Here's a summary of the rules I use for my Mythic Discworld games. They can also be used for any fantasy game; just change the races as you see fit.
Simplified Mythic
Discworld Rules
Abilities
Characters have 3 Abilities:
- Do: Anything physical, including Combat and
Toughness.
- Think: Anything mental, including Stealth and
Magic.
- Talk: Any interactions.
Rules and Options:
- Stats for
Abilities range from + to - with 0 being average.
- Characters gain
2 Ability Points per Level.
- Level 0
characters get 0 AP.
- Level -1
characters get -1 AP.
- Starting
characters can trade points from one ability to another.
Skills
- Characters can trade 1 AP
for 3 Skill Points.
Do:
- Athletics: Any
non-combat physical rolls.
- Combat: Attack and Damage.
- Toughness: Resisting Physical Damage.
Think:
- Brains: Anything requiring intellect.
- Wits: Stealth, Bluffing, and Awareness.
- Magic: Casting and resisting.
Talk:
- Charm: Make someone calmer and cooperative.
- Question: Gather information, formally, or general
dialog.
- Wealth: Buying and selling.
Races
Level 1 Characters or higher get +1 to an Ability.
- Dwarf: +1 Do.
- Troll: +1 Do.
- Golem: +1 Do.
- Gnome: +1 Think.
- Goblin: +1 Think.
- Igor: +1 Think.
- Werewolf: +1 Do.
- Vampire: +1 Do.
- Orc: +1 Do.
- Human: +1 to any Ability.
Classes, General
Examples:
- Warrior, Guard,
Watchman, Thief, Assassin, Fool, Acrobat, Conman, Thig, Bandit, Merchant,
Expert, Driver, Hunter, Gambler.
Magical Classes
- Magical Classes
can Cast Spells.
- When created,
Character sacrifices 1 Ability Point,
Examples:
- Wizard, Witch, Druid,
Alchemist, History Monk, Sorcerer.
Spells
- No Spell Slots.
- All spells
require a Magic roll.
- Rolling
Exceptional No results in -1 RS.
Types of Spells:
- Damage: Fireball, Lightning, Thorns.
- Escape: Teleport, Danger Sense, Shield.
- Effect: Heal, Forget, Levitate.
Character Creation
- Choose a Race.
- Choose a Class.
- Distribute
Ability Points.
- Choose Spells
(if Magic Class)
- Create background,
appearance, etc.
- Venture forth!
Experience
- When a character
succeeds with a Clash or Ability check, the character receives an
Adventure Token.
- AT can be spent
to gain a +1 RS at any time.
- However, a
character rolling an Exceptional failure receives a Negative Adventure
Token, which cancels out 1 previous AT.
- After gaining a
total of 3 AT, a character can attempt to advance by making a Fate Roll.
- The Difficulty
is the next Level.
- Failure means
the character can try again next time 3 AT are rolled.
- Random events
mean the character must perform a task first.
Money!
- No coins are
kept on record for currency.
- Instead,
characters purchase things by making Talk rolls.
- The Difficulty
base is 0 but is modified by its bonus.
- The Bonus is
modified by the number of uses.
- So a sword with
a permanent +2 bonus (+2 x +3 for perm bonus) would have +6 Difficulty.
- AT can be spent
to improve chances.
- If Exceptional
No is rolled, a character cannot make another roll to buy something until
gaining another AT.
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