “Did A Flashpoint Happen?” box for this phase. Getting to           The timing of when you record Progress Points
6 Progress Points passed the 5 point threshold that would trigger a            only matters if they trigger a Flashpoint. If you’re
Flashpoint. However, the Player had decided that a Flashpoint event            recording Progress Points as a Scene plays out,
had just occurred in this Scene so another one isn’t triggered.                and you cross the threshold between phases
                                                                               that triggers a Flashpoint, you can generate the
                                                                               Flashpoint right then. This is a lot like when a
                                                                       135
                                                    VARIATIONS
                                                           136
                                                   VARIATIONS
                                                          137
                                              VARIATIONS
                                                       138
                                             VARIATIONS
                                                      139
                                                   VARIATIONS
                                                         140
                                                              VARIATIONS
As the Player, you know that an army of animated clay golems is about to descend on this village, but your Character doesn’t know that yet. How
do you handle this?
                                                                     141
                                               VARIATIONS
                                                        142
                                                VARIATIONS
                                                        143
                                              VARIATIONS
GOING WITH IT
    Solo role-playing styles differ among Players.
                                                                PLAYER VS. PC KNOWLEDGE
Some of us want a realistic, simulationist feel from           STRATEGY                   SOLUTION
our games. Others want a more narrative driven,
cinematic experience.                                                           PC checks for discovery
    If cinematic is your style then having greater           TEST IT, ASK IT,
                                                                                to earn asking a Fate
knowledge than your Player Character may not                 THEN IT’S REAL
                                                                                Question if it exists.
be a problem. The more you, the Player, know the
more cohesively you can guide events. You may                                   Player knowledge is not
know the space station’s reactor was sabotaged by             RELIABLE VS.
rebels, and while your Character may not know                 UNRELIABLE        until the PC discovers it,
this your superior knowledge allows you to design            INFORMATION        allowing for the chance
Expected Scenes that grow the narrative.                                        for it to be wrong.
    In this case you may go with it when you
know more than your Character because you are                                   Embracing Player knowledge
more interested in how the narrative as a whole                                 from a cinematic, big-
                                                             GOING WITH IT      picture view. Prioritize
comes together than you are with surprises.
                                                                                enjoying the totality of the
Going with being the omniscient observer is a
                                                                                adventure over surprises.
stylistic choice that makes for good cinematic or
literary narratives.                                            EXTRA           Player knowledge triggers
    Embracing Player knowledge over Character                 KNOWLEDGE         an opportunity for the
knowledge offers its own kind of excitement,                   AS AN RP         PC to earn it, “gamifying”
where you know your PC is trusting the wrong                 OPPORTUNITY        the knowledge gap.
people, is walking toward an ambush, is being
tricked by a foe, and you go with it because             of, maybe grant them a skill roll that the RPG
you understand that Character and what they              you’re using allows to see if they detect the
would do. Knowing more in this Context is like           trap. If you know that the NPC they just met is
watching a movie where your omniscience serves           secretly an undead sorcerer disguised as a living
to heighten the tension because you know the             human you could give your PC the chance to
Character is making a mistake.                           see if they figure it out.
                                                             The knowledge gap becomes a trigger where
EXTRA KNOWLEDGE AS                                       you automatically allow the Player Character
AN RP OPPORTUNITY                                        a chance to find out. Player knowledge isn’t a
                                                         hindrance to adventure surprise, it’s a doorway
   That extra knowledge you have that your
                                                         to role-playing gold. Your Character can’t act
Character doesn’t can be used as a role-playing
                                                         on your superior knowledge unless they earn
opportunity. It’s an indicator that your Character
                                                         it somehow, but that extra knowledge gives
should have a chance to earn that knowledge.
                                                         them the chance to earn it when they otherwise
   This approach calls for allowing your PC to
                                                         wouldn’t have had that chance.
make some kind of check to see if they discover
                                                             This strategy is a middle ground between the
the knowledge that you know.
                                                         more simulationist “Test It, Ask It, Then It’s Real”
   For instance with that Character who is
                                                         and the cinematic “Going With It” approaches.
about to walk into a trap that you are aware
                                                       144
                                              VARIATIONS
                                                       145
                                               VARIATIONS
                                                      146
                                                                  VARIATIONS
                                                                                                              9               +2
                Very Likely   10   50 91     13   65 94     15   75 96      17   85 98      18    90 99
                                                                                                             7-8              +1
                     Likely   7    35 88     10   50 91     13   65 94      15   75 96      17    85 98
                                                                                                             4-6            None
ODDS
                     50/50    5    25   86   7    35   88   10   50    91   13   65    94   15    75   96
                                                                                                             2-3              -1
                   Unlikely   3    15 84     5    25 86     7    35 88      10   50 91      13    65 94
                                                                                                              1               -2
             Very Unlikely    2    10 83     3    15 84     5    25 86       7   35 88      10    50 91
Nearly Impossible 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88
                Impossible     X   1 81       1   5 82      2    10 83       3   15 84       5   25 86
        CHAOS FACTOR                1             2-3            4-6             7-8              9
                                                                            147
                                                           VARIATIONS
                                                                                         8-9                   +1
             Very Likely   13   65 94      15   75 96      17   85 98
                                                                                         3-7              None
                  Likely   10   50 91      13   65 94      15   75 96
                                                                                         1-2                   -1
ODDS
50/50 7 35 88 10 50 91 13 65 94
                Unlikely   5    25 86      7    35 88      10   50 91                       NO-CHAOS
           Very Unlikely   3    15 84      5    25 86       7   35 88                      FATE CHART
                                                                                                    Certain     18   90 99
       Nearly Impossible   2    10 83      3    15 84       5   25 86
                                                                                            Nearly Certain      17   85 98
             Impossible     1   5 82       2    10 83       3   15 84
       CHAOS FACTOR             1-2             3-7             8-9                              Very Likely    15   75 96
                                                                                                      Likely    13   65 94
WHAT IS “A SESSION”
                                                                                 ODDS
                                                                                                      50/50     10   50 91
IN SOLO PLAY?                                                                                       Unlikely    7    35 88
   Many role-playing systems refer to a game
session as a unit of time with rules attached to
the completion of a session. For instance, maybe
                                                                                               Very Unlikely    5    25 86
experience points are distributed for each session
of play.                                                                                 Nearly Impossible      3    15 84
   In traditional group role-play guided by a
Game Master sessions tend to include enough                                                      Impossible     2    10 83
time to accomplish a goal, making it a good unit
of measurement for Player Character progress.
   Solo role-playing sessions, however, aren’t
                                                                           whenever you like. In short, the concept of a
always so neatly divvied up. Every solo Player may
                                                                           “session” doesn’t mean the same thing in solo play
have their own approach to how long they play.
                                                                           as it does in cooperative play.
Many like to play for short periods of time as one
of the strengths of solo is starting and stopping
                                                                  148
                                                    VARIATIONS
                                                       149
                                              VARIATIONS
                                                             TRIGGER
can also be used to guarantee that certain things
happen that you want to happen.                                        Complete 2 Scenes in a row without a fight.
   Let’s say you’re running a campaign in a
zombie apocalypse. You’ve had some good
                                                                       A combat will happen in this Keyed Scene.
adventures in this setting, but you’re unhappy
                                                             EVENT
                                                                       Roll for a Random Event to generate it with
with how infrequently your Player Character is
                                                                       an automatic Focus of Current Context, the
running into zombies. You want more zombie                             Context being that this Event is a fight.
action. You could use Keyed Scenes to insert
zombie encounters into your adventure by
following certain rules that you set up.
   These rules are called Triggers and they decide
when a Keyed Scene Event happens.                               KEYED SCENE: BOSS FIGHT
                                                                This Keyed Scene is designed for an adventure
 Keyed Scene Trigger                                            that is meant to lead up to a confrontation with
                                                                a main villain. You want plenty of time to get
   The Trigger is what tells you when a Keyed                   your PC to that point, but you don’t want the
Scene Event occurs. With a zombie adventure the                 adventure to drag on too long before this final big
Trigger might be three Scenes that pass without                 event. This Keyed Scene helps to make sure that
any zombie attacks taking place. After the third                doesn’t happen.
Scene ends without an encounter the Keyed Scene
Event is Triggered and the next Scene now must
                                                                       After 15 Scenes if a final confrontation with
contain the Keyed Scene Event, a zombie attack.
                                                             TRIGGER
                                                       150
                                                      VARIATIONS
                                                                   TRIGGER
TRIGGER
          a horror. When the Count reaches 5 or more,                        Roll 1-2 on 1d10 each Scene.
          a roll of 1-3 on 1d10 Triggers the Event in the
          next Scene. Any Scene where the PC receives
          emotional support reduces the Count by 1.
                                                                             Encounter a random wandering monster
                                                                   EVENT
                                                                             in the next Scene. Generate a Random
          The Player Character is overwhelmed by what                        Event to introduce the monster.
          they experienced. They must find emotional
          support, such as seeking help, renewing their
EVENT
      Player Character is in danger of losing control,                       Event to describe the trap, with an
      but you want it to be unpredictable. You decide                        Event Focus of PC Negative.
      to make the Trigger going four Scenes where you
      max out your power and you roll 1-5 on a 1d10.
         Once the conditions of a Trigger are met in one
                                                                   TRIGGER
Scene the Event will happen in the next Scene. Roll 1 on 1d10 each Scene.
      happen in a Keyed Scene, like our zombie attack.                       describe what it looks like, the Actions Meaning
      You can decide these Events ahead of time,                             Tables for what has to be done to solve it,
      before you begin your adventure, or during the                         and roll again on the Actions Meaning Tables
      adventure when they occur to you. If you’re doing a                    once it’s been solved to see what happens.
      traditional dungeon delve maybe your Keyed Scene
      Event is encountering a wandering monster. Maybe               When a Keyed Scene Event is Triggered it
      you’re playing a superhero game where your Player           becomes a necessary part of the next Scene. You
      Character goes out of control sometimes when they           set up the Scene as normal, whether the Scene
      use their power too much, so your Keyed Scene               is Expected, Altered, or an Interrupt, but also
      Event is your PC losing control.                            include the Keyed Scene Event. With our zombie
                                                            151
                                                VARIATIONS
                                                      152
                                KEYED                     KEYED
      EVENT   TRIGGER           SCENE   EVENT   TRIGGER   SCENE
COUNT
153
                                KEYED                     KEYED
      EVENT   TRIGGER           SCENE   EVENT   TRIGGER   SCENE
                                                                                              VARIATIONS
                        COUNT
                                                      VARIATIONS
          If you haven’t already discovered a main                 Record the Count each time the relevant
          Thread to pursue you do so in this Scene.
                                                               element happens to determine when the Trigger
                                                               is fulfilled.
TRIGGER
          a Random Event with the Event Focus                  combat in your adventure but maybe you think
          of Move Toward A Thread with the                     this is too predictable. You can toss a randomizer
          Thread being your primary Thread.                    into the Trigger.
                                                                  Instead of saying a combat happens after every
                                                               third Scene you could say the Trigger is “A result
TRIGGER
                                                             154
                                              VARIATIONS
                                                      155
                                                                   VARIATIONS
Being a solo role-player doesn’t lock you out of all those wonderful prepared adventures. With a few simple adjustments you can play in those adventures
with all the surprises and GM emulation that Mythic brings.
                                                                          156
                                             VARIATIONS
                                                      157
                                               VARIATIONS
                                                        158
                                                  VARIATIONS
                                                        159
                             VARIATIONS
      9-10 CHOOSE       10
                                   ENDING A SCENE
 d6   1-2 CHOOSE        11           End a Scene when it feels natural, just as you
                                  would with a regular Mythic adventure. In the
      3-4 CHOOSE        12        example above, the Player Character may wander
5-6 5-6 CHOOSE          13        about the village for a while, learning about it
                                  and encountering some of its citizens. There is an
      7-8 CHOOSE        14        important encounter with the mayor of the village.
                                  The prepared adventure says the mayor will
      9-10 CHOOSE       15
                                  beseech the Player Characters into helping fight
 d8   1-2 CHOOSE        16        the vampire lord. The Player decides after this
                                  encounter is a good spot to end the Scene.
      3-4 CHOOSE        17           Finding the right place to end a Scene while
                                  playing through a prepared adventure may not
7-8 5-6 CHOOSE          18
                                  feel right at first. In a standard Mythic game a
      7-8 CHOOSE        19        Scene will play itself out. You’re either looking for
                                  the main focus of the Scene to conclude or one of
      9-10 CHOOSE       20        the other end of Scene strategies chosen from the
d10
      1-2 CHOOSE        21
                                  “Scenes” chapter. You have a tactic for when to
                                  end a Scene.
      3-4 CHOOSE        22           With a prepared adventure, you may be moving
                                  from one location and encounter in the text
9-10 5-6 CHOOSE         23        to another. Each of those encounters may feel
      7-8 CHOOSE        24        distinct, causing you to wonder if this should be
                                  considered a Scene.
      9-10 CHOOSE       25
                                160
                                                                  VARIATIONS
         I suggest still going with a Scene end strategy,                      Scene idea. You can base this on what you know
     just like you would with a regular Mythic                                 of the adventure and what happened in the
     adventure. Make the prepared adventure content                            previous Scene.
     fit into that strategy.                                                      The Expected Scene is likely going to be one of
                                                                               two things:
                                                                                  » Picking up from the activity of the previous
     STARTING A NEW SCENE                                                             Scene.
       Start a new Scene like you normally would                                  » Continuing on to something new.
     with Mythic by coming up with an Expected
This adventure included an interesting Scene where the Player Character bet on a boxing match between two droids. In this section of the prepared
adventure the boxing match is a way for the PC to meet the green droid after the bout. Watching the boxing match was an opportunity to see what
                                                                         161
                                                   VARIATIONS
                                                      162
                                                VARIATIONS
                                                       163
                                              VARIATIONS
                                                      164
                                                              VARIATIONS
Using the Prepared Adventure Event Focus Table helps to include content that is otherwise presented by a Game Master running the adventure.
This comes in handy for elements that aren’t part of described locations or encounters. For instance, maybe you’re playing through a future-tech
adventure where scavenging old mecha facilities has a random chance of turning up usable battle armor. This could be represented on your
Adventure Feature List as “Find useful tech.”
                                                                     165
                                               VARIATIONS
                                                       166
                                             VARIATIONS
                                                             Adventure Cohesion
                                                               Maybe your adventure has gone on so long that
                                                            there are lots of Threads going on. There could be
                                                            many crucial NPCs whose actions are important
Characters List. Maybe your Player Character
                                                            to your adventure. These Threads and Characters
started in the Kingdom of Halvand, then spent
                                                            elements should all combine to craft the narrative
time at the Court Of King Deneral, engaged in
                                                            of your game.
dungeon delving in the Tomb Of Antherat, and
                                                               I’m calling this adventure “cohesion” because
is now on an adventure exploring the Chittering
                                                            your ongoing campaign should feel like a
Woods.
                                                            unified whole, all the parts working together. A
   That’s a lot of ground your Player Character has
                                                            complicated adventure or series of adventures may
covered. Your Characters List would have people
                                                            have so many active elements that it can start to
you met from Halvand in it, probably the first
                                                            feel fractured, losing cohesion to the point where
NPCs you encountered. A few adventures later
                                                            you aren’t sure what is going on or where the
things got more interesting as you rubbed elbows
                                                            narrative is heading.
with royalty, now you have a prince, a king, and a
                                                               Here are some ideas to keep your adventure all
bunch of royal family members on the List. The
                                                            nicely glued together.
trip through the dungeon really expanded the List,
                                                      167
                                                VARIATIONS
START FRESH
    Usually a Mythic Player ends an adventure                PRUNING SEASON
when a main Thread has been resolved. You
wrap up the adventure and then consider starting             Earlier, editing Lists was discussed to keep them
a new one, bringing over the Threads and                     focused and under control. That advice goes
Characters you want if you plan to build on the              along very well with starting over.
previous adventure.                                          Ending an adventure and continuing with a
    While you can end an adventure when you feel             new one already involves List pruning. If one
it’s reached a culminating moment you can also               adventure is a continuation of the previous you
end it whenever you want. It could be when you               are going to pull over Threads and NPCs, making
are right in the middle of a big battle, or dealing          choices about what to keep and what to drop.
with a mystery, or when you haven’t solved any               If you find yourself having to do an extensive edit
Threads at all.                                              of a List you may want to take this as a sign that
    Ending an adventure and starting over with               it’s time to end the adventure and start a new
a new one is one way to help regain a sense of               one. You can use this as an opportunity to review
                                                             your ongoing adventure, helping to ensure it
cohesion to a complicated campaign.
                                                             makes sense and stays manageable.
    Think about the first Scene in a Mythic
adventure. That opening Scene is unique. It
isn’t influenced by the Chaos Factor. While                 leader took the crown with him to use its power
it can be constructed like an Interrupt with a              to help his people survive.
Random Event it doesn’t have to be. The first              Now Ragnor’s Player is conflicted about
Scene can be anything you want it to be. You            where to go with this adventure. Does Ragnor
have more narrative and creative control over           make good on his offer to help the forest fairies?
the first Scene than you do any other Scene in          Does he switch sides, throwing off the previous
an adventure.                                           course of this adventure toward a new direction?
    So let’s use that to refocus an adventure that      What about Ragnor’s association with the royal
has gotten lost.                                        family? Is he about to burn an important bridge
 Ragnor the Rogue’s time in the Chittering Woods        for himself?
 has gotten interesting. After befriending the             The adventure has just gotten complicated.
 fairies by name-dropping Prince Toymin, Ragnor            The Player could continue the adventure,
 has undertaken to help the fairy community             creating Expected Scenes and going from there
 reclaim a long lost magical crown taken by a           to see what happens. Or they can consider the
 group of criminal outcasts.                            adventure is over and start a new one. The Player
                                                        can review and edit the Lists and decide what the
 In the process of fulfilling this quest Ragnor
                                                        starting Scene should be that would help refocus
 encounters the outcasts, and finds them to be a
                                                        the adventure narrative.
 peaceful group who are on the run from their
 brethren. It turns out that Prince Toymin                  The Player decides to refocus the adventure by
 didn’t so much declare a portion of the forest to          ending it and starting a new one. To clean up
 be protected as he declared war on a segment               the campaign narrative, the Player decides that
 of fairy society that were unpopular with the              the new adventure takes place a month later
 majority. When fleeing their homes the outcast             after Ragnor switched sides to help the outcasts.
                                                            He is now camping with them in the forest,
                                                            helping them evade patrols searching for them.
                                                      168
                                                 VARIATIONS
MULTIPLE LISTS
   Multiple Lists are a good way to keep a                         WHICH LIST TO USE
complicated adventure organized and help
maintain cohesion. It could work like this:                        When playing with multiple Lists, when to use one
you have your Lists for an ongoing adventure                       List or another is up to you. If the circumstances
that has gotten quite complicated with various                     of your adventure seem to indicate a particular
communities of NPCs and lots of Player                             List then use it.
Character goals. The geography of your adventure                   When you separate a List into multiple Lists
takes place in several separate areas that your PC                 they don’t have to be broken down just by
commonly travels through. To make it even more                     geography. Anything that helps divide List
complicated you’ve decided to add a second PC                      elements can be used. While geographic
                                                                   locations are easy to identify you could also
to the adventure that has nothing to do with your
                                                                   use themes if your adventure has various tones
other Player Character, you just thought it would                  (action, personal drama, etc.), areas of Player
be interesting.                                                    Character interest, or just about anything that
   By using multiple Lists your Lists may look                     pertains to your adventure.
something like this:
                                                                   When you decide that a particular List is active
   » A Threads List for your first PC.                             for a Scene, that is the List you will edit during the
   » A Threads List for your second PC.                            end of Scene Bookkeeping.
   » A Characters List for your first PC in the
       region they primarily roam.
   » Another Characters List for your first PC                      This has created a situation where you
       for a distant region they sometimes visit.               essentially have two adventures going on at the
   » A Characters List for your second PC.                      same time: what goes on in the city and what
   That’s a total of five Lists for a single adventure.         happens in the dungeon.
Each List has a different focus depending on                        You might decide to break your Lists into ones
which PC we are dealing with or which geographic                that pertain to the city and the dungeon. You pull
region the Character is in at the time.                         all the dungeon related NPCs off the original List
   Maintaining multiple Lists is a way to                       and place them on the new dungeon Characters
categorize the elements of a complicated                        List. There may be a few Threads that are
adventure into meaningful chunks. This makes it                 dungeon related so you make a separate dungeon
more likely that you will get results for Random                Threads List. You use the city Lists when the
Events and Interrupts that make sense with where                adventure takes place in the city and the dungeon
your narrative is physically currently at, helping to           Lists when your PC is exploring there.
maintain adventure cohesion.                                        The Lists don’t have to be mutually exclusive,
                                                                you can have the same elements on both Lists.
WHAT TO PUT ON A LIST                                           For instance, maybe the Player has a Thread of
   If you decide to create multiple Lists decide                “Find the Eye of Yeehon,” a mystical artifact that
what the new List and the old List are for. Maybe               is fabled to be hidden in the dungeon. This is why
your fantasy Character spends most of their                     your Character spends so much time adventuring
time near a city but they are also adventuring in               in there. However, the Thread also applies to the
a nearby dungeon. The dungeon is an ongoing                     city. There is plenty of lore to be learned about the
element in your adventures with the Character                   Eye that can be gleaned from experts in town. It
occasionally returning to it to explore further.                makes sense to have that Thread be on both Lists.
                                                          169
                                                VARIATIONS
                                                      170
                                             VARIATIONS
                                                      171
                                               VARIATIONS
                                                        172
                                               VARIATIONS
                                                          CHOOSE TO ...
                                                             When rolling an empty line for a Mythic
                                                          Random Event you have the option to Choose. This
                                                          choice is either to select an element from the List
                                                          that you think fits the situation best or to roll again.
                                                             When rolling an empty line for an Invoked
                                                          element for a Plot Point, however, you have an
                                                          additional choice: Add a Thread or Character.
                                                             Choosing to add a Thread or a Character is the
                                                          same as when using The Adventure Crafter alone
                                                    173
                                               VARIATIONS
                                                     174
                                               VARIATIONS
                                                  175
176
                  The Big Example
    Let’s do one more Big Example! As in the
 previous chapter, this example will use italicized
 text to describe the role-played story and regular
                                                                  CHOICES, CHOICES
 text to explain what the Player is doing.
                                  For this example,               This example runs through a few Scenes of a
                                                                  Player starting a new adventure. Various Mythic
SUPERBREAKERS!                 the Player is using
                               Mythic with their
                                                                  rules are used in the example, including asking
                                                                  Fate Questions and Discovering Meaning by
                               favorite superheroes               getting details from Meaning Tables.
                               RPG, Superbreakers!
                                                                  One thing to keep in mind when reading this
                               The game features
                                                                  playthrough are the times the Player chooses to
                               colorful superhero                 get a prompt from Mythic, and when they choose
                               action set in a                    not to. Everyone is going to play their solo games
                               universe much like                 differently, so there is no rule dictating when
                               our own, except                    you must ask a Question or get a prompt for a
                               that super powers,                 detail. The decision is yours for when you want
     A Game Of Super Mayhem By advanced science, and              to rely on your expectations, creating details
         A. U. THOR
                               alien incursions are an            through improvisation, and when to stop and get
                                                                  a prompt from Mythic.
                               every day norm.
    The Player has a Character ready to go:                       The Player also makes use of the Elements
 Rapid Red, a speedster hero who can move                         Meaning Tables for some details. Once again,
 supersonically fast. This is the Player’s first                  choosing an Elements Table, and which Table you
                                                                  choose, is up to you. There are multiple tables
 adventure using this hero, so there is no history
                                                                  that can serve the same purpose, including just
 going in. The Player has a blank copy of the                     using the core Actions and Descriptions Tables.
 Adventure Journal and Adventure Lists.                           Personal preference and gut feeling is your friend
    To generate the first Scene the Player decides to             here. There is no wrong choice, especially if you
 create a Random Event. Rolling on the Random                     are enjoying the end result.
 Event Focus Table they get “New NPC”. To get
 some idea what this Character is doing the Player
 rolls on the Actions Meaning Tables and gets
 “Triumph” and “Cooperation”.                                  probably what attracts Rapid Red as well, where
    The Player interprets the Meaning words as a               he runs into the team.
 group of superheroes who are tackling a problem.                 The Player considers framing this as a Fate
 Since this Event is about establishing a new NPC,             Question, but rather than guessing what the
 the Player decides it means this group is a team.             problem is they choose to go directly to a Meaning
    The Player wants to know what kind of                      Table for inspiration. Rolling on the Actions
 problem the team is taking on. Whatever it is, it’s           Meaning Tables, they get “Strange” and “Outside”.
                                                         177
                                           THE BIG EXAMPLE
   Thinking about this a moment the Player                   superhero uniform before he reaches the street.
interprets this to mean there is a strange                   Moving in the blink of an eye he runs to the
disturbance in the center of the city. Some kind             center of the ruckus.
of rip in the reality of space has opened, letting
energies from outside our world in that are                    Even though this is this Player’s first
wreaking havoc.                                                adventure with this Character, and this is the
 When not saving people and fighting villains,                 first Scene, decisions the Player is making are
 Rapid Red is Rick Burgundy, a reporter for                    already building Context for the adventure.
 the internet news site The Blurb. He’s working
 at their downtown offices when news of the                    Rapid Red works in a downtown office
 disturbances start getting called in. No one needs            building. He is experienced with leaving
 to be informed, however, as just looking out their            work unnoticed when hero duty calls.
 high rise windows shows the chaos below.                      These are small but important details. Every
   Since Rapid works downtown the Player                       detail created in an adventure, whether it’s
wondered if he might be close enough to the                    derived from a Fate Question, a Random
disturbances to see them. The Player asks a Fate               Event, a Meaning Table, or your own
Question, “Can he see what’s going on?” The Player             expectations, all becomes part of the Context
gives this Odds of Likely, and Mythic says Yes.                which influences later expectations. It all
   To interpret what the PC actually sees, the                 builds together creating a layered, detailed,
Player considers Discovering Meaning again.                    and consistent adventure.
However, they already know that something
strange is going on and it involves rifts in reality
and another dimension leaking into our world.               When setting up this first Scene the Player had
The Player decides to run with what they expect          established that Rapid would encounter a new
this to look like rather than get another prompt.        NPC, a team dealing with the problem. Now
                                                         that the problem has been determined, this seems
 Looking out the window, Rick can see weird
                                                         like a logical time to encounter the team. This is
 strands of blue energy snaking between buildings.
                                                         a well grounded expectation so the Player doesn’t
 Everything the strands touch wavers and warps,
                                                         feel a need to ask a Fate Question for it.
 as if reality itself were uncertain what it should
                                                            However, the Player does ask: “Does Rapid
 be. Sirens, car horns, and people screaming can
                                                         recognize the team helping people?” Giving
 be heard.
                                                         this Odds of Likely, Mythic comes back with
   It’s time for Rick to leap into action and help       Exceptional Yes.
save people! The Player’s expectation is that Rick          The Player interprets this to mean that not
has exited work many times before in order to            only does Rapid recognize them but they are a
act as Rapid Red, so there is no need to ask a           famous group of superheros.
Question to see if he has any trouble getting away.         The Player considers making up a name for
   The Player considers if this should be the end        the team but figures it would be more fun to roll
of the first Scene. However, it doesn’t feel quite       up a random name. Using the Names Elements
complete yet without Rapid getting to the site of        Table they roll “Fah” and “Ow”. Needing more
the disturbance first.                                   inspiration the Player keeps rolling and gets “N”
 Making a few quick excuses at the office, Rapid         and “R”. This kind of sounds like “Founder”, so the
 zooms down the stairwell, changing into his             Player goes with a team name of “The Founders”.
                                                       178
                                           THE BIG EXAMPLE
 Arriving in the midst of downtown, Rapid sees               rolled and the single digit value is less than or
 the arcing blue energy up close tearing apart               equal to the Chaos Factor.
 buildings and roads. However, people are                       The Player rolls 91 on the Random Event
 already being rescued by a group of superheroes:            Focus Table, “Current Context”. Rolling on
 the world famous Founders.                                  the Actions Meaning Tables, the Player gets
   Rapid gets in on the action and uses his super            “Imprison” and “Representative”.
speed to help rescue people threatened by the                   The Player interprets this to mean that the
anomaly. The Player wants a situation for their              enormous rift in space closes as mysteriously as it
PC to get involved. There’s no need to ask a Fate            appeared, but The Founders captured someone,
Question about this, it’s already been established           or something, associated with it.
that there is general mayhem going on. There is,                “Do I find out what’s going on?” The Player
undoubtedly, plenty of opportunities for Rapid               gives this Question Odds of Nearly Certain,
to help.                                                     figuring that since Rick helped the hero team
   The Player decides to Discover Meaning to                 with the crisis they will clue him in on what
help determine what emergency Rapid can help                 they found.
with. Rolling on the Actions Meaning Tables,                    The Player already established that a
the Player gets “Release” and “Vehicle”. The                 representative of the world beyond the rift had
Player interprets this to mean that a car has                been captured. To get some idea of what this
been knocked to the edge of a freeway overpass               NPC looks like the Player turns to the Character
when the road got warped by the wild energies.               Appearance Elements Table, rolling “Strange”
Someone is trapped in the car, which teeters on                 and “Colorful”.
the brink of plummeting to the concrete below.
   Rapid moves quickly, in a blur zooming along
the road to the overpass.
   “Does the car start to fall before Rapid
gets there?” The Player gives this Odds
of Nearly Impossible considering his
fantastic speed and Mythic says No.
Rapid arrives at the car, pulls the driver
out of it, and deposits them safely a block away
before they are even aware of what is going on.
   The Player doesn’t want to role-play every
save in this crisis, just the one to set some flavor
for the Scene. They wonder though if the rip
in reality closes up, or if this is going to be an
ongoing situation. The Player asks “Does
the rift close?” This seems Very Likely to
the Player. With the Chaos Factor still at its
starting value of 5, they roll on the Fate Chart
getting a 22. This is a Yes, but also a Random
Event since double digits were
                                                       179
                                          THE BIG EXAMPLE
 The leader of The Founders beckons Rick to             a summary on the Adventure Journal, marking
 join the team as they gather around something.         down Scene 1. While there are a lot of unknowns
 Laying on the ground is a strange creature. It         right now, such as where the rift came from and
 looks like an enormous flying eye, with bright         will it return, Rapid Red and The Founders
 red, leathery skin.                                    succeeded in minimizing the crisis. The Player is
                                                        going to count this as the PC mostly being in
 “It came through the rift,” a member of The
                                                        control of the Scene, giving the Chaos Factor a -1
 Founders said. “We subdued it right away.”
                                                        modifier down to 4.
   The Player followed their expectations with
that moment. They could have asked Fate
Questions to establish more details, or Discovered
Meaning, but at this point they had a pretty good
idea how the Scene was panning out and wanted
to run with their own impressions.
   The Player had earlier established that The
Founders was a superhero team, but now wants
to give them a little more detail by coming up
with some facts about a few of the members. The
Player doesn’t want to take the time to detail             Editing the Adventure Lists, the Player adds
every NPC on the team, but two sounds good.             “Why the rift?” on the Threads List. On the
   Starting with the leader of The Founders, the        Characters List goes “The Founders”, “Ra”, “Fear
Player figures it would be good to know their           Aura”, and “Captured Alien”. Thinking about it a
main power and their name. Turning to the               moment, the Player decides to also put down “City”
Powers Elements Table, the Player rolls “Others”        to account for the people in the city and “The
and “Emission”. The Player interprets this to           Blurb” to represent where Rick works in his alter
mean that the ability is a powerful eye beam blast.     ego time and the friends he has there who might
   To give the leader a name the Player rolls on        become a part of the adventure given the chance.
the Names Elements Table for inspiration, getting
“R” and “Wah”. The Player interprets this into
the name Ra, the hero maintains an Egyptian sun
god motif to accompany his fiery eye blasts.
   For the second member of the team the
Player rolls again on the Powers Table and gets
“Damage” and “Emotion”. This is interpreted
as a mental power, the ability to control others’
emotions to make them run out of control.
   Rolling on the Names Table, the Player gets
“Fi” and “Ar”. That’s not enough to make an
interpretation so the Player continues rolling and         It’s time for the next Scene. The Player
gets “Oh” and “Ah”. The Player interprets this          expects The Founders to take the prisoner back
into Fear Aura.                                         to their headquarters for questioning. Given the
   There are more members of The Founders, but          friendliness Ra showed Rick in the first Scene it
that’s enough for now. This seems like a good           would make sense that the PC would accompany
place to wrap up the first Scene. The Player writes     the hero team.
                                                      180
                                            THE BIG EXAMPLE
   The Chaos Factor is currently at 4. The Player              These results make the Player reconsider who
rolls a d10 to test this Expected Scene idea and            the alien is and what it represents.
gets a 2, an Interrupt.                                      Back at The Founders headquarters, the alien is
   Right away the adventure is taking an                     kept in a containment force field. The creature
unexpected turn.                                             wakes and, communicating telepathically, tells
   The Player needs to roll up a Random Event as             them it has come as a friend to help.
inspiration for how this unexpected Scene starts.
                                                               The alien saying it is friendly is certainly
Rolling on the Random Events Focus Table gives
                                                            unexpected, considering the amount of damage
“NPC Action”. To figure out which NPC acts
                                                            that accompanied its arrival.
the Player rolls on the Characters List. There are
                                                               This gives the Player some ideas but before
6 entries on the List, just barely breaking into
                                                            running with them they want to get more
the second section. This means the Player has to
                                                            information from the alien. The Player rolls on
roll two dice, a d4 to determine which section of
                                                            the Character Conversations Elements Table for
the List to roll in and a d10 to determine which
                                                            inspiration on what the alien says to explain itself.
element in that section is selected.
                                                               The Player rolls “Inform” and “Threatening”.
   The Player rolls a 3 and a 6. This leads us to
                                                            This gives the Player some interpretations but
the second section of the Characters List and a
                                                            nothing they are certain of. The Player tests their
blank line.
                                                            top idea with a Fate Question.
   When getting a blank line on a List we get the
                                                               “Does it warn us of an impending invasion
option to choose an element on the List or to roll
                                                            from its home dimension?” That sounds like a
again. The Player thinks it would make the most
                                                            plausible interpretation, the Player assigns it Odds
sense if the captured alien did something. The
                                                            of Likely. Checking this against the Chaos Factor
Founders just captured the strange visitor, which
                                                            of 4 on the Fate Chart gives us a 50% chance of
came from another world. Who knows what it’s
                                                            being true. The Player rolls 26 for a Yes.
capable of or what mayhem it might cause.
                                                               Before moving forward with a full interpretation
                                                            the Player figures it’s time to give the alien a name.
   Rolling a blank line on the Characters or
                                                            Rolling on the Names Elements Table they get
   Threads List gives us the option of choosing
                                                            “Ahg” and “Animal”. The Player considers this,
   an element instead of randomly rolling it.
                                                            and given that the alien is from another reality the
   This is an opportunity for you to nudge the
                                                            name should be something that sounds a bit odd.
   narrative of your adventure in a direction
                                                            The Player comes up with Ogberd.
   that seems the most logical or exciting.
                                                             The alien, who says his name is Ogberd, claims
   However, if you don’t want this control or a              he traveled to our dimension to warn us of an
   choice isn’t obvious you can instead choose to            impending invasion from his reality. He apologizes
   roll again to let the dice decide.                        for the abrupt and dangerous arrival, but opening
                                                             portals between worlds is messy business and it was
   The Player considers which Meaning Table to               the only way he could get here.
roll on for this Random Event. It’s about the alien            The Player wants to ask the Fate Question
doing something, so maybe the Actions Meaning               “Do The Founders believe him?” Before
Tables. However, it’s a Character doing the action,         assigning Odds, the Player decides that
so perhaps one of the Character oriented tables.            Rapid Red does believe Ogberd. Despite the
   They choose the Characters Elements Table.               devastation his traveling to our realm caused his
Rolling, the Player gets “Friend” and “Unexpected”.
                                                      181
                                             THE BIG EXAMPLE
warning seems plausible. Also, if he’s correct,               opposing the invasion, who confirm the warning
they need to act now.                                         and show The Founders what they are up against.
   The Player wants this to be a role-playing                The Player needs to figure out what they
moment where the group discusses if they                  learned, who is invading, and how?
believe Ogberd’s account. Using the rules of                 They start with a Fate Question, “Is this a
the RPG the Player is using for this adventure,           warlord of some kind?” The Player assigns Odds
SuperBreakers!, Rapid Red makes a Persuasion              of Nearly Certain. An alternative explanation
Task Roll to convince The Founders to trust the           could be some kind of natural force or army of
alien. The roll succeeds.                                 creatures, but so far this all sounds like something
   The Player decides not to ask the Fate                 intentionally done by a conqueror. With a Chaos
Question after all, letting the task resolution roll      Factor of 4 the Fate Chart gives a 75% chance.
decide instead.                                           The Player rolls 12. This is within the 75, but
 Rick and The Founders discuss Ogberd’s claim.            such a low roll that it falls within the Exceptional
 As wild as it sounds, if it’s true, the entire Earth     range of 15 or less. The answer is Exceptional Yes.
 could be at risk. The rift that disrupted downtown          So the villain is a warlord and then some. Since
 was evidence enough that powerful forces are at          we’re talking about dimensional travel and the
 play. They can’t afford not to trust Ogberd.             end of worlds, the Player interprets this to mean
   Even though The Founders believe, it would             that the villain is not only a conqueror from
make sense that they try to verify the information        that other reality but a very powerful being that
anyway. Since this is The Founders, a famous
group of heroes, and we are at their headquarters,
the Player figures they likely have some high tech
equipment that may help.
   The Player poses this as a Fate Question,
asking “Do The Founders have some tech to help
verify Ogberd’s claim?” The Player gives this
Odds of Very Likely.
   With the Chaos Factor at 4 and with Odds
of Very Likely, the Fate Chart gives this a 65%
chance of a Yes. The Player rolls 24 for Yes.
   The Player considers asking more Questions,
or perhaps Discovering Meaning, to narrow down
what technology they have that would be helpful
but decides that would slow the adventure down
too much right now. The Player instead chooses
to improvise and run with their expectations.
 The Founders headquarters is full of amazing
 technology that Rick has never seen before. With
 Ogberd’s help, a Founder scientist uses a device
 to open a channel of communication between
 our world and his. Ogberd is able to reach
 companions of his there, members of a resistance
                                                        182
                                           THE BIG EXAMPLE
                                                       183
                                           THE BIG EXAMPLE
it exists, but that sounds like a good basis for the       Since Orta is a mystical being, the word “Praise”
next Scene.                                              almost sounds magical. “Hope” in this Context
    With the Chaos Factor back at 5, the Player          could be protection or a way to banish Orta.
tests this Expected Scene by rolling a d10 and gets        The Players goes with this interpretation:
7. The Expected Scene happens.                               Ogberd tells The Founders that he traveled to
    So, Ogberd has a plan. The Player decides to             Earth to warn us, but also to find a long lost
ask a Fate Question to help figure out what he               book of magic that contains a spell to banish
has in mind. “Is there something here, on Earth,             Orta Leet from our dimension and from his. The
that will help us fight Orta?” The Player just took          book was brought here long ago by evil acolytes of
a wild guess with this Question, it was the first            Orta as a way to hide the tome from those who
thing that came to mind. They don’t have any                 would seek to end her despotic rule.
real confidence in it, however, so they assign it
                                                            This brings a new mission for Rapid Red, to
Odds of 50/50. With the Chaos Factor at 5, the
                                                         recover the book. The Player asks, “Does Ogberd
chances of a Yes are 50%. The Player rolls and
                                                         know where the book is?” The Player gives this
Mythic says Yes.
                                                         Odds of Likely. The Fate Chart says this has a
    The Player considers asking more Questions to
                                                         65% chance, and the roll comes back a Yes.
pinpoint what this weapon is but instead decides
                                                            To figure out where the book is, the Player rolls
to Discover Meaning by rolling on the Actions
                                                         on the Locations Elements Meaning Table for
Meaning Tables. Maybe finding out what this
                                                         inspiration and gets “Confusing” and “Unpleasant”.
thing does will help define what it is. The Player
rolls “Praise” and “Hope”.                                   Ogberd says he knows where the book is, sort of.
    The Player has to think about this one, and              It was ensconced in a graveyard in France several
decides to stretch the literal meaning of those              centuries ago. He’s not sure what graveyard,
words to reach an interpretation.                            however, or where in the graveyard it is.
                                                            This is going to require some detective work to
                                                         locate the book, but Rapid has a solid lead at least.
                                                       184
                                           THE BIG EXAMPLE
                                                       185
            Rules Summary
                       A summary of Mythic Game Master Emulator systems.
Asking Fate Questions                                            - If it’s greater than the large number then
                                                                   the answer is No.
Use Fate Questions to learn new details about                    - If it’s equal to or greater than the
your adventure.                                                    smaller number to the right then it’s an
  FOLLOW YOUR EXPECTATIONS: Fill                                   Exceptional No.
  in details about your adventure following                 RANDOM EVENT: If you rolled a double
  your expectations.                                        digit number (11, 22, 33, 44, 55, 66, 77, 88, or
  TEST EXPECTATIONS: If you think                           99) and the single digit value of that number
  an expectation should be tested because it                (1, 2, 3, 4, 5, 6, 7, 8, or 9) is equal to or less
  is important or uncertain, then ask a Fate                than the current Chaos Factor then a Random
  Question.                                                 Event happens in addition to the answer to
  FATE CHART OR FATE CHECK: Test the                        your Question.
  expectation using a Yes/No Question resolved              INTERPRET THE RESULTS
  either using the Fate Chart or a Fate Check.
                                                           Fate Check
Fate Chart                                                 FORM A QUESTION: Ask a Yes/No question.
  FORM A QUESTION: Ask a Yes/No question.                   ASSIGN ODDS: Give the Odds of the
  ASSIGN ODDS: Give the Odds of the                         Question being a Yes: 50/50, Likely, Very
  Question being a Yes: 50/50, Likely, Very                 Likely, Nearly Certain, Certain, Unlikely, Very
  Likely, Nearly Certain, Certain, Unlikely, Very           Unlikely, Nearly Impossible, or Impossible.
  Unlikely, Nearly Impossible, or Impossible.               GET MODIFIERS: Determine modifiers
  CHECK THE FATE CHART: Check the                           for the Odds and the Chaos Factor, adding
  Fate Chart for your Odds, looking up the                  them together.
  chance for a Yes in the column corresponding              ROLL 2D10: Roll 2d10, adding them together
  to the current Chaos Factor.                              and apply the modifiers to the roll.
  ROLL 1D100:                                                    - The answer is Yes with a modified roll
       - If this roll is equal to or less than the                 total of 11 or more.
         large number found on the Fate Chart,                   - A total of 18-20 is an Exceptional Yes.
         then the answer is Yes.
                                                                 - A result of 10 or less is a No.
       - If it’s equal to or less than the smaller
                                                                 - A result of 2-4 is an Exceptional No.
         number to the left then it is an
         Exceptional Yes.
                                                     186
                                           RULES SUMMARY
                                                       187
                                        RULES SUMMARY
                                                    188
                                           RULES SUMMARY
  NO IDEA: If you have no expectation for                          - No: The value is about 25% lower.
  what an NPC will do then roll a word pair on a                   - Exceptional No: The value is about
  Meaning Table of your choice for inspiration.                      50% lower.
  EXPECTATION AND CRUCIAL: If you                                  - Random Event: Generate a Random
  have an idea of what the NPC will do, and the                      Event as a special condition associated
  action is important to your adventure, then                        with this statistic.
  frame the action as a Fate Question.
                                                       189
                                         RULES SUMMARY
                                                     190
                                       RULES SUMMARY
                                                   191
                                 ADVENTURE JOURNAL
ADVENTURE TITLE
NOTES
Test The Expected Scene Against The Chaos Factor • Play Out The Scene • Update Lists & Chaos Factor
                                               192
                              ADVENTURE LISTS
               THREADS LIST                                CHARACTERS LIST
 -    1-2 CHOOSE                  1           -    1-2 CHOOSE                1
                                       193
                                                       FATE CHART
                 Certain   10   50 91    13   65 94   15   75 96    17   85 98    18   90 99   19   95 100    20   99 x     20   99 x     20   99 x
                  Likely   3    15 84    5    25 86   7    35 88    10   50 91    13   65 94   15   75 96    17    85 98   18    90 99   19   95 100
ODDS
50/50 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99
Unlikely 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96 17 85 98
Very Unlikely X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96
Nearly Impossible X 1 81 X 1 81 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94
             Impossible     X   1 81      X   1 81     X   1 81      1   5 82     2    10 83    3   15 84     5   25 86     7   35 88    10    50 91
       CHAOS FACTOR              1             2            3             4             5            6             7             8             9
                                         YES
                                                                your expectation.
                                                                   194
             FATE CHECK MODIFIERS                FATE CHECK ANSWERS
                ROLL      CHAOS      ROLL
  ODDS                                         ROLL TOTAL     FATE QUESTION ANSWER
               MODIFIER   FACTOR    MODIFIER
 NEARLY
 CERTAIN
                 +4         8         +4       11 or more             Yes
   VERY
  LIKELY
                 +2         7         +2       10 or less             No
                                                Doubles,
  50/50         None        5        None      single digit      Random Event
                                                CF or less
UNLIKELY          -1        4          -1
  VERY
UNLIKELY
                  -2        3          -2
  NEARLY
IMPOSSIBLE
                  -4        2          -4
IMPOSSIBLE -5 1 -5
                                    195
FATE QUESTIONS AS RPG RULES
   FATE       Pose the Fate Question
 QUESTION     to act as the RPG rule.
                 196
 RANDOM EVENT FOCUS TABLE
1d100            RESULT
71-80 PC Negative
81-85 PC Positive
             197
    CHOOSING THE EVENT FOCUS
EVENT FOCUS                  REASON
MOVE AWAY
  FROM A       You want a new challenge
 THREAD or     for your PC to face.
PC NEGATIVE
                     198
                                 MEANING TABLES: ACTIONS
                                               ACTION 1
1:    Abandon       21:   Communicate    41:   Escape        61:   Misuse        81: Ruin
2:    Accompany     22:   Conceal        42:   Expose        62:   Move          82: Separate
3:    Activate      23:   Continue       43:   Fail          63:   Neglect       83: Start
4:    Agree         24:   Control        44:   Fight         64:   Observe       84: Stop
5:    Ambush        25:   Create         45:   Flee          65:   Open          85: Strange
6:    Arrive        26:   Deceive        46:   Free          66:   Oppose        86: Struggle
7:    Assist        27:   Decrease       47:   Guide         67:   Overthrow     87: Succeed
8:    Attack        28:   Defend         48:   Harm          68:   Praise        88: Support
9:    Attain        29:   Delay          49:   Heal          69:   Proceed       89: Suppress
10:   Bargain       30:   Deny           50:   Hinder        70:   Protect       90: Take
11:   Befriend      31:   Depart         51:   Imitate       71:   Punish        91: Threaten
12:   Bestow        32:   Deposit        52:   Imprison      72:   Pursue        92: Transform
13:   Betray        33:   Destroy        53:   Increase      73:   Recruit       93: Trap
14:   Block         34:   Dispute        54:   Indulge       74:   Refuse        94: Travel
15:   Break         35:   Disrupt        55:   Inform        75:   Release       95: Triumph
16:   Carry         36:   Distrust       56:   Inquire       76:   Relinquish    96: Truce
17:   Celebrate     37:   Divide         57:   Inspect       77:   Repair        97: Trust
18:   Change        38:   Drop           58:   Invade        78:   Repulse       98: Use
19:   Close         39:   Easy           59:   Leave         79:   Return        99: Usurp
20:   Combine       40:   Energize       60:   Lure          80:   Reward        100: Waste
                                               ACTION 2
1:    Advantage     21:   Disadvantage   41:   Hope          61:   Object        81: Representative
2:    Adversity     22:   Distraction    42:   Idea          62:   Obscurity     82: Riches
3:    Agreement     23:   Elements       43:   Illness       63:   Official      83: Safety
4:    Animal        24:   Emotion        44:   Illusion      64:   Opposition    84: Strength
5:    Attention     25:   Enemy          45:   Individual    65:   Outside       85: Success
6:    Balance       26:   Energy         46:   Information   66:   Pain          86: Suffering
7:    Battle        27:   Environment    47:   Innocent      67:   Path          87: Surprise
8:    Benefits      28:   Expectation    48:   Intellect     68:   Peace         88: Tactic
9:    Building      29:   Exterior       49:   Interior      69:   People        89: Technology
10:   Burden        30:   Extravagance   50:   Investment    70:   Personal      90: Tension
11:   Bureaucracy   31:   Failure        51:   Leadership    71:   Physical      91: Time
12:   Business      32:   Fame           52:   Legal         72:   Plot          92: Trial
13:   Chaos         33:   Fear           53:   Location      73:   Portal        93: Value
14:   Comfort       34:   Freedom        54:   Military      74:   Possessions   94: Vehicle
15:   Completion    35:   Friend         55:   Misfortune    75:   Poverty       95: Victory
16:   Conflict      36:   Goal           56:   Mundane       76:   Power         96: Vulnerability
17:   Cooperation   37:   Group          57:   Nature        77:   Prison        97: Weapon
18:   Danger        38:   Health         58:   Needs         78:   Project       98: Weather
19:   Defense       39:   Hindrance      59:   News          79:   Protection    99: Work
20:   Depletion     40:   Home           60:   Normal        80:   Reassurance   100: Wound
                                                  199
                               MEANING TABLES: DESCRIPTIONS
                                               DESCRIPTOR 1
1:    Adventurously   21:   Defiantly          41:   Generously      61:   Loudly         81: Playfully
2:    Aggressively    22:   Deliberately       42:   Gently          62:   Lovingly       82: Politely
3:    Anxiously       23:   Delicately         43:   Gladly          63:   Loyally        83: Positively
4:    Awkwardly       24:   Delightfully       44:   Gracefully      64:   Majestically   84: Powerfully
5:    Beautifully     25:   Dimly              45:   Gratefully      65:   Meaningfully   85: Quaintly
6:    Bleakly         26:   Efficiently        46:   Happily         66:   Mechanically   86: Quarrelsomely
7:    Boldly          27:   Emotionally        47:   Hastily         67:   Mildly         87: Quietly
8:    Bravely         28:   Energetically      48:   Healthily       68:   Miserably      88: Roughly
9:    Busily          29:   Enormously         49:   Helpfully       69:   Mockingly      89: Rudely
10:   Calmly          30:   Enthusiastically   50:   Helplessly      70:   Mysteriously   90: Ruthlessly
11:   Carefully       31:   Excitedly          51:   Hopelessly      71:   Naturally      91: Slowly
12:   Carelessly      32:   Fearfully          52:   Innocently      72:   Neatly         92: Softly
13:   Cautiously      33:   Ferociously        53:   Intensely       73:   Nicely         93: Strangely
14:   Ceaselessly     34:   Fiercely           54:   Interestingly   74:   Oddly          94: Swiftly
15:   Cheerfully      35:   Foolishly          55:   Irritatingly    75:   Offensively    95: Threateningly
16:   Combatively     36:   Fortunately        56:   Joyfully        76:   Officially     96: Timidly
17:   Coolly          37:   Frantically        57:   Kindly          77:   Partially      97: Very
18:   Crazily         38:   Freely             58:   Lazily          78:   Passively      98: Violently
19:   Curiously       39:   Frighteningly      59:   Lightly         79:   Peacefully     99: Wildly
20:   Dangerously     40:   Fully              60:   Loosely         80:   Perfectly      100: Yieldingly
                                               DESCRIPTOR 2
1:    Abnormal        21:   Disagreeable       41:   Hard            61:   Messy          81: Remarkable
2:    Amusing         22:   Dry                42:   Harsh           62:   Mighty         82: Rotten
3:    Artificial      23:   Dull               43:   Healthy         63:   Military       83: Rough
4:    Average         24:   Empty              44:   Heavy           64:   Modern         84: Ruined
5:    Beautiful       25:   Enormous           45:   Historical      65:   Mundane        85: Rustic
6:    Bizarre         26:   Extraordinary      46:   Horrible        66:   Mysterious     86: Scary
7:    Boring          27:   Extravagant        47:   Important       67:   Natural        87: Shocking
8:    Bright          28:   Faded              48:   Interesting     68:   Normal         88: Simple
9:    Broken          29:   Familiar           49:   Juvenile        69:   Odd            89: Small
10:   Clean           30:   Fancy              50:   Lacking         70:   Old            90: Smooth
11:   Cold            31:   Feeble             51:   Large           71:   Pale           91: Soft
12:   Colorful        32:   Festive            52:   Lavish          72:   Peaceful       92: Strong
13:   Colorless       33:   Flawless           53:   Lean            73:   Petite         93: Stylish
14:   Comforting      34:   Forlorn            54:   Less            74:   Plain          94: Unpleasant
15:   Creepy          35:   Fragile            55:   Lethal          75:   Poor           95: Valuable
16:   Cute            36:   Fragrant           56:   Lively          76:   Powerful       96: Vibrant
17:   Damaged         37:   Fresh              57:   Lonely          77:   Protective     97: Warm
18:   Dark            38:   Full               58:   Lovely          78:   Quaint         98: Watery
19:   Defeated        39:   Glorious           59:   Magnificent     79:   Rare           99: Weak
20:   Dirty           40:   Graceful           60:   Mature          80:   Reassuring     100: Young
                                                         200
                                   MEANING TABLES: ELEMENTS
            ADVENTURE TONE                     ALIEN SPECIES DESCRIPTORS                             ANIMAL ACTIONS
1:    Action          51: Intellect     1:    Advanced              51: Lethal          1:    Abandon          51: Hunt
2:    Activity        52: Intense       2:    Aggressive            52: Levitating      2:    Abnormal         52: Ignore
3:    Adventurous     53: Interesting   3:    Agile                 53: Liquid          3:    Aggressive       53: Imitate
4:    Adversity       54: Intrigue      4:    Amphibious            54: Mammalian       4:    Angry            54: Implore
5:    Aggressive      55: Lavish        5:    Ancient               55: Many-eyed       5:    Anxious          55: Imprison
6:    Amusing         56: Legal         6:    Anxious               56: Militaristic    6:    Assist           56: Inspect
7:    Anxious         57: Lethal        7:    Aquatic               57: Mysterious      7:    Attack           57: Intense
8:    Attainment      58: Light         8:    Arrogant              58: Nightmarish     8:    Befriend         58: Irritating
9:    Average         59: Macabre       9:    Artistic              59: Odd             9:    Bestow           59: Juvenile
10:   Bizarre         60: Magnificent   10:   Avian                 60: Oppressive      10:   Bizarre          60: Lazy
11:   Bleak           61: Majestic      11:   Beautiful             61: Passive         11:   Bold             61: Leave
12:   Bold            62: Mature        12:   Bizarre               62: Peaceful        12:   Break            62: Lethal
13:   Busy            63: Meaningful    13:   Carapace              63: Perfect         13:   Busy             63: Loud
14:   Calm            64: Mechanical    14:   Clawed                64: Plant           14:   Calm             64: Loyal
15:   Cheerful        65: Messy         15:   Colorful              65: Powered         15:   Careful          65: Messy
16:   Colorful        66: Military      16:   Combative             66: Powerful        16:   Careless         66: Mistrust
17:   Combative       67: Misfortune    17:   Conquering            67: Powers          17:   Cautious         67: Move
18:   Competitive     68: Mistrust      18:   Dangerous             68: Primitive       18:   Ceaseless        68: Mundane
19:   Conflict        69: Modern        19:   Declining             69: Prosperous      19:   Change           69: Mysterious
20:   Crazy           70: Mundane       20:   Defensive             70: Psychic         20:   Combative        70: Natural
21:   Creepy          71: Mystery       21:   Desperate             71: Reptilian       21:   Curious          71: Neglect
22:   Dangerous       72: Natural       22:   Destructive           72: Robotic         22:   Dangerous        72: Normal
23:   Dark            73: Normal        23:   Dominating            73: Scary           23:   Deliberate       73: Observe
24:   Emotional       74: Odd           24:   Emotionless           74: Scientific      24:   Disinterested    74: Odd
25:   Energetic       75: Personal      25:   Enormous              75: Secretive       25:   Disrupt          75: Oppose
26:   Epic            76: Physical      26:   Exploitive            76: Servitor        26:   Distracted       76: Playful
27:   Evil            77: Power         27:   Explorers             77: Simple          27:   Dominate         77: Protect
28:   Exterior        78: Pursuit       28:   Familiar              78: Skilled         28:   Energetic        78: Pursue
29:   Failure         79: Quaint        29:   Fast                  79: Slender         29:   Excited          79: Quiet
30:   Fame            80: Random        30:   Feeble                80: Slow            30:   Exotic           80: Reassuring
31:   Familiar        81: Rare          31:   Feral                 81: Small           31:   Familiar         81: Release
32:   Fearful         82: Reassuring    32:   Ferocious             82: Smelly          32:   Fearful          82: Return
33:   Festive         83: Remarkable    33:   Friendly              83: Strange         33:   Feeble           83: Scary
34:   Fierce          84: Rough         34:   Frightening           84: Strong          34:   Ferocious        84: Simple
35:   Fortunate       85: Rustic        35:   Fungal                85: Suffering       35:   Fierce           85: Slow
36:   Frantic         86: Scary         36:   Furry                 86: Tail            36:   Fight            86: Strange
37:   Fresh           87: Simple        37:   Generous              87: Tall            37:   Flee             87: Struggle
38:   Frightening     88: Slow          38:   Gentle                88: Technological   38:   Follow           88: Swift
39:   Glorious        89: Social        39:   Glowing               89: Tentacled       39:   Food             89: Tactics
40:   Goals           90: Strange       40:   Graceful              90: Threatening     40:   Frantic          90: Take
41:   Hard            91: Strong        41:   Harsh                 91: Toothy          41:   Friendship       91: Threatening
42:   Harsh           92: Struggle      42:   Helpful               92: Travelers       42:   Frightening      92: Tranquil
43:   Heavy           93: Tension       43:   Humanoid              93: Treacherous     43:   Generous         93: Transform
44:   Historical      94: Travel        44:   Hungry                94: Violent         44:   Gentle           94: Trick
45:   Hopeful         95: Trials        45:   Immortal              95: Warlike         45:   Graceful         95: Trust
46:   Horrible        96: Vengeance     46:   Insectlike            96: Wary            46:   Harm             96: Violent
47:   Horror          97: Very          47:   Insubstantial         97: Watery          47:   Hasty            97: Warn
48:   Important       98: Violent       48:   Intelligent           98: Weak            48:   Helpful          98: Waste
49:   Inquire         99: Warlike       49:   Intimidating          99: Wings           49:   Helpless         99: Wild
50:   Inspect         100: Wild         50:   Large                 100: Wormish        50:   Hungry           100: Yield
                                                              201
                                   MEANING TABLES: ELEMENTS
           ARMY DESCRIPTORS                       CAVERN DESCRIPTORS                              CHARACTERS
1:    Active          51: Mysterious    1:    Activity             51: Interesting   1:    Accompanied   51: Important
2:    Aggressive      52: Normal        2:    Ancient              52: Large         2:    Active        52: Inactive
3:    Allies          53: Path          3:    Animals              53: Ledge         3:    Aggressive    53: Influential
4:    Ambush          54: Persecute     4:    Aromatic             54: Lethal        4:    Ambush        54: Innocent
5:    Animals         55: Power         5:    Art                  55: Light         5:    Animal        55: Intense
6:    Arrive          56: Problems      6:    Beautiful            56: Loud          6:    Anxious       56: Knowledgeable
7:    Assist          57: Punish        7:    Bizarre              57: Magnificent   7:    Armed         57: Large
8:    Average         58: Pursue        8:    Bleak                58: Message       8:    Beautiful     58: Lonely
9:    Betray          59: Quiet         9:    Blocked              59: Messy         9:    Bold          59: Loud
10:   Bizarre         60: Ready         10:   Boulder              60: Minerals      10:   Busy          60: Loyal
11:   Block           61: Reassuring    11:   Bright               61: Misfortune    11:   Calm          61: Masculine
12:   Bold            62: Recruit       12:   Cliff                62: Mist          12:   Careless      62: Mighty
13:   Calm            63: Release       13:   Climb                63: Mysterious    13:   Casual        63: Miserable
14:   Careless        64: Riches        14:   Closed               64: Natural       14:   Cautious      64: Multiple
15:   Cautious        65: Rough         15:   Cold                 65: Nature        15:   Classy        65: Mundane
16:   Ceaseless       66: Ruin          16:   Collapsed            66: Normal        16:   Colorful      66: Mysterious
17:   Celebrate       67: Ruthless      17:   Colorful             67: Occupied      17:   Combative     67: Natural
18:   Colorful        68: Simple        18:   Cracked              68: Odd           18:   Crazy         68: Odd
19:   Communicate     69: Skilled       19:   Cramped              69: Open          19:   Creepy        69: Official
20:   Creepy          70: Slow          20:   Crawl                70: Path          20:   Curious       70: Old
21:   Deceive         71: Small         21:   Creature             71: Plants        21:   Dangerous     71: Passive
22:   Defensive       72: Stalemate     22:   Creepy               72: Pool          22:   Deceitful     72: Peaceful
23:   Defiant         73: Start         23:   Crumbling            73: Quiet         23:   Defeated      73: Playful
24:   Delay           74: Stop          24:   Curious              74: Reassuring    24:   Defiant       74: Powerful
25:   Disorganized    75: Strange       25:   Damaged              75: Remarkable    25:   Delightful    75: Professional
26:   Divide          76: Strong        26:   Dangerous            76: Riches        26:   Emotional     76: Protected
27:   Efficient       77: Struggle      27:   Dark                 77: River         27:   Energetic     77: Protecting
28:   Enemies         78: Success       28:   Difficult            78: Rock          28:   Equipped      78: Questioning
29:   Energy          79: Suffering     29:   Dirty                79: Rough         29:   Excited       79: Quiet
30:   Failure         80: Supplies      30:   Discouraging         80: Scary         30:   Expected      80: Reassuring
31:   Ferocious       81: Swift         31:   Dripping             81: Simple        31:   Familiar      81: Resourceful
32:   Fight           82: Tactics       32:   Dry                  82: Slippery      32:   Fast          82: Seeking
33:   Food            83: Take          33:   Echo                 83: Slope         33:   Feeble        83: Skilled
34:   Foolish         84: Technology    34:   Elements             84: Small         34:   Feminine      84: Slow
35:   Fortunate       85: Tension       35:   Empty                85: Smelly        35:   Ferocious     85: Small
36:   Frantic         86: Testing       36:   Enormous             86: Smooth        36:   Foe           86: Stealthy
37:   Fresh           87: Threatening   37:   Exit                 87: Sounds        37:   Foolish       87: Strange
38:   Frightening     88: Tired         38:   Exotic               88: Stalactites   38:   Fortunate     88: Strong
39:   Helpful         89: Travel        39:   Fall                 89: Strange       39:   Fragrant      89: Tall
40:   Helpless        90: Triumph       40:   Flora                90: Threatening   40:   Frantic       90: Thieving
41:   Illness         91: Truce         41:   Frightening          91: Tight         41:   Friend        91: Threatening
42:   Lacking         92: Trust         42:   Full                 92: Tranquil      42:   Frightened    92: Triumphant
43:   Large           93: Unequipped    43:   Fungus               93: Treasure      43:   Frightening   93: Unexpected
44:   Lavish          94: Unexpected    44:   Good                 94: Unnatural     44:   Generous      94: Unnatural
45:   Lazy            95: Untrained     45:   Hard                 95: Unstable      45:   Glad          95: Unusual
46:   Leadership      96: Victory       46:   Harm                 96: Untouched     46:   Happy         96: Violent
47:   Lethal          97: Violate       47:   Harsh                97: Warm          47:   Harmful       97: Vocal
48:   Loud            98: Waste         48:   Hole                 98: Waste         48:   Helpful       98: Weak
49:   Loyal           99: Weak          49:   Huge                 99: Water         49:   Helpless      99: Wild
50:   Mighty          100: Weapons      50:   Icy                  100: Windy        50:   Hurt          100: Young
                                                             202
                                  MEANING TABLES: ELEMENTS
      CHARACTER ACTIONS, COMBAT             CHARACTER ACTIONS, GENERAL                     CHARACTER APPEARANCE
1:    Abandon        51: Hasty        1:    Abandon             51: Imprison      1:    Abnormal       51: Lean
2:    Abuse          52: Hide         2:    Aggressive          52: Increase      2:    Armed          52: Limbs
3:    Aggressive     53: Imitate      3:    Amusing             53: Inspect       3:    Aromatic       53: Lithe
4:    Agree          54: Imprison     4:    Anger               54: Intense       4:    Athletic       54: Masculine
5:    Ally           55: Kill         5:    Antagonize          55: Juvenile      5:    Attractive     55: Mature
6:    Ambush         56: Lead         6:    Anxious             56: Kind          6:    Average        56: Messy
7:    Amuse          57: Lethal       7:    Assist              57: Lazy          7:    Bald           57: Mighty
8:    Anger          58: Liberty      8:    Bestow              58: Leadership    8:    Beautiful      58: Modern
9:    Antagonize     59: Lie          9:    Betray              59: Lethal        9:    Bizarre        59: Mundane
10:   Anxious        60: Loud         10:   Bizarre             60: Loud          10:   Brutish        60: Muscular
11:   Assist         61: Loyal        11:   Block               61: Loyal         11:   Casual         61: Mysterious
12:   Attack         62: Magic        12:   Bold                62: Mature        12:   Classy         62: Natural
13:   Betray         63: Mechanical   13:   Break               63: Meaningful    13:   Clean          63: Neat
14:   Block          64: Mighty       14:   Calm                64: Messy         14:   Clothing       64: Normal
15:   Bold           65: Military     15:   Care                65: Move          15:   Colorful       65: Odd
16:   Brave          66: Mock         16:   Careful             66: Mundane       16:   Common         66: Official
17:   Break          67: Move         17:   Careless            67: Mysterious    17:   Cool           67: Old
18:   Calm           68: Mysterious   18:   Celebrate           68: Nice          18:   Creepy         68: Petite
19:   Careless       69: Normal       19:   Change              69: Normal        19:   Cute           69: Piercing
20:   Carry          70: Odd          20:   Combative           70: Odd           20:   Dainty         70: Powerful
21:   Cautious       71: Open         21:   Communicate         71: Official      21:   Delicate       71: Professional
22:   Celebrate      72: Oppose       22:   Control             72: Open          22:   Desperate      72: Reassuring
23:   Change         73: Pain         23:   Crazy               73: Oppose        23:   Different      73: Regal
24:   Charge         74: Path         24:   Creepy              74: Passion       24:   Dirty          74: Remarkable
25:   Communicate    75: Prepare      25:   Dangerous           75: Peace         25:   Drab           75: Rough
26:   Compete        76: Punish       26:   Deceive             76: Playful       26:   Elegant        76: Rustic
27:   Control        77: Pursue       27:   Decrease            77: Pleasures     27:   Equipment      77: Scar
28:   Crazy          78: Rough        28:   Defiant             78: Possessions   28:   Exotic         78: Scary
29:   Cruel          79: Rude         29:   Delay               79: Punish        29:   Expensive      79: Scented
30:   Damage         80: Ruin         30:   Disrupt             80: Pursue        30:   Extravagant    80: Scholarly
31:   Deceive        81: Ruthless     31:   Dominate            81: Release       31:   Eyewear        81: Short
32:   Defend         82: Simple       32:   Efficient           82: Return        32:   Familiar       82: Simple
33:   Defiant        83: Slow         33:   Energetic           83: Simple        33:   Fancy          83: Sinister
34:   Delay          84: Spy          34:   Excited             84: Slow          34:   Features       84: Small
35:   Disrupt        85: Stop         35:   Expose              85: Start         35:   Feminine       85: Smelly
36:   Divide         86: Strange      36:   Fearful             86: Stop          36:   Festive        86: Stocky
37:   Dominate       87: Struggle     37:   Feeble              87: Strange       37:   Frail          87: Strange
38:   Energetic      88: Suppress     38:   Fierce              88: Struggle      38:   Hair           88: Striking
39:   Enthusiastic   89: Swift        39:   Fight               89: Swift         39:   Hairy          89: Strong
40:   Expectation    90: Take         40:   Foolish             90: Tactics       40:   Headwear       90: Stylish
41:   Fearful        91: Technology   41:   Frantic             91: Take          41:   Heavy          91: Tall
42:   Ferocious      92: Threaten     42:   Frightening         92: Technology    42:   Hurt           92: Tattoo
43:   Fierce         93: Trick        43:   Generous            93: Threatening   43:   Innocent       93: Tools
44:   Fight          94: Truce        44:   Gentle              94: Trust         44:   Insignia       94: Trendy
45:   Flee           95: Usurp        45:   Harm                95: Violent       45:   Intense        95: Unusual
46:   Frantic        96: Vehicle      46:   Harsh               96: Waste         46:   Interesting    96: Very
47:   Free           97: Vengeance    47:   Hasty               97: Weapons       47:   Intimidating   97: Weak
48:   Frightening    98: Waste        48:   Helpful             98: Wild          48:   Jewelry        98: Weapon
49:   Harm           99: Weapon       49:   Imitate             99: Work          49:   Large          99: Wounded
50:   Harsh          100: Withdraw    50:   Important           100: Yield        50:   Lavish         100: Young
                                                          203
                                 MEANING TABLES: ELEMENTS
        CHARACTER BACKGROUND                   CHARACTER CONVERSATIONS                        CHARACTER DESCRIPTORS
1:    Abandoned      51: Hard           1:    Abuse                51: Ideas         1:    Abnormal        51: Foul
2:    Abuse          52: Harm           2:    Advice               52: Inform        2:    Active          52: Frightened
3:    Academic       53: Harsh          3:    Aggressive           53: Innocent      3:    Adventurous     53: Gentle
4:    Activity       54: Heal           4:    Agree                54: Inquire       4:    Aggressive      54: Harmful
5:    Adventurous    55: Helped         5:    Amusing              55: Intense       5:    Agreeable       55: Helpful
6:    Adversity      56: Heroic         6:    Angry                56: Interesting   6:    Ally            56: Heroic
7:    Art            57: Humble         7:    Anxious              57: Intolerance   7:    Ancient         57: Humorous
8:    Assist         58: Humiliation    8:    Assist               58: Irritating    8:    Angry           58: Hurt
9:    Average        59: Imprisonment   9:    Awkward              59: Joyful        9:    Anxious         59: Ignorant
10:   Bad            60: Independent    10:   Betray               60: Judgmental    10:   Armed           60: Impulsive
11:   Bizarre        61: Inherit        11:   Bizarre              61: Juvenile      11:   Aromatic        61: Inept
12:   Bleak          62: Injury         12:   Bleak                62: Kind          12:   Arrogant        62: Informative
13:   Bold           63: Injustice      13:   Bold                 63: Leadership    13:   Attractive      63: Intelligent
14:   Burden         64: Legal          14:   Business             64: Lie           14:   Awkward         64: Interesting
15:   Business       65: Loss           15:   Calm                 65: Loud          15:   Beautiful       65: Intimidating
16:   Care           66: Military       16:   Careful              66: Loving        16:   Bizarre         66: Intrusive
17:   Career         67: Mistake        17:   Careless             67: Loyal         17:   Bleak           67: Large
18:   Chaotic        68: Mundane        18:   Cautious             68: Macabre       18:   Bold            68: Loud
19:   Cheat          69: Nature         19:   Cheerful             69: Mature        19:   Brave           69: Meek
20:   Combat         70: Outsider       20:   Classy               70: Meaningful    20:   Busy            70: Naive
21:   Commitment     71: Person         21:   Cold                 71: Miserable     21:   Calm            71: Old
22:   Community      72: Place          22:   Colorful             72: Mistrust      22:   Capable         72: Passive
23:   Competition    73: Poor           23:   Combative            73: Mocking       23:   Careful         73: Polite
24:   Conflict       74: Power          24:   Crazy                74: Mundane       24:   Careless        74: Poor
25:   Control        75: Prestige       25:   Creepy               75: Mysterious    25:   Caring          75: Powerful
26:   Crime          76: Privilege      26:   Curious              76: News          26:   Cautious        76: Powerless
27:   Damaged        77: Pursued        27:   Defiant              77: Nice          27:   Cheerful        77: Primitive
28:   Danger         78: Recruited      28:   Delightful           78: Normal        28:   Classy          78: Principled
29:   Death          79: Religion       29:   Disagreeable         79: Odd           29:   Clean           79: Quiet
30:   Deceive        80: Rural          30:   Dispute              80: Offensive     30:   Clumsy          80: Respectful
31:   Decrease       81: Saved          31:   Efficient            81: Official      31:   Colorful        81: Rough
32:   Defeated       82: Search         32:   Energetic            82: Oppose        32:   Combative       82: Rude
33:   Disaster       83: Seclusion      33:   Enthusiastic         83: Peace         33:   Commanding      83: Simple
34:   Dispute        84: Service        34:   Excited              84: Plans         34:   Common          84: Skilled
35:   Emotion        85: Sheltered      35:   Fearful              85: Playful       35:   Competitive     85: Slow
36:   Environment    86: Skill          36:   Fierce               86: Polite        36:   Confident       86: Small
37:   Escape         87: Strange        37:   Foolish              87: Positive      37:   Crazy           87: Sneaky
38:   Exile          88: Successful     38:   Frantic              88: Praise        38:   Curious         88: Sophisticated
39:   Experience     89: Survival       39:   Frightening          89: Quarrelsome   39:   Dangerous       89: Strange
40:   Failure        90: Tradition      40:   Generous             90: Quiet         40:   Different       90: Strong
41:   Faith          91: Training       41:   Gentle               91: Reassuring    41:   Difficult       91: Supportive
42:   Fame           92: Trauma         42:   Glad                 92: Refuse        42:   Dirty           92: Surprising
43:   Family         93: Travel         43:   Grateful             93: Rude          43:   Disagreeable    93: Sweet
44:   Fortunate      94: Urban          44:   Haggle               94: Rumor         44:   Disciplined     94: Trained
45:   Free           95: War            45:   Happy                95: Simple        45:   Educated        95: Uniformed
46:   Freedom        96: Wealth         46:   Harsh                96: Threatening   46:   Elegant         96: Unusual
47:   Friend         97: Wild           47:   Hasty                97: Truce         47:   Erratic         97: Weak
48:   Gifts          98: Work           48:   Helpful              98: Trust         48:   Exotic          98: Wealthy
49:   Good           99: Wounded        49:   Helpless             99: Warm          49:   Fancy           99: Wild
50:   Guided         100: Youth         50:   Hopeless             100: Wild         50:   Fast            100: Young
                                                             204
                                    MEANING TABLES: ELEMENTS
          CHARACTER IDENTITY                     CHARACTER MOTIVATIONS                        CHARACTER PERSONALITY
1:    Abandoned       51: Killer         1:    Adventure           51: Intolerance   1:    Active          51: Humorous
2:    Administrator   52: Laborer        2:    Adversity           52: Investment    2:    Adventurous     52: Inconsistent
3:    Adventurous     53: Lackey         3:    Ambition            53: Jealousy      3:    Aggressive      53: Independent
4:    Adversary       54: Law            4:    Anger               54: Joy           4:    Agreeable       54: Interesting
5:    Advisor         55: Leader         5:    Approval            55: Justice       5:    Ambitious       55: Intolerant
6:    Ally            56: Legal          6:    Art                 56: Leader        6:    Amusing         56: Irresponsible
7:    Art             57: Lost           7:    Attain              57: Legal         7:    Angry           57: Knowledgeable
8:    Artist          58: Mechanical     8:    Business            58: Loss          8:    Annoying        58: Larcenous
9:    Assistant       59: Mediator       9:    Change              59: Love          9:    Anxious         59: Leader
10:   Athlete         60: Merchant       10:   Character           60: Loyalty       10:   Arrogant        60: Likable
11:   Authority       61: Messenger      11:   Conflict            61: Malice        11:   Average         61: Loyal
12:   Bureaucrat      62: Military       12:   Control             62: Misfortune    12:   Awkward         62: Manipulative
13:   Business        63: Mundane        13:   Create              63: Mistrust      13:   Bad             63: Mercurial
14:   Combatant       64: Mystery        14:   Danger              64: Mundane       14:   Bitter          64: Naive
15:   Competitor      65: Official       15:   Death               65: Mysterious    15:   Bold            65: Nervous
16:   Controller      66: Organizer      16:   Deceive             66: Nature        16:   Brave           66: Oblivious
17:   Crafter         67: Outsider       17:   Destroy             67: Object        17:   Calm            67: Obstinate
18:   Creator         68: Performer      18:   Diminish            68: Obligation    18:   Careful         68: Optimistic
19:   Criminal        69: Persecutor     19:   Disrupt             69: Official      19:   Careless        69: Perceptive
20:   Deceiver        70: Planner        20:   Emotion             70: Oppose        20:   Classy          70: Perfectionist
21:   Deliverer       71: Pleaser        21:   Enemy               71: Pain          21:   Cold            71: Practical
22:   Dependent       72: Power          22:   Environment         72: Passion       22:   Collector       72: Prepared
23:   Driver/Pilot    73: Prisoner       23:   Escape              73: Path          23:   Committed       73: Principled
24:   Elite           74: Professional   24:   Failure             74: Peace         24:   Competitive     74: Protect
25:   Enemy           75: Protector      25:   Fame                75: Physical      25:   Confident       75: Quiet
26:   Enforcer        76: Public         26:   Family              76: Place         26:   Control         76: Quirky
27:   Engineer        77: Punish         27:   Fear                77: Plan          27:   Crazy           77: Rash
28:   Entertainer     78: Radical        28:   Fight               78: Pleasure      28:   Creative        78: Rational
29:   Executive       79: Religious      29:   Find                79: Power         29:   Crude           79: Respectful
30:   Expert          80: Represent      30:   Free                80: Pride         30:   Curious         80: Responsible
31:   Explorer        81: Rogue          31:   Friend              81: Protect       31:   Deceptive       81: Restless
32:   Family          82: Ruffian        32:   Goal                82: Pursue        32:   Determined      82: Risk
33:   Farmer          83: Ruler          33:   Gratify             83: Rare          33:   Devoted         83: Rude
34:   Fighter         84: Scholar        34:   Group               84: Recover       34:   Disagreeable    84: Savvy
35:   Fixer           85: Scientist      35:   Guide               85: Reveal        35:   Dull            85: Searching
36:   Foreigner       86: Scout          36:   Guilt               86: Revenge       36:   Emotion         86: Selfish
37:   Friend          87: Servant        37:   Hate                87: Riches        37:   Empathetic      87: Selfless
38:   Gambler         88: Socialite      38:   Heal                88: Safety        38:   Fair            88: Shallow
39:   Gatherer        89: Soldier        39:   Help                89: Search        39:   Fastidious      89: Social
40:   Guardian        90: Student        40:   Hide                90: Serve         40:   Follower        90: Strange
41:   Healer          91: Subverter      41:   Home                91: Start         41:   Foolish         91: Strong
42:   Helpless        92: Supporter      42:   Hope                92: Stop          42:   Friendly        92: Studious
43:   Hero            93: Survivor       43:   Idea                93: Strange       43:   Good            93: Superstitious
44:   Hunter          94: Teacher        44:   Illness             94: Struggle      44:   Gourmet         94: Tolerant
45:   Information     95: Thief          45:   Important           95: Success       45:   Greed           95: Vindictive
46:   Innocent        96: Trader         46:   Imprison            96: Suffering     46:   Haunted         96: Vocal
47:   Inspector       97: Victim         47:   Increase            97: Support       47:   Helpful         97: Wary
48:   Intellectual    98: Villain        48:   Information         98: Take          48:   Honest          98: Weak
49:   Investigator    99: Wanderer       49:   Innocent            99: Transform     49:   Honor           99: Wild
50:   Judge           100: Warrior       50:   Intellect           100: Travel       50:   Humble          100: Wise
                                                             205
                                     MEANING TABLES: ELEMENTS
           CHARACTER SKILLS                      CHARACTER TRAITS & FLAWS                         CITY DESCRIPTORS
1:    Activity        51: Invade          1:    Academic            51: Leadership    1:    Activity         51: Loud
2:    Adversity       52: Investigative   2:    Adversity           52: Legal         2:    Aggressive       52: Magnificent
3:    Agility         53: Knowledge       3:    Animal              53: Less          3:    Aromatic         53: Masses
4:    Animals         54: Leadership      4:    Assist              54: Lethal        4:    Average          54: Meaningful
5:    Art             55: Legal           5:    Attract             55: Limited       5:    Beautiful        55: Mechanical
6:    Assist          56: Lethal          6:    Beautiful           56: Loyal         6:    Bleak            56: Messy
7:    Athletic        57: Lie             7:    Benefits            57: Mental        7:    Block            57: Mighty
8:    Attack          58: Master          8:    Bestow              58: Military      8:    Bridge           58: Military
9:    Attain          59: Mechanical      9:    Bizarre             59: Misfortune    9:    Bustling         59: Miserable
10:   Average         60: Medical         10:   Block               60: Missing       10:   Calm             60: Misfortune
11:   Balance         61: Mental          11:   Burden              61: Move          11:   Chaotic          61: Modern
12:   Beginner        62: Military        12:   Combat              62: Multi         12:   Clean            62: Mountain
13:   Bestow          63: Motion          13:   Communicate         63: Nature        13:   Cold             63: Mundane
14:   Block           64: Move            14:   Connection          64: Object        14:   Colorful         64: Mysterious
15:   Business        65: Mundane         15:   Control             65: Odd           15:   Commerce         65: Nature
16:   Change          66: Mysterious      16:   Create              66: Old           16:   Conflict         66: Odd
17:   Combat          67: Nature          17:   Criminal            67: Partial       17:   Control          67: Old
18:   Communicate     68: Normal          18:   Damaged             68: Passion       18:   Crime            68: Oppress
19:   Conflict        69: Obstacles       19:   Dangerous           69: Perception    19:   Dangerous        69: Opulence
20:   Control         70: Official        20:   Decrease            70: Physical      20:   Dense            70: Peace
21:   Create          71: Open            21:   Defense             71: Poor          21:   Developed        71: Poor
22:   Criminal        72: Oppose          22:   Delicate            72: Possessions   22:   Dirty            72: Powerful
23:   Damage          73: Perception      23:   Different           73: Power         23:   Efficient        73: Protected
24:   Danger          74: Practical       24:   Dominate            74: Principles    24:   Energy           74: Public
25:   Deceit          75: Professional    25:   Driven              75: Public        25:   Enormous         75: Quiet
26:   Decrease        76: Ranged          26:   Emotion             76: Rare          26:   Environment      76: Rare
27:   Defense         77: Release         27:   Enemy               77: Remarkable    27:   Extravagant      77: Reassuring
28:   Develop         78: Rogue           28:   Energy              78: Resistant     28:   Festive          78: Remarkable
29:   Dispute         79: Ruin            29:   Environment         79: Resource      29:   Flawless         79: River
30:   Disrupt         80: Simple          30:   Failure             80: Rich          30:   Frightening      80: Rough
31:   Domestic        81: Social          31:   Fame                81: Sense         31:   Government       81: Ruined
32:   Dominate        82: Specialist      32:   Familiar            82: Skill         32:   Happy            82: Rustic
33:   Driving         83: Start           33:   Fast                83: Small         33:   Harsh            83: Simple
34:   Elements        84: Stop            34:   Feeble              84: Social        34:   Healthy          84: Small
35:   Energy          85: Strange         35:   Flawless            85: Specialized   35:   Helpful          85: Sparse
36:   Environment     86: Strength        36:   Focused             86: Spirit        36:   Hills            86: Structures
37:   Experienced     87: Struggle        37:   Fortunate           87: Strange       37:   History          87: Struggle
38:   Expert          88: Suppress        38:   Friends             88: Strong        38:   Illness          88: Success
39:   Fight           89: Take            39:   Good                89: Suffering     39:   Important        89: Suffering
40:   Free            90: Technology      40:   Healthy             90: Technical     40:   Impressive       90: Technology
41:   Guide           91: Transform       41:   Illness             91: Technology    41:   Industry         91: Tension
42:   Harm            92: Travel          42:   Impaired            92: Tough         42:   Interesting      92: Travel
43:   Heal            93: Trick           43:   Increase            93: Travel        43:   Intrigues        93: Troubled
44:   Health          94: Usurp           44:   Information         94: Trouble       44:   Isolated         94: Valuable
45:   Increase        95: Vehicle         45:   Inspect             95: Trustworthy   45:   Lacking          95: Warm
46:   Inform          96: Violence        46:   Intellect           96: Unusual       46:   Lake             96: Water
47:   Information     97: Water           47:   Intense             97: Very          47:   Large            97: Weak
48:   Inquire         98: Weapon          48:   Interesting         98: Weak          48:   Lavish           98: Weather
49:   Inspect         99: Weather         49:   Lacking             99: Weapon        49:   Leadership       99: Wild
50:   Intellect       100: Wounds         50:   Large               100: Young        50:   Liberty          100: Work
                                                              206
                                    MEANING TABLES: ELEMENTS
       CIVILIZATION DESCRIPTORS                     CREATURE ABILITIES                        CREATURE DESCRIPTORS
1:    Active          51: Happy          1:    Ambush          51: Imprison          1:    Aggressive      51: Mammalian
2:    Advanced        52: Healthy        2:    Animate         52: Increase          2:    Agile           52: Mandibles
3:    Adventurous     53: Helpful        3:    Armor           53: Intelligent       3:    Air             53: Masculine
4:    Aggressive      54: Helpless       4:    Arrive          54: Itself            4:    Alien           54: Mechanical
5:    Agricultural    55: Historical     5:    Attach          55: Lethal            5:    Amorphous       55: Metallic
6:    Ancient         56: Important      6:    Attack          56: Light             6:    Animal          56: Movement
7:    Angry           57: Industrial     7:    Attract         57: Limited           7:    Aquatic         57: Multiple
8:    Anxious         58: Influential    8:    Bite            58: Mind              8:    Armored         58: Mutant
9:    Artistic        59: Intolerant     9:    Block           59: Move              9:    Avian           59: Natural
10:   Average         60: Large          10:   Blunt           60: Multiple          10:   Beast           60: Nature
11:   Beautiful       61: Lawful         11:   Break           61: Natural           11:   Beautiful       61: Nightmarish
12:   Bizarre         62: Lawless        12:   Breath          62: Normal            12:   Body            62: Object
13:   Bleak           63: Magnificent    13:   Carry           63: Open              13:   Bony            63: Odorous
14:   Bold            64: Mighty         14:   Change          64: Others            14:   Carapace        64: Passive
15:   Bureaucratic    65: Militaristic   15:   Climb           65: Paralyze          15:   Clawed          65: Plant
16:   Carefree        66: Miserable      16:   Cold            66: Physical          16:   Clothed         66: Reptilian
17:   Careful         67: Modern         17:   Common          67: Pierce            17:   Cold            67: Robotic
18:   Careless        68: Mundane        18:   Communicate     68: Poison            18:   Color           68: Rooted
19:   Cautious        69: Mysterious     19:   Conceal         69: Power             19:   Composite       69: Rough
20:   Classy          70: Old            20:   Contact         70: Protection        20:   Constructed     70: Shape
21:   Clean           71: Open           21:   Control         71: Proximity         21:   Decayed         71: Shifting
22:   Colorful        72: Oppressive     22:   Create          72: Pursue            22:   Defensive       72: Silent
23:   Combative       73: Peaceful       23:   Damage          73: Ranged            23:   Dripping        73: Simple
24:   Commercial      74: Polite         24:   Dark            74: Rechargeable      24:   Elements        74: Slender
25:   Competitive     75: Poor           25:   Death           75: Resistance        25:   Exotic          75: Small
26:   Constructive    76: Powerful       26:   Deceive         76: Self-Sufficient   26:   Extra Limbs     76: Solitary
27:   Controlling     77: Primitive      27:   Decrease        77: Senses            27:   Fangs           77: Spider-like
28:   Crazy           78: Punitive       28:   Defense         78: Skill             28:   Feminine        78: Spiked
29:   Creative        79: Quaint         29:   Depower         79: Sleep             29:   Feral           79: Steaming
30:   Creepy          80: Religious      30:   Detect          80: Speed             30:   Filthy          80: Sticky
31:   Cruel           81: Ruined         31:   Disrupt         81: Spy               31:   Fire            81: Stinger
32:   Curious         82: Rustic         32:   Distract        82: Stealth           32:   Fungal          82: Strange
33:   Dangerous       83: Ruthless       33:   Dominate        83: Stop              33:   Furry           83: Strong
34:   Declining       84: Scary          34:   Drain           84: Strange           34:   Gaunt           84: Supernatural
35:   Defiant         85: Simple         35:   Element         85: Stun              35:   Glowing         85: Tail
36:   Delightful      86: Small          36:   Energy          86: Substance         36:   Group           86: Tentacled
37:   Developed       87: Strange        37:   Enhanced        87: Summon            37:   Growling        87: Tongue
38:   Disagreeable    88: Strong         38:   Entangle        88: Suppress          38:   Healthy         88: Toothy
39:   Distrustful     89: Struggling     39:   Environment     89: Swim              39:   Horns           89: Transparent
40:   Dominant        90: Successful     40:   Extra           90: Take              40:   Humanoid        90: Tree-like
41:   Dull            91: Suffering      41:   Fear            91: Telepathy         41:   Inscribed       91: Twisted
42:   Efficient       92: Suppressed     42:   Fight           92: Touch             42:   Insect-like     92: Undead
43:   Expanding       93: Suspicious     43:   Fire            93: Transform         43:   Insubstantial   93: Unnatural
44:   Failed          94: Treacherous    44:   Flight          94: Travel            44:   Intelligent     94: Verbal
45:   Famous          95: Warlike        45:   Harm            95: Trick             45:   Intimidating    95: Warm
46:   Fearful         96: Weak           46:   Heal            96: Uncommon          46:   Large           96: Weak
47:   Festive         97: Wealthy        47:   Illness         97: Vision            47:   Levitating      97: Weapon
48:   Free            98: Welcoming      48:   Illusion        98: Vulnerable        48:   Limited         98: Wings
49:   Generous        99: Wild           49:   Imitate         99: Weak              49:   Liquid          99: Wooden
50:   Greedy          100: Young         50:   Immune          100: Weapon           50:   Loud            100: Wormish
                                                         207
                                  MEANING TABLES: ELEMENTS
           CRYPTIC MESSAGE                                 CURSES                              DOMICILE DESCRIPTORS
1:    Abandoned      51: Language      1:    Abandon                51: Home          1:    Abandoned       51: Magnificent
2:    Activity       52: Leadership    2:    Age                    52: Illness       2:    Activity        52: Mechanical
3:    Adventure      53: Legal         3:    Attract                53: Illusions     3:    Animal          53: Messy
4:    Adversity      54: Legend        4:    Bad                    54: Imprison      4:    Aromatic        54: Modern
5:    Advice         55: Liberty       5:    Beauty                 55: Incapacity    5:    Art             55: Mundane
6:    Allies         56: Lies          6:    Betray                 56: Information   6:    Average         56: Mysterious
7:    Anger          57: Lost          7:    Bizarre                57: Intellect     7:    Beautiful       57: Natural
8:    Bestow         58: Love          8:    Block                  58: Ironic        8:    Bizarre         58: Neat
9:    Betray         59: Malice        9:    Body                   59: Jealously     9:    Bleak           59: Neglected
10:   Bizarre        60: Messy         10:   Break                  60: Joy           10:   Busy            60: Nondescript
11:   Bleak          61: Misfortune    11:   Burden                 61: Legal         11:   Classy          61: Normal
12:   Business       62: Mistrust      12:   Business               62: Lethal        12:   Clean           62: Occupied
13:   Care           63: Move          13:   Change                 63: Liberty       13:   Cluttered       63: Odd
14:   Colorful       64: Mundane       14:   Compel                 64: Limit         14:   Cold            64: Open
15:   Communicate    65: Mysterious    15:   Condemn                65: Lonely        15:   Colorful        65: Oppressive
16:   Conflict       66: Neglect       16:   Conflict               66: Love          16:   Comfort         66: Opulent
17:   Creepy         67: Normal        17:   Create                 67: Luck          17:   Common          67: Organized
18:   Damaged        68: Obscured      18:   Creepy                 68: Malice        18:   Cramped         68: Plants
19:   Danger         69: Official      19:   Cruel                  69: Meaningful    19:   Creepy          69: Poor
20:   Death          70: Old           20:   Danger                 70: Miserable     20:   Crowded         70: Portal
21:   Deceive        71: Oppose        21:   Death                  71: Misfortune    21:   Customized      71: Possessions
22:   Defiant        72: Partial       22:   Decrease               72: Mistrust      22:   Cute            72: Private
23:   Dispute        73: Passion       23:   Delay                  73: Mock          23:   Damaged         73: Protection
24:   Divide         74: Plans         24:   Disrupt                74: Move          24:   Dangerous       74: Quaint
25:   Emotions       75: Possessions   25:   Divide                 75: Mundane       25:   Dark            75: Reassuring
26:   Enemies        76: Power         26:   Dominate               76: Mysterious    26:   Desolate        76: Roomy
27:   Environment    77: Propose       27:   Dreams                 77: Nature        27:   Different       77: Rough
28:   Evil           78: Punish        28:   Elements               78: Neglect       28:   Dirty           78: Ruined
29:   Expose         79: Pursue        29:   Emotions               79: Old           29:   Disagreeable    79: Rustic
30:   Failure        80: Rare          30:   Enemies                80: Oppress       30:   Drab            80: Scary
31:   Fame           81: Reassuring    31:   Energy                 81: Pain          31:   Dull            81: Secure
32:   Fear           82: Recipient     32:   Environment            82: Passion       32:   Empty           82: Security
33:   Fight          83: Reveal        33:   Evil                   83: Peace         33:   Enormous        83: Simple
34:   Frantic        84: Riches        34:   Failure                84: Permanent     34:   Expected        84: Sleep
35:   Free           85: Riddle        35:   Fame                   85: Possessions   35:   Extravagant     85: Small
36:   Friendship     86: Rumor         36:   Family                 86: Punish        36:   Faded           86: Smelly
37:   Goals          87: Secret        37:   Fate                   87: Pursue        37:   Fancy           87: Sparse
38:   Good           88: Start         38:   Fear                   88: Riches        38:   Festive         88: Storage
39:   Guide          89: Stop          39:   Feeble                 89: Ruin          39:   Food            89: Strange
40:   Harm           90: Strange       40:   Fight                  90: Senses        40:   Frightening     90: Temporary
41:   Help           91: Struggle      41:   Friends                91: Separate      41:   Full            91: Thoughtful
42:   Helpful        92: Success       42:   Frightening            92: Start         42:   Home            92: Tidy
43:   Hidden         93: Tension       43:   Goals                  93: Stop          43:   Investment      93: Tools
44:   Hope           94: Threaten      44:   Good                   94: Strange       44:   Inviting        94: Tranquil
45:   Horrible       95: Truce         45:   Gratify                95: Struggle      45:   Lacking         95: Upgrade
46:   Important      96: Trust         46:   Guide                  96: Success       46:   Large           96: Utilitarian
47:   Information    97: Unknown       47:   Happiness              97: Temporary     47:   Lavish          97: Valuables
48:   Innocent       98: Vengeance     48:   Harm                   98: Vengeance     48:   Less            98: View
49:   Instruction    99: Violence      49:   Health                 99: Violence      49:   Light           99: Warm
50:   Intrigues      100: Warning      50:   Helpless               100: Weapon       50:   Loud            100: Water
                                                            208
                                    MEANING TABLES: ELEMENTS
          DUNGEON DESCRIPTORS                       DUNGEON TRAPS                             FOREST DESCRIPTORS
1:    Abandoned       51: Large         1:    Aggressive          51: Fire          1:    Adversity       51: Lethal
2:    Activity        52: Lavish        2:    Allies              52: Floor         2:    Aggressive      52: Loud
3:    Adversity       53: Lethal        3:    Ambush              53: Frightening   3:    Ambush          53: Magnificent
4:    Ambush          54: Light         4:    Animals             54: Harm          4:    Ancient         54: Majestic
5:    Ancient         55: Magnificent   5:    Animate             55: Heat          5:    Animal          55: Masses
6:    Animal          56: Malice        6:    Antagonize          56: Heavy         6:    Aromatic        56: Mature
7:    Aromatic        57: Meaningful    7:    Aromatic            57: Helpless      7:    Art             57: Message
8:    Art             58: Mechanical    8:    Art                 58: Horrible      8:    Assist          58: Mighty
9:    Beautiful       59: Messages      9:    Attach              59: Illusion      9:    Average         59: Mundane
10:   Bizarre         60: Messy         10:   Attention           60: Imprison      10:   Beautiful       60: Mysterious
11:   Bleak           61: Mighty        11:   Attract             61: Lethal        11:   Bizarre         61: Natural
12:   Chamber         62: Military      12:   Balance             62: Loud          12:   Bleak           62: Nature
13:   Clean           63: Misfortune    13:   Beautiful           63: Lure          13:   Block           63: Nondescript
14:   Closed          64: Modern        14:   Bestow              64: Magic         14:   Boulder         64: Normal
15:   Cold            65: Mundane       15:   Betray              65: Mechanical    15:   Cave            65: Odd
16:   Collapsed       66: Mysterious    16:   Bizarre             66: Mental        16:   Chaotic         66: Old
17:   Colorful        67: Natural       17:   Blades              67: Messy         17:   Cliff           67: Path
18:   Creature        68: Neglect       18:   Break               68: Monster       18:   Cold            68: Peaceful
19:   Creepy          69: Normal        19:   Ceiling             69: Natural       19:   Colorful        69: Plants
20:   Damaged         70: Object        20:   Change              70: Object        20:   Combative       70: Pond
21:   Danger          71: Occupied      21:   Choice              71: Odd           21:   Communicate     71: Possessions
22:   Dark            72: Odd           22:   Climb               72: Old           22:   Creepy          72: Powerful
23:   Desolate        73: Open          23:   Cloud               73: Pain          23:   Damaged         73: Pursue
24:   Dirty           74: Passage       24:   Cold                74: Plants        24:   Danger          74: Quiet
25:   Door            75: Path          25:   Colorful            75: Portal        25:   Dark            75: Rare
26:   Dry             76: Portal        26:   Combative           76: Possessions   26:   Death           76: Reassuring
27:   Elements        77: Possessions   27:   Communicate         77: Prison        27:   Delicate        77: Remarkable
28:   Empty           78: Quiet         28:   Confuse             78: Projectile    28:   Dry             78: River
29:   Encounter       79: Rare          29:   Constrain           79: Riddle        29:   Elements        79: Rocks
30:   Enemies         80: Reassuring    30:   Control             80: Scary         30:   Encounter       80: Rough
31:   Enormous        81: Remarkable    31:   Create              81: Simple        31:   Enormous        81: Ruined
32:   Evil            82: Riches        32:   Creepy              82: Sounds        32:   Environment     82: Scary
33:   Exit            83: Room          33:   Crush               83: Stab          33:   Fearful         83: Simple
34:   Extravagant     84: Rough         34:   Damaged             84: Stop          34:   Feeble          84: Slope
35:   Faded           85: Ruined        35:   Danger              85: Strange       35:   Fierce          85: Small
36:   Familiar        86: Rustic        36:   Dark                86: Strangle      36:   Food            86: Sounds
37:   Fancy           87: Scary         37:   Deceive             87: Suppress      37:   Fortunate       87: Strange
38:   Fears           88: Simple        38:   Delay               88: Take          38:   Fresh           88: Strong
39:   Foreboding      89: Small         39:   Deprive             89: Toxin         39:   Harsh           89: Threatening
40:   Full            90: Smelly        40:   Disrupt             90: Transform     40:   Healthy         90: Tranquil
41:   Furnishings     91: Sound         41:   Divide              91: Transport     41:   Helpful         91: Tree
42:   Gate            92: Stairs        42:   Door                92: Treasure      42:   Important       92: Unusual
43:   Good            93: Stonework     43:   Drop                93: Trials        43:   Information     93: Valuable
44:   Harm            94: Technology    44:   Duplicate           94: Trigger       44:   Intense         94: Violent
45:   Heavy           95: Trap          45:   Elaborate           95: Unleash       45:   Interesting     95: Warm
46:   Helpful         96: Treasure      46:   Enemies             96: Wall          46:   Lacking         96: Watery
47:   Hole            97: Unnatural     47:   Energy              97: Warning       47:   Lake            97: Weak
48:   Important       98: Valuable      48:   Fall                98: Water         48:   Large           98: Weather
49:   Information     99: Warm          49:   Fear                99: Weapon        49:   Lean            99: Wild
50:   Interesting     100: Watery       50:   Fight               100: Wound        50:   Ledge           100: Young
                                                            209
                                        MEANING TABLES: ELEMENTS
                    GODS                                      LEGENDS                                     LOCATIONS
1:    Active               51: Good          1:    Abandon              51: Hero          1:    Abandoned        51: Lively
2:    Alien                52: Guide         2:    Allies               52: Hidden        2:    Active           52: Lonely
3:    Ancient              53: Harm          3:    Anger                53: Historical    3:    Artistic         53: Long
4:    Angelic              54: Harsh         4:    Assist               54: Illness       4:    Atmosphere       54: Loud
5:    Angry                55: Heal          5:    Attainment           55: Important     5:    Beautiful        55: Meaningful
6:    Animal               56: Humanoid      6:    Befriend             56: Imprison      6:    Bleak            56: Messy
7:    Art                  57: Illness       7:    Bestow               57: Increase      7:    Bright           57: Mobile
8:    Assist               58: Imprison      8:    Betray               58: Inform        8:    Business         58: Modern
9:    Attract              59: Increase      9:    Bizarre              59: Innocent      9:    Calm             59: Mundane
10:   Beautiful            60: Jealous       10:   Block                60: Intrigue      10:   Charming         60: Mysterious
11:   Bestow               61: Justice       11:   Brave                61: Jealousy      11:   Clean            61: Natural
12:   Betray               62: Knowledge     12:   Break                62: Judge         12:   Cluttered        62: New
13:   Bizarre              63: Liberty       13:   Burden               63: Leadership    13:   Cold             63: Occupied
14:   Capricious           64: Life          14:   Carelessness         64: Legal         14:   Colorful         64: Odd
15:   Colorful             65: Light         15:   Cataclysm            65: Lethal        15:   Colorless        65: Official
16:   Combat               66: Love          16:   Caution              66: Liberty       16:   Confusing        66: Old
17:   Communicate          67: Magic         17:   Change               67: Loss          17:   Cramped          67: Open
18:   Conflict             68: Majestic      18:   Conflict             68: Love          18:   Creepy           68: Peaceful
19:   Control              69: Major         19:   Control              69: Loyalty       19:   Crude            69: Personal
20:   Corruption           70: Malice        20:   Create               70: Masses        20:   Cute             70: Plain
21:   Cosmic               71: Masculine     21:   Crisis               71: Mighty        21:   Damaged          71: Portal
22:   Create               72: Mighty        22:   Damage               72: Military      22:   Dangerous        72: Protected
23:   Creepy               73: Military      23:   Danger               73: Misfortune    23:   Dark             73: Protection
24:   Cruel                74: Minor         24:   Deceive              74: Monster       24:   Delightful       74: Purposeful
25:   Cult                 75: Monstrous     25:   Decrease             75: Move          25:   Dirty            75: Quiet
26:   Dangerous            76: Mundane       26:   Defeated             76: Mundane       26:   Domestic         76: Reassuring
27:   Dark                 77: Mysterious    27:   Defiant              77: Mysterious    27:   Empty            77: Remote
28:   Death                78: Nature        28:   Delay                78: Natural       28:   Enclosed         78: Resourceful
29:   Deceit               79: Night         29:   Disrupt              79: Old           29:   Enormous         79: Ruined
30:   Destroyer            80: Oppress       30:   Divide               80: Oppose        30:   Entrance         80: Rustic
31:   Disgusting           81: Pleasures     31:   Elements             81: Oppress       31:   Exclusive        81: Safe
32:   Dominate             82: Power         32:   End                  82: Peace         32:   Exposed          82: Services
33:   Dreams               83: Protector     33:   Enemies              83: Plot          33:   Extravagant      83: Simple
34:   Elements             84: Punish        34:   Energy               84: Possessions   34:   Familiar         84: Small
35:   Emotions             85: Ruler         35:   Evil                 85: Power         35:   Fancy            85: Spacious
36:   Enemies              86: Sacrifice     36:   Expose               86: Punish        36:   Festive          86: Storage
37:   Energy               87: Strange       37:   Failure              87: Pursue        37:   Foreboding       87: Strange
38:   Enormous             88: Strong        38:   Fame                 88: Release       38:   Fortunate        88: Stylish
39:   Evil                 89: Suppress      39:   Fear                 89: Return        39:   Fragrant         89: Suspicious
40:   Feminine             90: Threatening   40:   Fight                90: Riches        40:   Frantic          90: Tall
41:   Fallen               91: Transform     41:   Find                 91: Ruin          41:   Frightening      91: Threatening
42:   Fear                 92: Underworld    42:   Free                 92: Savior        42:   Full             92: Tranquil
43:   Fertility            93: Violent       43:   Friendship           93: Stop          43:   Harmful          93: Unexpected
44:   Festive              94: War           44:   Frightening          94: Strange       44:   Helpful          94: Unpleasant
45:   Fire                 95: Warm          45:   Good                 95: Struggle      45:   Horrible         95: Unusual
46:   Frightening          96: Water         46:   Guide                96: Theft         46:   Important        96: Useful
47:   Generous             97: Weak          47:   Harm                 97: Trust         47:   Impressive       97: Warm
48:   Gentle               98: Weapon        48:   Heal                 98: Usurp         48:   Inactive         98: Warning
49:   Gifts                99: Weather       49:   Help                 99: Vengeance     49:   Intense          99: Watery
50:   Glorious             100: Worshiped    50:   Helpless             100: Villain      50:   Intriguing       100: Welcoming
                                                                  210
                                    MEANING TABLES: ELEMENTS
        MAGIC ITEM DESCRIPTORS                   MUTATION DESCRIPTORS                                  NAMES
1:    Animal          51: Imitate       1:    Agility             51: Imprison        1:    A                  51: Location
2:    Animate         52: Increase      2:    Animal              52: Increase        2:    Action             52: Ly
3:    Area            53: Information   3:    Appearance          53: Information     3:    Ah                 53: Mah
4:    Armor           54: Inhibit       4:    Armor               54: Inspect         4:    Ahg                54: Military
5:    Assist          55: Instant       5:    Assist              55: Large           5:    An                 55: Misdeed
6:    Attack          56: Jewelry       6:    Attach              56: Learn           6:    Animal             56: N
7:    Attract         57: Lethal        7:    Attack              57: Lethal          7:    Ar                 57: Nah
8:    Benefit         58: Life          8:    Benefit             58: Limb            8:    As                 58: Nature
9:    Bestow          59: Light         9:    Bestow              59: Limit           9:    B                  59: Nee
10:   Block           60: Limited       10:   Bizarre             60: Mental          10:   Bah                60: Nn
11:   Book            61: Liquid        11:   Block               61: Messy           11:   Be                 61: Number
12:   Change          62: Mental        12:   Body                62: Move            12:   Bih                62: Occupation
13:   Clothing        63: Monster       13:   Change              63: Nature          13:   Brah               63: Oh
14:   Cloud           64: Multi         14:   Claws               64: Pain            14:   Col                64: On
15:   Cold            65: Nature        15:   Color               65: Partial         15:   Color              65: Or
16:   Communication   66: Object        16:   Combat              66: Power           16:   Cor                66: Orn
17:   Container       67: Orb           17:   Communicate         67: Projectile      17:   Dah                67: Oth
18:   Control         68: Others        18:   Conceal             68: Protection      18:   Deeds              68: Ow
19:   Create          69: Physical      19:   Constrain           69: Ranged          19:   Del                69: Ph
20:   Curse           70: Plants        20:   Control             70: Recharge        20:   Drah               70: Pr
21:   Damage          71: Poison        21:   Create              71: Release         21:   Eee                71: R
22:   Death           72: Potion        22:   Damage              72: Replace         22:   Eh                 72: Rah
23:   Deceit          73: Power         23:   Deceive             73: Requirement     23:   Ei                 73: Ren
24:   Decrease        74: Ranged        24:   Decrease            74: Resistance      24:   Ell                74: Sah
25:   Defense         75: Resistance    25:   Defect              75: Restore         25:   Elements           75: Se
26:   Destroy         76: Restore       26:   Defense             76: Reveal          26:   Emotion            76: Sh
27:   Detect          77: Ring          27:   Deformed            77: Scary           27:   Ess                77: Sha
28:   Dimensions      78: Rope          28:   Detect              78: Senses          28:   Est                78: T
29:   Elements        79: Rune          29:   Diminish            79: Simple          29:   Et                 79: Ta
30:   Emotion         80: Safety        30:   Disrupt             80: Skill           30:   Fah                80: Tal
31:   Energy          81: Scroll        31:   Dominate            81: Stop            31:   Fer                81: Tar
32:   Enhance         82: Self          32:   Elements            82: Strange         32:   Fi                 82: Th
33:   Environment     83: Senses        33:   Energy              83: Strength        33:   Floral             83: Thah
34:   Escape          84: Skill         34:   Enhance             84: Strong          34:   Gah                84: Thoh
35:   Evil            85: Special       35:   Environment         85: Struggle        35:   Go                 85: Ti
36:   Explode         86: Speed         36:   Expose              86: Suffer          36:   Grah               86: Time
37:   Fear            87: Spell         37:   Extra               87: Suppress        37:   Hee                87: Tor
38:   Fire            88: Staff         38:   Eyes                88: Surroundings    38:   Ia                 88: Uh
39:   Flight          89: Strange       39:   Fear                89: Survive         39:   Ick                89: Va
40:   Food            90: Summon        40:   Fight               90: Swim            40:   In                 90: Vah
41:   Gem             91: Sword         41:   Fly                 91: Toxic           41:   Iss                91: Ve
42:   Good            92: Tool          42:   Free                92: Transform       42:   Je                 92: Vice
43:   Group           93: Transform     43:   Harm                93: Travel          43:   Ke                 93: Virtue
44:   Harm            94: Trap          44:   Heal                94: Usurp           44:   Jen                94: Wah
45:   Heal            95: Travel        45:   Health              95: Violence        45:   Kha                95: Wr
46:   Health          96: Useful        46:   Heat                96: Vulnerability   46:   Kr                 96: X
47:   Helpful         97: Utility       47:   Helpful             97: Warm            47:   Lah                97: Y
48:   Illness         98: Wand          48:   Horrible            98: Weak            48:   Lee                98: Yah
49:   Illusion        99: Water         49:   Imitate             99: Weapon          49:   Len                99: Yuh
50:   Imbue           100: Weapon       50:   Immunity            100: Wound          50:   Lin                100: Z
                                                            211
                                    MEANING TABLES: ELEMENTS
              NOBLE HOUSE                                OBJECTS                                 PLOT TWISTS
1:    Aggressive      51: Malice        1:    Active            51: Information   1:    Action           51: Location
2:    Allies          52: Mighty        2:    Artistic          52: Intriguing    2:    Attack           52: Lucky
3:    Anger           53: Military      3:    Average           53: Large         3:    Bad              53: Mental
4:    Bestow          54: Misfortune    4:    Beautiful         54: Lethal        4:    Barrier          54: Missing
5:    Betray          55: Move          5:    Bizarre           55: Light         5:    Betray           55: Mundane
6:    Bizarre         56: Mysterious    6:    Bright            56: Liquid        6:    Business         56: Mystery
7:    Block           57: Neglect       7:    Clothing          57: Loud          7:    Change           57: Necessary
8:    Break           58: Old           8:    Clue              58: Majestic      8:    Character        58: News
9:    Bureaucracy     59: Oppose        9:    Cold              59: Meaningful    9:    Conclude         59: Object
10:   Cautious        60: Oppress       10:   Colorful          60: Mechanical    10:   Conditional      60: Oppose
11:   Change          61: Overthrow     11:   Communication     61: Modern        11:   Conflict         61: Outcast
12:   Commerce        62: Passion       12:   Complicated       62: Moving        12:   Connection       62: Overcome
13:   Compromise      63: Peace         13:   Confusing         63: Multiple      13:   Consequence      63: Past
14:   Conflict        64: Persecute     14:   Consumable        64: Mundane       14:   Control          64: Peace
15:   Connections     65: Plans         15:   Container         65: Mysterious    15:   Danger           65: Personal
16:   Control         66: Politics      16:   Creepy            66: Natural       16:   Death            66: Persuade
17:   Create          67: Possessions   17:   Crude             67: New           17:   Delay            67: Physical
18:   Crisis          68: Powerful      18:   Cute              68: Odd           18:   Destroy          68: Plan
19:   Cruel           69: Public        19:   Damaged           69: Official      19:   Diminish         69: Power
20:   Dangerous       70: Refuse        20:   Dangerous         70: Old           20:   Disaster         70: Prepare
21:   Death           71: Release       21:   Deactivated       71: Ornamental    21:   Discover         71: Problem
22:   Deceit          72: Remarkable    22:   Deliberate        72: Ornate        22:   Emotion          72: Promise
23:   Defeat          73: Return        23:   Delightful        73: Personal      23:   Enemy            73: Protect
24:   Defiant         74: Riches        24:   Desired           74: Powerful      24:   Enhance          74: Public
25:   Disrupt         75: Royalty       25:   Domestic          75: Prized        25:   Enter            75: Pursue
26:   Enemies         76: Ruthless      26:   Empty             76: Protection    26:   Escape           76: Rare
27:   Extravagant     77: Secret        27:   Energy            77: Rare          27:   Evidence         77: Remote
28:   Faded           78: Security      28:   Enormous          78: Ready         28:   Failure          78: Repair
29:   Fame            79: Servant       29:   Equipment         79: Reassuring    29:   Family           79: Repeat
30:   Family          80: Spy           30:   Expected          80: Resource      30:   Free             80: Require
31:   Headquarters    81: Strange       31:   Expended          81: Ruined        31:   Friend           81: Rescue
32:   Heirloom        82: Strong        32:   Extravagant       82: Small         32:   Good             82: Resource
33:   Hero            83: Struggle      33:   Faded             83: Soft          33:   Group            83: Response
34:   History         84: Succession    34:   Familiar          84: Solitary      34:   Harm             84: Reveal
35:   Home            85: Suffering     35:   Fancy             85: Stolen        35:   Headquarters     85: Revenge
36:   Important       86: Suppress      36:   Flora             86: Strange       36:   Help             86: Reversal
37:   Imprison        87: Tactics       37:   Fortunate         87: Stylish       37:   Helpless         87: Reward
38:   Increase        88: Tension       38:   Fragile           88: Threatening   38:   Hidden           88: Skill
39:   Information     89: Travel        39:   Fragrant          89: Tool          39:   Idea             89: Social
40:   Intrigue        90: Trust         40:   Frightening       90: Travel        40:   Immediate        90: Solution
41:   Investment      91: Usurp         41:   Garbage           91: Unexpected    41:   Impending        91: Strange
42:   Land            92: Valuable      42:   Guidance          92: Unpleasant    42:   Important        92: Success
43:   Large           93: Vengeance     43:   Hard              93: Unusual       43:   Incapacitate     93: Tension
44:   Leadership      94: Victory       44:   Harmful           94: Useful        44:   Information      94: Trap
45:   Legal           95: Violence      45:   Healing           95: Useless       45:   Injustice        95: Travel
46:   Leverage        96: War           46:   Heavy             96: Valuable      46:   Leader           96: Unknown
47:   Liberty         97: Weak          47:   Helpful           97: Warm          47:   Legal            97: Unlikely
48:   Love            98: Wealth        48:   Horrible          98: Weapon        48:   Lethal           98: Unusual
49:   Loyal           99: Weapon        49:   Important         99: Wet           49:   Lie              99: Urgent
50:   Magnificent     100: Young        50:   Inactive          100: Worn         50:   Limit            100: Useful
                                                          212
                                   MEANING TABLES: ELEMENTS
                POWERS                           SCAVENGING RESULTS                                  SMELLS
1:    Absorb         51: Heat          1:    Abundance            51: Lean          1:    Acrid               51: Malodorous
2:    Adversity      52: Help          2:    Activity             52: Less          2:    Animal              52: Meaningful
3:    Alter          53: Hide          3:    Adversity            53: Lethal        3:    Antiseptic          53: Medicinal
4:    Animate        54: Illusion      4:    Allies               54: Mechanical    4:    Aromatic            54: Metallic
5:    Assist         55: Imbue         5:    Animal               55: Medicinal     5:    Artificial          55: Mildew
6:    Attach         56: Immunity      6:    Art                  56: Messy         6:    Attractive          56: Moist
7:    Attack         57: Increase      7:    Barrier              57: Misfortune    7:    Bad                 57: Mossy
8:    Block          58: Information   8:    Beauty               58: Mundane       8:    Bizarre             58: Musky
9:    Body           59: Life          9:    Bizarre              59: Mysterious    9:    Burnt               59: Musty
10:   Change         60: Light         10:   Bleak                60: Nature        10:   Chemical            60: Mysterious
11:   Chemical       61: Limb          11:   Broken               61: New           11:   Clean               61: Natural
12:   Cold           62: Limited       12:   Clean                62: Normal        12:   Comforting          62: Nature
13:   Colorful       63: Location      13:   Clothes              63: Odd           13:   Cooking             63: Nauseating
14:   Combat         64: Magic         14:   Comfort              64: Official      14:   Decrepit            64: Normal
15:   Combine        65: Major         15:   Communicate          65: Old           15:   Delicious           65: Odd
16:   Communicate    66: Manipulate    16:   Competition          66: Open          16:   Delightful          66: Odorless
17:   Control        67: Matter        17:   Concealment          67: Opposition    17:   Dirty               67: Offensive
18:   Cosmetic       68: Mental        18:   Conflict             68: Pain          18:   Disagreeable        68: Overpowering
19:   Create         69: Minor         19:   Container            69: Peace         19:   Disgusting          69: Perfumed
20:   Creature       70: Natural       20:   Control              70: Pleasures     20:   Dry                 70: Pleasurable
21:   Damage         71: Nature        21:   Crisis               71: Portal        21:   Dull                71: Powerful
22:   Dark           72: Object        22:   Damaged              72: Possessions   22:   Earthy              72: Pungent
23:   Death          73: Others        23:   Danger               73: Protection    23:   Electrical          73: Punishing
24:   Deceive        74: Physical      24:   Death                74: Reassuring    24:   Evocative           74: Putrid
25:   Defense        75: Plants        25:   Dirty                75: Repairable    25:   Faded               75: Rancid
26:   Delay          76: Poison        26:   Disagreeable         76: Rotten        26:   Faint               76: Reassuring
27:   Destroy        77: Power         27:   Disgusting           77: Rough         27:   Familiar            77: Reek
28:   Detect         78: Protect       28:   Dispute              78: Ruined        28:   Fetid               78: Rich
29:   Dimensions     79: Radius        29:   Drink                79: Scary         29:   Fishy               79: Ripe
30:   Diminish       80: Ranged        30:   Elements             80: Shelter       30:   Floral              80: Rot
31:   Disrupt        81: Reflect       31:   Empty                81: Simple        31:   Food                81: Rotten
32:   Distance       82: Repel         32:   Enemies              82: Small         32:   Foul                82: Savory
33:   Dominate       83: Resistance    33:   Energy               83: Smelly        33:   Fragrant            83: Smelly
34:   Duplicate      84: Reveal        34:   Extravagance         84: Strange       34:   Fresh               84: Smokey
35:   Electricity    85: Self          35:   Failure              85: Struggle      35:   Fruity              85: Sour
36:   Elements       86: Sense         36:   Fear                 86: Success       36:   Funky               86: Stagnant
37:   Emission       87: Skill         37:   Fight                87: Supply        37:   Good                87: Stale
38:   Emotion        88: Spirit        38:   Food                 88: Technology    38:   Grassy              88: Stench
39:   Enemies        89: Stealth       39:   Fresh                89: Tool          39:   Gratifying          89: Stinging
40:   Energy         90: Strange       40:   Friendship           90: Travel        40:   Heady               90: Strange
41:   Enhance        91: Summon        41:   Fuel                 91: Triumph       41:   Heavy               91: Strong
42:   Environment    92: Switch        42:   Good                 92: Trouble       42:   Herbal              92: Stuffy
43:   Explosion      93: Take          43:   Health               93: Useless       43:   Horrible            93: Sulphuric
44:   Extra          94: Technology    44:   Helpful              94: Valuable      44:   Humid               94: Sweet
45:   Fire           95: Time          45:   Hope                 95: Vehicle       45:   Industrial          95: Warm
46:   Flight         96: Transform     46:   Important            96: Victory       46:   Interesting         96: Waste
47:   Free           97: Trap          47:   Information          97: Violence      47:   Intoxicating        97: Watery
48:   Friend         98: Travel        48:   Joy                  98: Warm          48:   Irritating          98: Weak
49:   Harm           99: Weapon        49:   Large                99: Waste         49:   Lacking             99: Weather
50:   Heal           100: Weather      50:   Lavish               100: Weapon       50:   Laden               100: Woody
                                                            213
                                     MEANING TABLES: ELEMENTS
                 SOUNDS                               SPELL EFFECTS                            STARSHIP DESCRIPTORS
1:    Activity        51: Intense        1:    Animal              51: Heal           1:    Activity        51: Magnificent
2:    Alarm           52: Interesting    2:    Animate             52: Helpful        2:    Adversity       52: Maintenance
3:    Animal          53: Irritating     3:    Assist              53: Ice            3:    Assist          53: Meaningful
4:    Approach        54: Loud           4:    Attack              54: Illusion       4:    Automated       54: Mechanical
5:    Banging         55: Machinery      5:    Attract             55: Imbue          5:    Battle          55: Message
6:    Battle          56: Meaningful     6:    Bestow              56: Immunity       6:    Beautiful       56: Messy
7:    Beep            57: Metallic       7:    Bizarre             57: Imprison       7:    Bestow          57: Mighty
8:    Bell            58: Muffled        8:    Block               58: Information    8:    Bleak           58: Military
9:    Beseeching      59: Multiple       9:    Break               59: Inspect        9:    Block           59: Modern
10:   Bizarre         60: Music          10:   Bright              60: Life           10:   Bright          60: Multiple
11:   Burning         61: Mysterious     11:   Burn                61: Light          11:   Business        61: Mundane
12:   Busy            62: Natural        12:   Change              62: Limitation     12:   Clean           62: Mysterious
13:   Calm            63: Near           13:   Cloud               63: Liquid         13:   Cold            63: Natural
14:   Ceaseless       64: Noisy          14:   Cold                64: Loud           14:   Colorful        64: Normal
15:   Celebrate       65: Normal         15:   Communicate         65: Manipulation   15:   Combative       65: Odd
16:   Chaotic         66: Odd            16:   Conceal             66: Mind           16:   Communicate     66: Portal
17:   Cheerful        67: Productivity   17:   Conjure             67: Nature         17:   Computer        67: Possessions
18:   Clang           68: Pursuit        18:   Control             68: Object         18:   Contain         68: Power
19:   Combative       69: Quiet          19:   Counteract          69: Others         19:   Control         69: Powerful
20:   Communicate     70: Reassuring     20:   Create              70: Pain           20:   Creepy          70: Prison
21:   Construction    71: Remarkable     21:   Creature            71: Physical       21:   Crew            71: Protection
22:   Conversation    72: Rip            22:   Curse               72: Plant          22:   Damaged         72: Quiet
23:   Crash           73: Roar           23:   Damage              73: Poison         23:   Danger          73: Rare
24:   Creaking        74: Rumbling       24:   Dark                74: Portal         24:   Dark            74: Reassuring
25:   Creepy          75: Rustling       25:   Death               75: Powerful       25:   Death           75: Remarkable
26:   Cries           76: Scary          26:   Deceive             76: Protect        26:   Defense         76: Resources
27:   Damage          77: Scraping       27:   Decrease            77: Radius         27:   Elaborate       77: Room
28:   Danger          78: Scratching     28:   Defense             78: Ranged         28:   Empty           78: Rough
29:   Disagreeable    79: Simple         29:   Destroy             79: Resistance     29:   Energy          79: Ruined
30:   Distant         80: Sizzle         30:   Detect              80: Restore        30:   Engine          80: Scary
31:   Drip            81: Slam           31:   Diminish            81: Self           31:   Enormous        81: Security
32:   Echo            82: Slow           32:   Disease             82: Senses         32:   Environment     82: Simple
33:   Emotion         83: Soft           33:   Dominate            83: Shield         33:   Escape          83: Small
34:   Energetic       84: Start          34:   Duplicate           84: Soul           34:   Exit            84: Sounds
35:   Explosion       85: Stop           35:   Earth               85: Strange        35:   Exterior        85: Start
36:   Familiar        86: Strange        36:   Elements            86: Strength       36:   Fear            86: Stop
37:   Ferocious       87: Tapping        37:   Emotion             87: Stun           37:   Food            87: Storage
38:   Footsteps       88: Technology     38:   Enemies             88: Summon         38:   Full            88: Strange
39:   Frantic         89: Threatening    39:   Energy              89: Time           39:   Hall            89: Supplies
40:   Frightening     90: Thud           40:   Enhance             90: Transform      40:   Health          90: Survival
41:   Grinding        91: Traffic        41:   Environment         91: Trap           41:   Helpful         91: System
42:   Growl           92: Tranquil       42:   Expose              92: Travel         42:   Important       92: Tactics
43:   Hammering       93: Uncertain      43:   Fire                93: Trigger        43:   Information     93: Technology
44:   Helpful         94: Warning        44:   Fix                 94: Uncertain      44:   Inquire         94: Travel
45:   Imitate         95: Water          45:   Food                95: Undead         45:   Interesting     95: Unusual
46:   Important       96: Weather        46:   Free                96: Wall           46:   Lacking         96: Valuable
47:   Indistinct      97: Whirring       47:   Group               97: Water          47:   Large           97: Vehicle
48:   Industry        98: Whistle        48:   Guide               98: Weak           48:   Lavish          98: Warm
49:   Information     99: Wild           49:   Hamper              99: Weapon         49:   Lethal          99: Weapon
50:   Innocent        100: Wind          50:   Harm                100: Weather       50:   Loud            100: Work
                                                             214
                                   MEANING TABLES: ELEMENTS
          TERRAIN DESCRIPTORS                     UNDEAD DESCRIPTORS                             VISIONS & DREAMS
1:    Abandoned       51: Mechanical    1:    Active                51: Leadership    1:    Activity        51: Information
2:    Abundant        52: Message       2:    Aggressive            52: Lethal        2:    Adversity       52: Instruction
3:    Activity        53: Mighty        3:    Angry                 53: Light         3:    Allies          53: Liberty
4:    Advanced        54: Misfortune    4:    Animal                54: Limited       4:    Assist          54: Lies
5:    Allies          55: Mountainous   5:    Anxious               55: Lonely        5:    Attainment      55: Love
6:    Ancient         56: Multiple      6:    Attract               56: Love          6:    Bizarre         56: Malice
7:    Animals         57: Mundane       7:    Beautiful             57: Macabre       7:    Bleak           57: Masses
8:    Atmosphere      58: Mysterious    8:    Bestow                58: Malice        8:    Catastrophe     58: Mechanical
9:    Barren          59: Natural       9:    Bizarre               59: Message       9:    Celebrate       59: Message
10:   Beautiful       60: Nature        10:   Bleak                 60: Messy         10:   Change          60: Messy
11:   Bizarre         61: Nondescript   11:   Bold                  61: Mighty        11:   Colorful        61: Military
12:   Catastrophe     62: Ocean         12:   Bound                 62: Mindless      12:   Conflict        62: Misfortune
13:   Chaotic         63: Odd           13:   Cold                  63: Miserable     13:   Contact         63: Mundane
14:   City            64: Peaceful      14:   Combative             64: Misfortune    14:   Control         64: Mysterious
15:   Civilization    65: People        15:   Communicate           65: Monstrous     15:   Creepy          65: Natural
16:   Cliffs          66: Plants        16:   Control               66: Mundane       16:   Crisis          66: Obscure
17:   Clouds          67: Populated     17:   Create                67: Odd           17:   Cruelty         67: Odd
18:   Cold            68: Powerful      18:   Creepy                68: Old           18:   Danger          68: Oppose
19:   Colorful        69: Primitive     19:   Dangerous             69: Pain          19:   Dark            69: Path
20:   Combative       70: Rain          20:   Dark                  70: Pale          20:   Death           70: Peace
21:   Communicate     71: Rare          21:   Deceive               71: Passive       21:   Defeat          71: People
22:   Conflict        72: Remarkable    22:   Dirty                 72: Possessions   22:   Disruption      72: Place
23:   Damaged         73: Resourceful   23:   Disgusting            73: Possessive    23:   Elements        73: Plans
24:   Danger          74: Riches        24:   Elements              74: Powerful      24:   Emotions        74: Plot
25:   Defense         75: River         25:   Enemies               75: Powers        25:   Enemies         75: Positive
26:   Desert          76: Rocky         26:   Energy                76: Purposeful    26:   Energy          76: Possessions
27:   Dry             77: Rough         27:   Environment           77: Pursue        27:   Environment     77: Power
28:   Dull            78: Ruined        28:   Evil                  78: Quiet         28:   Event           78: Preventable
29:   Elements        79: Ruins         29:   Fast                  79: Resistant     29:   Evil            79: Reassuring
30:   Empty           80: Sandy         30:   Fear                  80: Rotting       30:   Failure         80: Riches
31:   Energy          81: Scary         31:   Fight                 81: Scary         31:   Fears           81: Riddle
32:   Enormous        82: Simple        32:   Floating              82: Seeking       32:   Festive         82: Ruin
33:   Environment     83: Small         33:   Friendly              83: Shambling     33:   Fight           83: Scary
34:   Fertile         84: Strange       34:   Frightening           84: Slow          34:   Friendship      84: Simple
35:   Frightening     85: Strong        35:   Glad                  85: Small         35:   Frightening     85: Strange
36:   Habitable       86: Technology    36:   Glow                  86: Smelly        36:   Future          86: Struggle
37:   Harsh           87: Threatening   37:   Goals                 87: Strange       37:   Goals           87: Success
38:   Hazy            88: Toxic         38:   Good                  88: Strong        38:   Good            88: Suffering
39:   Healthy         89: Tranquil      39:   Guide                 89: Threatening   39:   Guidance        89: Suppress
40:   Helpful         90: Trees         40:   Harm                  90: Tough         40:   Harm            90: Tension
41:   Hostile         91: Unusual       41:   Helpful               91: Transform     41:   Helpful         91: Threat
42:   Hot             92: Valuable      42:   Helpless              92: Travel        42:   Helpless        92: Time
43:   Intense         93: Violent       43:   Historical            93: Trick         43:   Hint            93: Travel
44:   Interesting     94: Warm          44:   Horrible              94: Vengeful      44:   Hope            94: Trouble
45:   Large           95: Water         45:   Hungry                95: Violent       45:   Horrible        95: Trust
46:   Lethal          96: Weak          46:   Imitate               96: Weak          46:   Hurry           96: Uncertain
47:   Life            97: Weather       47:   Information           97: Weakness      47:   Ideas           97: Unsettling
48:   Lovely          98: Wild          48:   Insubstantial         98: Weapons       48:   Implore         98: Violence
49:   Magnificent     99: Windy         49:   Intelligent           99: Wounds        49:   Important       99: Warning
50:   Masses          100: Wonders      50:   Large                 100: Young        50:   Incomplete      100: Weapon
                                                              215
  TESTING THE EXPECTED SCENE
  Roll 1d10 and Compare It To The Chaos Factor.
Roll Over
                                  Expected Scene
Chaos Factor
1 Remove A Character
2 Add A Character
3 Reduce/Remove An Activity
4 Increase An Activity
5 Remove An Object
6 Add An Object
                           216
     NPC BEHAVIOR TABLE                               NPC STATISTICS TABLE
   FATE                                             FATE
                                                                  “DOES THE NPC HAVE A
 QUESTION       “DOES THE NPC DO X?”              QUESTION
                                                                  STATISTIC VALUE OF X?”
  RESULT                                           RESULT
              The NPC does what you                   Yes       The value is what you expect.
    YES       expect or continues with
              their ongoing action.               EXCEPTIONAL   The value is higher than you
                                                      YES         expect, by about 25%.
              The NPC does the next
              most expected behavior.                 NO
                                                                 The value is lower than you
    NO        If you’re unsure what that                           expect, by about 25%.
              is then roll on a Meaning
              Table for inspiration.              EXCEPTIONAL   The value is much lower than
                                                      NO         you expect, by about 50%.
              The NPC does the expected
EXCEPTIONAL   action, or continues                 RANDOM       There is a special condition
    YES       their ongoing action,                 EVENT       associated with this statistic.
              with greater intensity.
              Roll on a Meaning
 RANDOM
              Table for an additional
  EVENT
              action from the NPC.
                                            217
                          THREAD PROGRESS TRACK - 10 POINTS
FOCUS THREAD
   1             2         3         4         5          6      7         8         9        10
                                          FLASHPOINT+2                                    CONCLUSION
   1             2         3         4         5          6      7         8         9        10
                                          FLASHPOINT+2                                    FLASHPOINT+2
   11            12        13        14       15
                                          CONCLUSION
   1             2         3         4         5          6      7         8         9        10
                                          FLASHPOINT+2                                    FLASHPOINT+2
   11            12        13        14       15          16     17        18        19       20
                                          FLASHPOINT+2                                    CONCLUSION
                                                    218
  DISCOVERY FATE QUESTION                             THREAD DISCOVERY CHECK
   FATE                                               1d10+
                    “IS SOMETHING                                      RESULT
 QUESTION                                            Progress
                     DISCOVERED?
  RESULT
                                                       1-9           Progress +2
              Roll on the Thread
    YES
              Discovery Check Table.                   10           Flashpoint +2
                                               219
   PLAYER VS. PC KNOWLEDGE
  STRATEGY                  SOLUTION
                     220
                                  MID-CHAOS FATE CHART
                             Certain        15      75 96    17      85 98   18   90 99   19   95 100    20   99 x
Very Likely 10 50 91 13 65 94 15 75 96 17 85 98 18 90 99
                                 Likely        7   35 88     10      50 91   13   65 94   15   75 96    17    85 98
          ODDS
50/50 5 25 86 7 35 88 10 50 91 13 65 94 15 75 96
Unlikely 3 15 84 5 25 86 7 35 88 10 50 91 13 65 94
Very Unlikely 2 10 83 3 15 84 5 25 86 7 35 88 10 50 91
Nearly Impossible 1 5 82 2 10 83 3 15 84 5 25 86 7 35 88
                         Impossible             X   1 81         1   5 82    2    10 83    3   15 84     5   25 86
                 CHAOS FACTOR                       1                2-3          4-6          7-8            9
                   50/50    7    35 88     10   50 91       13   65 94
                                                                                  ODDS
                                                                                                              50/50    10   50 91
                 Unlikely   5    25 86     7    35 88       10   50 91
                                                                                                        Unlikely       7    35 88
           Very Unlikely    3    15 84     5    25 86        7   35 88
                                                                                                 Very Unlikely         5    25 86
       Nearly Impossible    2    10   83   3    15   84      5   25    86
                                                                                          Nearly Impossible            3    15 84
             Impossible      1   5 82      2    10 83        3   15 84
       CHAOS FACTOR              1-2            3-7              8-9
                                                                                                     Impossible        2    10 83
                                                            221
MID-CHAOS FATE
CHECK MODIFIERS
CHAOS
           ROLL MODIFIER
FACTOR
9 +2
7-8 +1
4-6 None
2-3 -1
1 -2
LOW-CHAOS FATE
CHECK MODIFIERS
CHAOS
           ROLL MODIFIER
FACTOR
8-9 +1
3-7 None
1-2 -1
         222
                                KEYED                     KEYED
      EVENT   TRIGGER           SCENE   EVENT   TRIGGER   SCENE
COUNT
223
                                KEYED                     KEYED
      EVENT   TRIGGER           SCENE   EVENT   TRIGGER   SCENE
                                                                  KEYED SCENES RECORD SHEET
                        COUNT
  ADVENTURE FEATURES LIST
 -    1-2 CHOOSE          1
3-4 CHOOSE 2
7-8 CHOOSE 4
      9-10 CHOOSE         5
d4
      1-2 CHOOSE          6
3-4 CHOOSE 7
7-8 CHOOSE 9
      9-10 CHOOSE         10
 d6   1-2 CHOOSE          11
3-4 CHOOSE 12
7-8 CHOOSE 14
      9-10 CHOOSE         15
 d8   1-2 CHOOSE          16
3-4 CHOOSE 17
7-8 CHOOSE 19
      9-10 CHOOSE         20
d10
      1-2 CHOOSE          21
3-4 CHOOSE 22
7-8 CHOOSE 24
9-10 CHOOSE 25
                    224
         PREPARED ADVENTURE
          EVENT FOCUS TABLE
1d100               RESULT
56-70 PC Negative
71-80 PC Positive
                 225
     USING THE ADVENTURE
     CRAFTER WITH MYTHIC
ADVENTURE
                           RULES
 ELEMENT
                   226
     Thank You
  Mythicist Patrons!
                   A big thank you to the subscribers of my Patreon!
              Without your support this book would not have been possible.
                            www.patreon.com/wordmillgames
                                               228
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       WITHOUT A GAMEMASTER
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