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Cortex Prime geared towards high fantasy and adventure

Author: angille
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Contents
Introduction 2 History 15
Cortex Prime Framework ................................... 2 Brigand .................................................................................15
Character Sheets .......................................................................2 Cavalier ............................................................................... 15
Character Creation 3 Clergy ....................................................................................16
Distinctions ......................................................................3 Craftswright .................................................................16
Party Roles & Cohesion ...........................................................3 Gladiator ...........................................................................17
Feats ............................................................................................3 Grifter .................................................................................. 17
Attributes ............................................................................3 Highborn ............................................................................18
Skills ......................................................................................... 3 Local Hero .......................................................................18
Hit Points .................................................................................... 3 Mariner ................................................................................ 19
Proficiencies & Signature Assets ............. 3 Militant ...............................................................................19
Milestones .......................................................................... 3 Pirate ...................................................................................... 20
Heritage 4 Ragamuffin .......................................................................20
Recluse ..................................................................................21
Cambion ..................................................................................4
Scholar .................................................................................21
Dragonkin ...........................................................................4
Thespian ...............................................................................22
Dwarf .........................................................................................5
Wildling .............................................................................. 22
Eldar ..........................................................................................5
Elf .................................................................................................6 Signature Assets 23
Gnome .......................................................................................6 Mundane Equipment .............................................. 23
Halfling ................................................................................ 7 Magical Artifacts .................................................... 23
Human .......................................................................................7 Conceptual Assets ................................................... 23
Orc ...............................................................................................8
Advancement 24
Siren ........................................................................................... 8
Gaining Experience ................................................ 24
Expertise 9 Leveling Up ......................................................................24
Animist .....................................................................................9 GM Milestones .............................................................24
Ascetic ..................................................................................... 9
Champion ............................................................................10 Customization 25
Channeler .........................................................................10 System Variant Rules 26
Hunter ...................................................................................11
Casting Spells ...............................................................26
Mage .........................................................................................11
Pactbound ..........................................................................12 Pathways World Creation 27
Priest .......................................................................................12 28
Threats
Raconteur ......................................................................... 13
Scoundrel ..........................................................................13 Extras ..................................................................................... 28
Unleashed ......................................................................... 14 Mobs ......................................................................................... 28
Warrior .................................................................................14 Bosses ......................................................................................28
Introduction

R
emember that first time you chucked dice Assets & Complications
across the table, heroically battling orcs or
goblins? Or explored a deep tomb, finding Assets & Complications can be created with effect dice. Also,
traps and horrors in every dark corner? Relive D6 assets can be created by spending a plot point.
that excitement with this variant of CORTEX
PRIME, or enjoy these types of stories as a Skills
brand new experience! The entire skill list has been retooled to invoke and support
the atmosphere of MYTHIKAL.
Cortex Prime Framework ATHLETICS   Running, jumping, climbing trees,
To play MYTHIKAL, you need one of the CORTEX PRIME swimming, hefting.
commercial products – the System Reference or the Game BLUFF   Deceiving or conning somebody, feinting in
Handbook, available from Magic Vacuum Design Studio. combat, using spin.
For this variant to best capture the feel of dungeons,
swords, tunnels, dragons, sorcery, and trolls, we've made CRAFT   Crafting things, like buildings, weapons,
some adjustments to the base CORTEX PRIME setup. tools, magical or alchemical items.
DIPLOMACY   The polite way to get people to do what you
Blank Character Sheet • Sample Character want them to.
ENDURANCE   Perseverance, raw survival ability.
Attributes
HEALING   Taking care of people. First aid, treatment of
A set of six attributes is used for MYTHIKAL, that should be injury and disease, but also counseling.
passingly familiar to anyone who enjoys this type of game.
INSIGHT   Empathy, sympathy, and understanding what
AGILITY MIGHT VITALITY others are thinking.
INTELLECT PRESENCE WITS INTIMIDATION   The scary way to get people to do what you
want them to.
Feats LORE   General knowledge and tradition, with
specifics covered by proficiencies. Just like
In MYTHIKAL, SFX are called feats. A starting character KNOW, this includes a free proficiency.
has three, attached to each of their distinctions. You get more MAGIC   Casting spells, channeling power, performing
through advancement, either free-floating like talents, or rituals, using mystical devices.
attached to signature assets. Any feat you've acquired through
creation or advancement is always active during play. MELEE   Close-quarters combat, specifically using
weapons or tools.
Distinctions NATURE   Survival in the outdoors, insight and
diplomacy for animals and plants.
Your three distinctions explicitly capture the defining
characteristics of a MYTHIKAL character – heritage, PERCEPTION   Spotting, listening, searching, noticing
expertise, and history. Each carries a single feat and informs details.
attribute and skill advancement during character creation.  PERFORMANCE   Acting, putting on a show, oration.
They also carry the intrinsic feat where you can roll a D4 RANGED   Long-range combat, including thrown
instead of a D8 to get a plot point. objects, projectile weapons, and spells.
STEALTH   Sneaking around. Subverting others’
Scene Distinctions perception.
The GM can create scene distinctions, which can carry a
single feat (examples in CUSTOMIZATION). STREETWISE   Survival in the city, including an intuition of
location and construction.
Hit Points THIEVERY   Disabling traps and other devices, opening
locks, picking pockets, and sleight of hand.
This is a variation of CORTEX PRIME ablative life points – see
the SYSTEM VARIANT RULES for details. UNARMED   Close-quarters combat, specifically if you’re
using fists, kicks, and grapples.
Advancement
Proficiencies
This is a simplified variation on milestones. See ADVANCEMENT These work identically to CORTEX PRIME specialties, including
for details. getting a free one if you're trained in LORE.
Hero Dice Skill Challenges
In MYTHIKAL, hero dice with no limits are used. These are (more or less) CORTEX PRIME timed actions. See
the SYSTEM VARIANT RULES for details.
MYTHIKAL | INTRODUCTION
2
Character Creation

A
beginning character in MYTHIKAL is already Feats
highly competent, and ready to be a hero in
some fashion or another. There's something The three you pick up from your distinctions will suit a
about your character that gives them a chance starting character just fine – you'll get more as you play and
to shine, to be the kind of person who bards tell advance.
stories about, and who historic chroniclers
record the deeds of. This process will guide you Attributes
through discovering exactly what those traits mean in play. After you've completed distinctions, you should already have
Before going through the building process, your character six steps up in attributes. Well now you get to spend four
starts with a D4 rating in every attribute and skill. If you're not points on more, to get your concept just right. During this
using the official character sheet (which uses pips to facilitate stage, it costs two points to step a D10 to a D12.
the character creation process), use either very light marks or
scratch paper during the creation steps, since these ratings
will change drastically. Skills
In addition to what you've gained from distinctions, you get
Distinctions an extra nine points to spend on stepping up skill traits.
Each distinction focuses on a classical aspect of fantasy RPG Unless your distinctions have already done so, stepping a D4
characters. Your heritage informs a lot of your cultural up to a D6 costs two points – so it's important to try to cover
norms, as well as general physical characteristics. Expertise your bases with your distinctions.
gives direction to the kinds of things you are exceptional at –
your tools of the trade in combat, exploration, and social Hit Points
interactions. And history rounds everything out, setting you Now that you've completed attributes and skills, you can
apart from others who share your vocation. calculate your maximum hit points. Take the die rating on your
You'll see a name for every distinction, but you also get to
make it your own. You don't have to be an UNLEASHED – you VITALITY attribute, then add the die rating from the highest out
could be a MARAUDER OF THE FROZEN WASTES. Are you an ELF of your ATHLETICS, ENDURANCE, MELEE, and UNARMED skills.
– or a S NOOTY G REY E LF? There's a fair amount of meaning in For example, if your VITALITY is a D8, and the highest of those
PIRATE, but there's more in TR PANI BLOCKADE RUNNER. skills happens to be ATHLETICS at D10, your maximum hit points
Mechanically, you have a few choices to make for your would be 18.
distinctions. There are highlight attributes and skills for each
distinction – the ones you choose are stepped up every time
you choose them. This means you might have a trait or two Proficiencies & Signature Assets
built up to D10 by the time you're done with distinctions. Getting close now! For this step, you're going to drill down on
You also choose one listed feat from each of your some of those extra dice you get to add if you're really
distinctions to start the game with. You might step outside of prepared for a task.
your distinctions for feats you buy in the future, but your first You have five points to spend on this step. They can do one
three must be chosen from your base distinctions. of three things (signature asset feats not included):
Finally, you choose a milestone. The suggestions are not
exhaustive, and you don't have to specifically pick one that Add a D6 proficiency to a trained skill (LORE gets one free)
relates to each distinction – but that can be easier and Add a D6 signature asset
quicker. In the end, you should have three milestones. Step up a D6 signature asset to a D8.
Tips: Proficiencies can make you extra good at something
Party Roles & Cohesion you're already great at, or they can shore up a weak point.
With the way CORTEX PRIME is structured, there's not as clear a You don't need explicit equipment for everything – if you're
reason to try to shoehorn your characters into a a warrior you've got a weapon and armor, and if you're a
tank/dps/support/control formation, or a scoundrel you've got a thief's kit. Signature assets and feats
battle/face/divine/arcane arrangement.
are for truly exceptional tools and resources.
Like with any RPG group, you'll still want to work with your
other players to have good in-game reasons to work together,
Milestones
but you can have a fun, varied, effective party even if everyone Your distinction choices should mostly take care of your
chooses the same base distinctions.
milestones, but don't be afraid to make your character your
own. They're guidance for roleplaying, combat, and social
choices, but can also easily be a method for you to subvert
any tropes that your distinctions imply. Just make sure to
work with your GM on any milestones that aren't part of the
standard kit. See ADVANCEMENT for more details on
milestones and gaining experience.

MYTHIKAL | CHARACTER CREATION


3
Heritage
Cambion Dragonkin
Whether your bloodline was cursed, or you're the offspring of Supposedly dragonkin aren't directly related to full dragons,
a fiend and a natural humanoid, it is clear you have demonic but display just as much variation, and can channel a lot of
traits. A barbed tail, horns of various sizes, hellish skin and the same elemental and otherworldly energy. You are part of
hair coloring. But at the same time you also ooze temptation a proud, headstrong heritage, and in general you will be
and sin. honorable, responsible, and committed.
Sample Distinctions: Red-horned Beast; Succubus Spawn; Sample Distinctions: Longnose Blue Drakekin; Angry Red
Cambion With a Heart of Golden Flame Wyvernkin; Subtle Amethyst Wyrmling
Sample Signature Assets: Dramatic Horns; Flaming Sample Signature Assets: Grandsire's Scale; Enormous
Rapier; Hellfire Blood Charisma; Vestigial Wings

Heritage Attributes Heritage Attributes


Choose Two: Choose Two:
Intellect Presence Vitality Might Presence Vitality

Heritage Skills Heritage Skills


Choose Three: Choose Three:
Bluff Insight Intimidation Athletics Diplomacy Endurance
Magic Performance Stealth Intimidation Lore Perception

Feats Feats
Bloodhunt Draconic Frenzy
Effect: Step up or double your attack skill against targets Effect: Step up or double your attack skill against targets
you've already damaged. who have damaged you.
Diabolic Soul Draconic Resilience
Effect: When you create an asset or take a complication Effect: Spend 1PP to ignore complications and damage
related to your fiendish heritage, step it up. related to the energy type you're associated with.
Fiery Rebuke Dragon Breath
Effect: When you take damage, spend 1PP to add or step up Effect: When you damage a target, take a COLLATERAL DAMAGE
an ON FIRE complication to your attacker. D6 complication to reuse the damage die on another target.
Fire Resistance
Step up the complication to reuse the damage die on a
third target.
Effect: Spend 1PP to ignore fire-related complications and
damage. Dragonfear
Infernal Wrath
Effect: When you create an asset or take a complication
related to your aura of fear and panic, step it up.
Effect: Step up or double INTIMIDATION or PERFORMANCE on
your next roll. Take or step up a TERRIFYING complication. Iron Scales
Effect: When defending against a physical attack without
Milestones armor, step up or double your defense skill. Spend 1PP to
...you disavow your demonic heritage. do both.
...someone runs scared from you. Milestones
...someone praises your bloodline.
...you change someone's mind about cambions. ...someone finds you inspiring.
...you embrace your abyssal nature. ...you keep a difficult promise.
...you bring shame to your scales.
...your honor gives an enemy an advantage.
...you put yourself in danger for honor and glory.
MYTHIKAL | HERITAGE
4
Dwarf Eldar
Stocky, powerful, crafty folk – who are good at having a good Though you share a number of traits with elves, you are a
time once the work is done. Dwarves are, in a word, lasting – touch more alien. As far as humans are concerned, your goals
long-lived, with stonework and inventions that persist through and wants are at times unfathomable, seemingly too deep
the ages. into the fae realm to apply to the mortal realm. Yet... here you
Whether you're from the mountains, hills, or cities, you've find yourself.
probably spent your life absorbing tradition, and striving for
dedication, durability, and ingenuity. Oh, but you're also likely Sample Distinctions: Glowy-eyed Eldar Mystic; Arrogant
a fan of a good ale and a stirring tale! Fae Princeling; Ambassador of the Fae Realm
Sample Distinctions: Gruff Mountain Dwarf; Party Hardy Sample Signature Assets: Otherworldly Charm; Cold Iron
Hill Dwarf; Orc-hating Dwarven Defender Sabre; Centuries of Experience
Sample Signature Assets: Oversized Maul; Endless
Tankard; Most Impressive Beard Heritage Attributes
Choose Two:
Intellect Presence Wits
Heritage Attributes
Choose Two:
Might Vitality Wits

Heritage Skills
Choose Three:
Diplomacy Insight Lore
Heritage Skills
Magic Perception Performance
Choose Three:
Craft Endurance Insight
Lore Streetwise Unarmed
Feats
Eldar Education
Feats Effect: Once per session when you fail a roll, you may spend
1PP to immediately gain, roll, and add an appropriate
Cast Iron Stomach proficiency. You retain this proficiency for the rest of the
Effect: Spend 1PP to ignore poison or intoxication related scene.
complications and damage. Eldar Resilience
Master Craftsdwarf Effect: Spend 1PP to ignore charm effects or mind control
Effect: When your CRAFT roll includes a proficiency, step up related complications and damage.
your effect die. Fae Radiance
Stand Your Ground Effect: When you use your otherworldly seeming to your
Effect: Once per scene, step back an attack skill to step up a advantage, spend 1PP to create an appropriate D8 asset.
defense skill for the rest of the scene. Fae Step
Stonecunning Effect: Spend 1PP to teleport a short distance.
Effect: When dealing with stonework, spend 1PP to create an Trance
appropriate D8 asset.
Effect: When you take a complication representing
Sturdy As Stone exhaustion or sleep effects, spend 1PP to step it back and
Effect: When you are about to reach 0 HP you may spend a rename it.
plot point to negate the damage. You then step back
ENDURANCE for the rest of the session. Milestones
Milestones ...you display the natural superiority of eldar.
...someone stands in awe of your radiance.
...something you crafted helps an ally. ...an enemy exploits your few fae weaknesses.
...you invoke ageless feuds. ...you outwit a mentally challenging enemy.
...you share a drink and a tale. ...you recall a relevant situation from your very long life.
...you point out splendid details in craftsmanship.
...congratulate yourself on a job well done.

MYTHIKAL | HERITAGE
5
Elf Gnome
Your ancestors may have come from the fae realms, but your You are part of an interesting people – sort of a blend of
people have made beautiful, elegant homes from the deep several other heritages. As industrious as dwarves, but
forests and enchanted glades of the mortal realms. instead of durability you focus on innovation. As magical as
Long centuries of adaptation have given you better tools for eldar, but interested in illusion and technology. As playful as
understanding and manipulating the natural world than even halflings, but more towards pranks than song and drink. As
most mortals. comically intense as humans, but quite a bit more
distractible.
Sample Distinctions: Sharp-eyed Wood Elf; Elven All put together, you're unique and – above all – just want to
Worshipper of the Moon; Sylvan Champion of the Wild have a bit of a laugh.
Sample Signature Assets: Centuries of Study; Enhanced Sample Distinctions: Gnomish Jester; Obsessive Gnome
Senses; Map to Forgotten Places Tinker; Gnome-body to See Here
Sample Signature Assets: Utility Belt; Constant Glamour;
Heritage Attributes Handbook of Punning and Wordplay
Choose Two:
Agility Intellect Wits
Heritage Attributes
Choose Two:
Agility Intellect Vitality

Heritage Skills
Choose Three:
Healing Lore Nature
Heritage Skills
Perception Ranged Stealth
Choose Three:
Bluff Craft Magic
Perception Stealth Streetwise
Feats
Attuned to the Wild
Effect: When you create an asset or take a complication Feats
related to being one with the natural world, step it up.
Casual Illusionist
Elven Accuracy Effect: When you create an asset or take a complication
Effect: When you're not satisfied with an attack roll, spend related to compulsive chicanery, step it up.
1PP to reroll your dice.
Fade Away
Group Awareness Effect: When you take damage, spend 1PP to give or step up
Effect: You may spend plot points for any nearby ally when an illusion or invisibility related complication for your
they make a roll that includes PERCEPTION. attacker.
Longview Gnomish Resistance
Effect: When your keen eyesight gives an advantage, step up Effect: Spend 1PP to ignore illusion related complications
or double PERCEPTION. Spend 1PP to do both. and damage.
Wildstep Natural Cantrips
Effect: Spend 1PP to ignore a complication related to difficult Effect: Spend 1PP – and name a cantrip – to ignore a
terrain or hampered movement. complication.
Milestones Trickster's Cunning
...you have trouble dealing with an aspect of urban life. Effect: When you use your natural connection to deception
...your mastery of nature benefits your whole party. and illusion, spend 1PP to create an appropriate D8 asset.
...you notice something before anyone else. Milestones
...someone disparages your wild semblance.
...you reference history as if it happened yesterday. ...one of your pranks is successful.
...nobody notices your presence for a whole scene.
...you get an appropriate moment to cackle maniacally.
...someone underestimates you based on height.
...your tricks get you in trouble with an ally.

MYTHIKAL | HERITAGE
6
Halfling Human
Though you're often mistaken for human children, you're just You may think you know a thing or two about humans, being
as cunning, well-trained, and dangerous as any other heritage. one yourself (presumably). But what do other heritages think
You also carry an interesting dichotomy in both a very strong of them? Utterly entertaining, humans are go-getters,
sense of hearth and home, and a powerful interest in voyages daredevils, and ultimately, comic relief. Ambitious,
and wandering. unpredictable, and decisive, humans basically think they can
You're likely to be both a source of comfort and homeliness, and should do whatever they want.
and somewhat of a resource for your typically much larger
and louder allies. Sample Distinctions: LEEROY JENKINS; Out of Control;
Extremely Driven
Sample Distinctions: Diminutive Halfling Sneak; Charming
Debutante – In Miniature; Pint-size Adventurer Sample Signature Assets: Steely Reserves; Powerful
Ambition; Uncanny Luck
Sample Signature Assets: Cooking Supplies; Keepsake
From Home; Well-maintained Sling
Heritage Attributes
Choose Two:
Heritage Attributes Intellect Presence Vitality
Choose Two:
Agility Presence Wits

Heritage Skills
Choose Three:
Heritage Skills Craft Diplomacy Endurance
Choose Three:
Performance Streetwise Unarmed
Bluff Healing Perception
Ranged Stealth Thievery

Feats
Feats Action Surge
Effect: Spend 1PP to go first in any action scene. On your first
Fearless action, you may reroll any spoilers instead of accepting a
Effect: Spend 1PP to ignore fear related complications and plot point.
damage. Defiant Luck
Irrepressible Effect: Take or step up a complication to reroll your dice.
Effect: When you leverage your optimism and cheer, spend Both 1s and 2s count as spoilers on the reroll.
1PP to create an appropriate D8 asset. Heroic Effort
Lost in the Crowd Effect: When you hurtle into ill-advised action, replace your
Effect: When trying to lose a tracker, step up or double skill die with a D4. If your roll is successful, gain a hero die
STEALTH. Spend 1PP to do both. equal to the skill’s normal rating.
Second Chance Innovative
Effect: When you're about to take damage, spend 1PP to Effect: When you do something with no known precedent,
reroll your defense. spend 1PP to create an appropriate D8 asset.
Underfoot Versatile
Effect: When you create an asset or take a complication Effect: Spend 1PP to use a complication as an asset for one
related to your itty bitty size, step it up. action; step up the complication afterward.
Milestones Milestones
...you convince your allies to take some rest and relaxation. ...you seize control of something, no matter how small.
...you lament your lack of home comforts. ...you succeed at something overly perilous.
...you use your size to your advantage. ...someone ridicules your risky plan.
...your size prevents you from doing something. ...you rush into a dangerous situation with no preparation.
...someone treats you like a child. ...your unpredictability puts an ally in danger.

MYTHIKAL | HERITAGE
7
Orc Siren
With the proud combative traditions your ancestors Sirens are surprisingly flexible, and can throw themselves
embraced, you are perceived by other heritages as into just about any role and situation and manage to make the
somewhat... dangerous to be around. Not to say that you best of it. Unable to fly like true Avians, you still retain several
aren't, but it's still a cruel stereotype. vestigial signs of a common ancestor, including a coat of
Orcs are actually fairly versatile, as essentially physical down and feathers.
paragons of the player heritages – you're perfectly suited for Unlike the ancient legends, you're part of a group that's
any of the more martial pursuits, and yet are not to be scattered across the world. Though – giving truth to the
underestimated in your cunning. legends – your voice carries a bit of magic, and it's difficult for
folk of any background to turn their ear away.
Sample Distinctions: Big Green Fighting Machine;
Monster's Face, But Angel's Heart; Brutal & Efficient Sample Distinctions: Voice of the Heavens; Just... a Little
Birdlike; Bewitching Agent of Demeter
Sample Signature Assets: Muscles on Muscles; ANGER;
Claws & Tusks Sample Signature Assets: Understanding Nature;
Enchanting Heartsong; Polyglot
Heritage Attributes
Choose Two: Heritage Attributes
Agility Might Vitality Choose Two:
Agility Presence Vitality

Heritage Skills
Choose Three: Heritage Skills
Athletics Endurance Intimidation Choose Three:
Melee Nature Unarmed Bluff Diplomacy Insight
Nature Perception Streetwise

Feats
Darkvision
Feats
Effect: Step back darkness related complications when you Dilettante
get them. Spend 1PP to remove one entirely. Effect: When you use a skill at D4, spend 1PP to use BLUFF or
Ferocity
STREETWISE instead.
Effect: When you create an asset or take a complication Empathic
related to your fierce and ruthless nature, step it up. Effect: When you work to bridge heritage relationships,
Furious Assault
spend 1PP to create an appropriate D8 asset.
Effect: Replace an attack skill with a D4. If you still hit, add Feathers and Claws
your regular attack skill to your damage dice. Effect: When you create an asset or take a complication
Orcish Resilience
related to your birdlike traits, step it up.
Effect: Step up or double ENDURANCE for recovery rolls. Knack For Success
Spend 1PP to do both. Effect: If you roll any spoilers, spend 1PP to reroll your dice.
Swift Charge Song of the Siren
Effect: When you spend 1PP to add ATHLETICS to an attack Effect: Double or step up PRESENCE while singing. Spend 1PP
roll, also keep an extra effect die. to do both.
Milestones Milestones
...you surprise someone with your intelligence. ...you help people who clash understand each other.
...your manners or personal habits disgust the scrubs. ...your friendly familiarity gets you in trouble.
...you drown out the anger with conviction. ...you invoke the myths of the ancient Sirens.
...you change somebody's opinion of orcs. ...your voice means the difference between life and death.
...you allow your savage instincts to take over. ...you break into spontaneous – and ill-timed – song.

MYTHIKAL | HERITAGE
8
Expertise
Animist Ascetic
You serve the wilds and nature, first and foremost. The plants Not every ascetic truly embraces austerity – the common
and creatures are your tools, yes, but also your friends. thread is actually a reliance on self, on physical and spiritual
Your command of natural spirits defines you in combat and peak performance. You tap into stores of personal excellence
out. This sometimes puts you in odd situations around more that most people don't even know exist – and you can almost
cosmopolitan allies, but you are undisputed in your element. make it seem like a sort of magic.
Sample Distinctions: Druid of the Old Ways; Skinwalker of Sample Distinctions: Traveling Monastic Scrapper; Spartan
the Bear Spirit; Sentinel of the Wild Pugilist; Disciplined Wushu Specialist
Sample Signature Assets: Wolf Companion; Blessing of Sample Signature Assets: Mystical Tattoos; Impeccable
Gaia; Ironwood Staff Calm; Tiger Style

Expertise Attributes Expertise Attributes


Choose Two: Choose Two:
Agility Vitality Wits Agility Might Wits

Expertise Skills Expertise Skills


Choose Three: Choose Three:
Athletics Healing Lore Athletics Endurance Lore
Magic Nature Unarmed Perception Stealth Unarmed

Feats Feats
Natural Magic Always In Motion
Effect: While casting in a natural setting, step up your effect Effect: When your action involves rapid movement, step up
dice. While in a manufactured setting, step them back. or double ATHLETICS. Spend 1PP to do both.
Primal Guardian Balance in Everything
Effect: When you fail a roll while protecting the wilderness, Effect: Once per scene, step back any attribute to step up any
spend 1PP to gain a hero die equal to the skill you used. other attribute for the rest of the scene.
Summoner Blur of Strikes
Effect: When you summon a creature or construct, spend 1PP Effect: When you are dealing with multiple foes, double
to create an appropriate D8 asset. UNARMED. Remove the highest rolling die and keep a
Wild Empathy
second effect die.
Effect: Step up or double NATURE when interacting with Channel Ki
plants & animals. Take or step up a complication for both. Effect: Spend a hero die to create an asset of the same rating
Wild Shape
for the rest of the session.
Effect: When you enter a beast form, step back INTELLECT Stunning Fist
and PRESENCE and step up MIGHT and AGILITY for the rest of Effect: When you inflict a complication as a result of rolling
the scene. UNARMED, step it up.
Milestones Milestones
...you choose the safety of an animal before a sentient. ...you perform a tool-assisted task using only your body.
...you remain wild shaped during a social interaction. ...you disarm an opponent.
...your wilderness friends help your allies. ...you eschew material possessions.
...someone threatens the wilds & you vow to protect them. ...someone underestimates you for being unarmed.
...you destroy a symbol of civilization. ...someone joins you in your meditation.

MYTHIKAL | EXPERTISE
9
Champion Channeler
As far as your chosen deity is concerned, you're not just a There is raw force and energy coursing through your body.
follower, or an evangelist – you are a crusader. Those who Whether you were born with it, or it manifested slowly as you
strive to tear down the works of your deity are targets of your came of age, it's an innate part of you.
wrath, and those upholding your principles is a potential ally. You might channel storm energy, or you have the blood of
You don't necessarily follow the divine will of a supposed dragons, or you were imbued with magitek. Your magic tends
"good" or "lawful" being, but their guidance is paramount to to be explosive and chaotic, but thematically focused.
every action you take.
Sample Distinctions: Elemental Adept; Scion of the Mystic
Sample Distinctions: Blade of Athena; Ishtar's Vanguard; Bloodline; The Storm's Convergence
Tempest of Tefnut
Sample Signature Assets: Focusing Dagger; Otherworldly
Sample Signature Assets: Devoted Disciple; Exalted Aura; Empowered Staff
Broadsword; Glorious Aura
Expertise Attributes
Expertise Attributes Choose Two:
Choose Two: Intellect Presence Vitality
Might Presence Vitality

Expertise Skills
Expertise Skills Choose Three:
Choose Three: Diplomacy Endurance Intimidation
Diplomacy Endurance Healing Magic Ranged Streetwise
Insight Intimidation Melee

Feats
Feats Elemental Magic
Divinity's Shield Effect: When channeling your power, spend 1PP to create an
Effect: You may spend your plot points for nearby allies' appropriate D8 asset.
defense rolls. Inner Power
Lay On Hands Effect: When using your power forcefully, add PRESENCE to
Effect: Spend 1PP to step back a disease-related your roll. Remove the highest rolling die and add three dice
complication, or to use PRESENCE as if it were your effect together for the result.
die in a HEALING roll. Overwhelming
Righteous Radiance Effect: When the use of your power results in a complication,
Effect: Spend 1PP to ignore complications and damage step it up to gain 1PP.
created by a foe actively working against your deity. Power's in the Blood
Smite Enemy Effect: When you take damage, step up the damage dice to
Effect: When you attack in the name of your deity, replace gain a hero die equal to the largest damage die.
your skill die with a D4. If successful, add INTIMIDATION to Wild Magic Surge
the damage dice. Success or not, if the GM deems your
target unworthy of smiting, gain or step up a complication. Effect: When you roll an even number of spoilers, you gain
an asset instead of a complication. It is named by the GM,
Spirit of Virtue and does not grant you a plot point.
Effect: When you create an asset or take a complication
related to your fanatical devotion to your deity, step it up. Milestones
Milestones ...you hurt an ally when you take your power too far.
...you show signs of losing your own psyche to the magic.
...you protect someone who cannot protect themself. ...you intentionally risk yourself for a more intense effect.
...you take vengeance against those who defy your deity. ...you hold back in order not to hurt someone.
...your righteousness inspires someone. ...someone threatens to steal your power.
...your devotion forces you to make a difficult choice.
...an adherent of a different deity challenges you.

MYTHIKAL | EXPERTISE
10
Hunter Mage
You are cunning, intimidating, and above all else, extremely Mages and wizards manipulate the very fabric of space
mobile. Your moves in a fight are designed to annoy, hamper, through the focusing of their will. Some casters fall into it
and disable your opponents, while rapidly returning to a safe naturally, and some spend years or decades of study to even
distance. come close to their own expectations.
Outside of battle you are a keen tracker, able to stalk Channelers and pactbound stumble across their powers –
practically any prey, and then you are fully capable of you've actually taken control of the building blocks of reality.
capturing or killing it.
Sample Distinctions: Wizard of the Red Tower;
Sample Distinctions: Ranger of the North; Single-minded Absentminded But Brilliant Caster; Inventive Artificer
Harrier; Frontier Scout & Trapper
Sample Signature Assets: Musty Spellbook; Raven
Sample Signature Assets: Laminate Longbow; Twinned Familiar; Dragon-whisker Wand
Blades; Copious Hunting Trophies
Expertise Attributes
Expertise Attributes Choose Two:
Choose Two: Intellect Presence Wits
Agility Might Wits

Expertise Skills
Expertise Skills Choose Three:
Choose Three: Craft Healing Insight
Athletics Melee Nature Lore Magic Perception
Perception Ranged Stealth

Feats
Feats Alchemy
Dedicated Effect: When you spend a plot point to create an asset, you
Effect: When you spend 1PP to add ENDURANCE to your next may give it this feat: "When this asset is part of a successful
roll, also step back a related complication. attack, destroy it to give the target a complication one step
Natural Explorer
larger than the asset." The complication name must be
chosen when the asset is created.
Effect: When you draw on your knowledge of the wild, spend
1PP to create an appropriate D8 asset. Arcane Bond
Quarry
Effect: Choose a signature asset. When that asset is in your
dice pool, ignore a complication.
Effect: When silently tracking or hunting another character,
step up or double STEALTH; spend 1PP to do both. Careful Spell
Running Attack
Effect: Step back your skill die while casting. Reroll any
spoilers that occur.
Effect: While attacking, spend 1PP to ignore a complication
related to positioning. Heighten Spell
Twin Strike
Effect: Spend 1PP to step up or double your skill die while
casting. Take or step up a complication to do both.
Effect: When your attack roll includes a weapon asset,
replace it with a D4. If you still hit, add your regular asset School Specialization
die to your damage dice. Effect: Choose an arcane school. Step up or double your skill
die when using spells or rituals from this school, but step it
Milestones back when doing so from other schools.
...you track your quarry after they've already evaded you. Milestones
...you land a bowshot that seemed impossible.
...someone manages to track you. ...you invent a new spell.
...someone else catches your quarry first. ...you magic your way through an impossible solution.
...your wilderness knowledge directly helps your allies. ...your arcane manipulations crack reality.
...you rely on magic for mundane tasks.
...someone's highly impressed by your command of magic.

MYTHIKAL | EXPERTISE
11
Pactbound Priest
You took the “easy” path to power. Someone or something With priest as your expertise, you don't just serve your deity –
with a whole lot of it offered you a deal, and you figured it was they also impose their will through you. You have powers and
worth it. You might serve yourself, your party, and your home, abilities others don't, because you channel the divine energies
but in order to continue to use this power, you must also granted by a divine being.
continue to serve your patron. You have a very different focus than the champion, who
These are pacts made not with gods, but with demons, becomes the direct weapon of the gods. Instead, you're a
ancient spirits of the fae, unthinkable creatures from another healer, a helper. Someone who builds on the works of your
reality, or monarchs and archmages from the deep past. deity, not breaks down the enemies thereof.
Sample Distinctions: Deal With the Devil; Starry Eyes for Sample Distinctions: Agent of Enki; Priestess of Osiris;
Great Old Ones; Pledged to the Will of an Archfae Chantico's Torchbearer
Sample Signature Assets: Manual of Summoning Sigils; Sample Signature Assets: Holy Symbol; Power of Faith;
Wand of Radiance; Mirror to an Eldritch Hellscape Consecrated Mace

Expertise Attributes Expertise Attributes


Choose Two: Choose Two:
Agility Presence Vitality Might Presence Wits

Expertise Skills Expertise Skills


Choose Three: Choose Three:
Bluff Lore Magic Diplomacy Healing Insight
Ranged Stealth Thievery Lore Magic Melee

Feats Feats
Curse Blessing
Effect: If you fail an attack, spend 1PP to use your effect die to Effect: When you spend a plot point to make any asset last
give your target a complication anyway. until the end of the session, step it up.
Eldritch Transference Channel Divinity
Effect: When your actions align with your patron's, double Effect: When you spend a hero die serving your deity, step it
MAGIC. Remove the highest rolling die and add three dice up. Take or step up a complication to maximize it.
together for the result. Divine Magic
Pact Boon Effect: When you channel the will and power of your deity,
Effect: When you use your specific gifts granted by your pact, spend 1PP to create an appropriate D8 asset.
spend 1PP to create an appropriate D8 asset. Domain Focus
Patron's Vestige Effect: Choose a divine domain. Step up or double your skill
Effect: When you create an asset or take a complication die when using spells or rituals from this domain, but step
while channeling your patron, step it up. it back when doing so from other domains.
Shadow Walk Healing Word
Effect: Step up your effect die when using STEALTH. Effect: Spend 1PP to apply a HEALING roll to every nearby ally.
Milestones Milestones
...your patron requires action you find unpalatable. ...you help heal multiple people in a scene.
...someone is shocked as they realize how you got power. ...you evangelize your deity to others.
...you declare your patron proudly. ...your prayers help a disbeliever.
...someone curses you and your patron. ...someone curses your choice of deity.
...you revel in the power you've been granted. ...someone praises you and your deity.

MYTHIKAL | EXPERTISE
12
Raconteur Scoundrel
You don't just tell stories, or play songs – that's the purview of As rogues, thieves, and assassins, scoundrels excel at doing a
the thespian history. Raconteurs actually spin their bunch of damage without ever being seen. Well, and taking
performances into mystical effects – astounding, delighting, things without ever being seen. Or disabling traps or hearts.
and terrifying their audiences. Except you want to be seen doing that last bit.
There's clearly a use for this in social situations, but your Your bread and butter is bound in shadows, distractions,
utility in battle is nothing to sneeze at. Putting your will and secrets. Focus on that and you'll come through the other
behind a battle cry, or lacing a marching drumbeat with side with a decent score.
power, or simply dazzling your foe with fancy footwork – it's
all part of the show. Sample Distinctions: Shadowy Stalker; Master Infiltrator;
Conniving Thief
Sample Distinctions: Traveling Magical Minstrel; Inspiring
Skald; The Pied Piper Sample Signature Assets: Masterwork Thieves Tools; Way
Too Many Throwing Knives; Holdout Crossbow
Sample Signature Assets: Songwood Lute; Silver Tongue;
Singing Sword
Expertise Attributes
Choose Two:
Expertise Attributes Agility Intellect Presence
Choose Two:
Agility Intellect Presence

Expertise Skills
Choose Three:
Expertise Skills Bluff Melee Ranged
Choose Three:
Stealth Streetwise Thievery
Craft Diplomacy Lore
Magic Performance Streetwise

Feats
Feats Cunning Sneak
Effect: When making a roll with BLUFF, STEALTH, or THIEVERY,
Acoustic Magic spend 1PP to use a complication as an asset for one action;
Effect: When you channel magic through oratory or music, step up the complication afterward.
spend 1PP to create an appropriate D8 asset. Distracting Strike
Deceptive Duelist Effect: When you spend 1PP to add PRESENCE to your next
Effect: When you use PRESENCE to create an asset or attack roll, keep an extra effect die, which much be used for
complication in combat, step up your effect dice. a complication.
Enchanting Surprising Strike
Effect: When directly interacting with one person, spend 1PP Effect: When you succeed on an attack roll with an asset or
to step up or double PRESENCE on your next roll. complication representing surprise or unawareness, add
Jack of All Trades
the asset or complication die to your damage dice.
Effect: The first time you use a skill at D4 in a session, spend Trap Sense
1PP to step it up to D6 for the rest of the scene; take or step Effect: Step back trap related complications when you get
up a complication to add a proficiency as well. them. Spend 1PP to remove one entirely.
Signs of Influence Uncanny Dodge
Effect: When you create an asset or take a complication Effect: When you take damage, spend 1PP to negate it. Step
because someone recognizes you as a raconteur, step it up. back your attribute and skill dice on your next roll.
Milestones Milestones
...your charms convince someone to join your cause. ...you take something you don't need, because you could.
...you inspire your allies with a story or song. ...you defeat a foe who didn't know you were there.
...someone asks you to perform for them. ...your knowledge of traps and contraptions saves an ally.
...you spin magic and performance into battle. ...you convince someone to join you on a heist.
...your stories hold the key to a current dilemma. ...you speak with someone silently using thieves cant.

MYTHIKAL | EXPERTISE
13
Unleashed Warrior
You get angry. And you're very good at it. When you're "in the What is your role on the battlefield? Yes.
zone" you're a more effective combatant than even the Seriously though, even if other expertises – like the
warrior or the hunter. unleashed or hunter – are good at hitting things, you are the
The flip side is that you're a hammer, and everything looks undisputed master of toe-to-toe combat. Possibly to the
like a nail. You have to take care in situations where your detriment of other things, but you gotta do what you gotta do
anger might cause more problems than it solves. in order to survive the dangers of a high fantasy world.
Sample Distinctions: Whirlwind of Death; A Few Anger Sample Distinctions: Dedicated Axe Fighter; Grizzled
Issues; One Mean Spawn-of-a-Hellhound Mercenary; Unstoppable Warrior
Sample Signature Assets: Comically Huge Axe; Killer Sample Signature Assets: Heirloom Chain Armor;
Reputation; Impressive Battle Cry A Weapon For Everything; Duelist's Badge

Expertise Attributes Expertise Attributes


Choose Two: Choose Two:
Agility Might Vitality Agility Might Vitality

Expertise Skills Expertise Skills


Choose Three: Choose Three:
Athletics Endurance Intimidation Athletics Craft Endurance
Melee Ranged Unarmed Melee Ranged Unarmed

Feats Feats
Berserk Fury All-out Attack
Effect: Gain a RAGE asset equal to your VITALITY. If you can't Effect: Choose a weapon type. Step up or double your attack
use it as an asset, it becomes a complication for a roll. Each skill when using that weapon, but twos count as spoilers.
time RAGE is used as a complication, step it back. RAGE Defense Mastery
cannot be extended beyond the scene.
Effect: When you spend 1PP to add MELEE or UNARMED to
Bloody Triumph your defense roll, also step back any damage dice.
Effect: When you strike down a foe, spend 1PP to gain a hero Precision Attack
die equal to your largest damage die.
Effect: Replace your attack skill with a D4. If you still
Fearsome Bearing succeed, keep an extra effect die.
Effect: When you spend 1PP to add INTIMIDATION to your next Second Wind
roll, also step up your effect dice.
Effect: When you benefit from healing, step up or double
Indomitable your skill die for your next roll. Spend 1PP to do both.
Effect: When you take damage, take or step up an Vengeful Guardian
appropriate complication to step back the damage dice.
Effect: Spend 1PP to defend against an attack intended for a
Persistence nearby ally. If you take any damage, step up or double your
Effect: When you spend 1PP to take a limited action while attack skill for your next roll.
taken out, you still keep two dice for your total.
Milestones
Milestones ...you defeat a foe in single combat.
...your anger hurts someone you care about. ...you finish a fight in which you were taken out.
...you strike down multiple foes in one action. ...your display of weapon skill impresses another warrior.
...you use RAGE in a scene, but never as a complication. ...your warrior's reflexes eliminate a diplomatic solution.
...you strike down a foe while taken out. ...you or your adversary start monologuing during a duel.
...you apologize for something you did while angry.

MYTHIKAL | EXPERTISE
14
History
Brigand Cavalier
You've found yourself either hounded by the authorities – or You are an essential part of the chivalric system that includes
working for corrupt ones. Either way, your habits and highborn and serfs – you serve as protection for both. As a
techniques are the same: breaking laws, navigating the likely member of the lower nobility yourself, you are unlike
underworld, and doing your best to not get caught. most mercenaries or common infantry – your gear is top-
notch, and you were trained in an honorable and valiant
Sample Distinctions: Agent of the Crown; City's Most tradition.
Wanted; Just Out of Prison
Sample Distinctions: Knight of the Round Table; Sworn
Sample Signature Assets: Agent's Marque; Friends In Low Vassal of the Duke; Heavily Armored Equestrian
Places; Infiltration Gear
Sample Signature Assets: Loyal Steed; Impeccable Honor;
Shiny Suit of Plate
History Attributes
Choose Two:
Agility Intellect Vitality History Attributes
Choose Two:
Might Presence Wits

History Skills
Choose Three:
Bluff Intimidation Melee History Skills
Choose Three:
Stealth Streetwise Thievery
Athletics Diplomacy Endurance
Intimidation Melee Performance

Feats
Contacts Feats
Effect: When relying on your social network, spend 1PP to
create an appropriate D8 asset. Chivalry
Double Agent
Effect: When interacting with others who live by your code,
step up your effect dice, but also step up theirs.
Effect: When you change sides in an argument, double BLUFF
or INTIMIDATION for the action. Take or step up an Feudal Obligation
appropriate complication. Effect: When you create an asset or take a complication
Espionage
related to your knightly duties, step it up.
Effect: Step back an asset related to surveillance, Gallant
investigation, or intelligence gathering in order to reroll Effect: When you spend 1PP to add DIPLOMACY to your next
your dice in appropriate situations. roll, also ignore an appropriate complication for the roll.
Everyone For Themself Martyr
Effect: Gain 1PP when you abandon an ally in a time of need Effect: Gain 1PP when you put yourself directly in danger's
to further your own agenda. path to protect others.
Plans B Through Z Trustworthy
Effect: Spend 1PP to step up and rename an asset. Effect: Double or step up DIPLOMACY when establishing trust
with someone. If you ever break that trust, take or step up
Milestones an appropriate complication.
...you get recognized by law enforcement. Milestones
...someone refuses to interact because of your reputation.
...you infiltrate a location unnoticed. ...your honor is challenged.
...someone else takes the fall for something you did. ...your lord requires you to fulfill a duty.
...you have a chance to say "they don't suspect a thing." ...you give orders to your own vassals.
...you enter into a formal duel.
...you betray your code.
MYTHIKAL | HISTORY
15
Clergy Craftswright
As opposed to the priest expertise, members of whom You make things. Then, in general, you sell them. You might
directly channel the sacred power of a divine being, clergy are be more of a broker, selling others' pieces – or you are an
simply the dedicated followers of those divine beings. By artist, and you let dedicated merchants take care of the
making this your history, your devotion to your deity is a financials.
central part of your life, even if it's not your primary Either way, you really know your products, and you
methodology. appreciate the skill and dedication people put into
masterwork tools and artistic works.
Sample Distinctions: Cultist of Sobek; Devotee to Naamah;
Curate of Apollo Sample Distinctions: Traveling Merchant; Master
Metalsmith; My Work Is Art
Sample Signature Assets: Book of Scripture; Holy Icon;
Personal Crusade Sample Signature Assets: Communal Forge; Mule & Cart;
Coat Full of Wares
History Attributes
Choose Two: History Attributes
Intellect Presence Wits Choose Two:
Intellect Presence Wits

History Skills
Choose Three: History Skills
Craft Diplomacy Healing Choose Three:
Insight Lore Performance Craft Diplomacy Insight
Lore Perception Streetwise

Feats
Amongst the Flock
Feats
Effect: When interacting with those of your faith, spend 1PP Assessment
to double or step up DIPLOMACY, INSIGHT, or PERFORMANCE. Effect: When appraising or haggling, spend 1PP to create an
Empowering Faith
appropriate D8 asset.
Effect: When you spend 1PP to add INSIGHT to your next roll, Frugal
also step up a related scene asset. Effect: If an asset you create doesn't get used in a scene, it
Irrational Faith
can continue to the next scene without spending 1PP.
Effect: Gain 1PP when your confidence in your deity puts you Guild Member
in inordinate danger. Effect: When you create an asset or take a complication
Sheltered Past
related to your membership in the merchants or crafts
guild, step it up.
Effect: Gain 1PP when your naïveté embarrasses you or your
allies. Professionalism
Shrine's Hospitality
Effect: When you spend 1PP to add CRAFT to your next roll,
also step up your attribute die.
Effect: When seeking the aid of your faith's clergy, spend 1PP
to create an appropriate D8 asset. Quality Stock
Effect: When you adjust someone's equipment, spend 1PP to
Milestones give them a hero die equal to your CRAFT.
...you share a parable from your temple training. Milestones
...your trust in your deity is vindicated.
...your trust in your deity is heavily tested. ...someone buys your wares.
...you interpret an omen as your deity's will. ...you impress someone with your artisanship.
...someone is inspired to join your order. ...something goes very wrong with your creations.
...your guild ties get you special treatment.
...someone destroys something you spent time creating.

MYTHIKAL | HISTORY
16
Gladiator Grifter
At your core, you are a performer – except your costars tend You're out to pick up a score, a con, a grift, a scam. If people
to be death and pain and blood. Before adventuring, you've weren't so gullible, it wouldn't be as easy as it is to find so
gotten by in life by fighting for show, whether in one-on-one many marks, johns, rubes, saps, and dupes.
situations in a ring, or bloody free-for-alls in a massive Turning this dubious but lucrative skill towards
coliseum. adventuring is really just the first step in your latest long con.
You've managed to survive this long, so you must have been
at least good enough to engage the crowd, while keeping Sample Distinctions: Consumate Con Artist; Swindler
yourself from dying. Without Scruples; Everyone's a Sucker
Sample Distinctions: Conqueror of the Coliseum; Crowd Sample Signature Assets: List of Aliases a Mile Long;
Favorite; At One With the Dust and Sweat Marked Deck of Cards; Eyes You Can Trust
Sample Signature Assets: Worn Gladius; Flair for the
Dramatic; Hodgepodge Armor History Attributes
Choose Two:
Agility Intellect Presence
History Attributes
Choose Two:
Might Presence Vitality

History Skills
Choose Three:
Bluff Diplomacy Insight
History Skills
Perception Streetwise Thievery
Choose Three:
Athletics Endurance Intimidation
Melee Performance Unarmed
Feats
Carouser
Feats Effect: When you create an asset or take a complication
related to drinking and making merry, step it up.
Are You Not Entertained
Effect: When you spend 1PP to add PERFORMANCE to a combat Compulsive Thief
roll, also keep an extra effect die, which is used to create an Effect: Gain 1PP when stealing something worthless or
appropriate asset. mundane gets you in trouble.
Death Smiles Lucky Dog
Effect: When you spend 1PP to take a limited action while Effect: When you buy an opportunity, remove the
taken out, step up your effect dice. complication instead of stepping it back.
Fear and Wonder Pretty Face
Effect: When you combine combat with putting on a show, Effect: When you rely on your looks to accomplish
spend 1PP to create an appropriate D8 asset. something, step up or double PRESENCE. Spend 1PP to do
both.
Shadows and Dust
Effect: When you create an asset or take a complication Snake Oil
related to the inevitability of death, step it up. Effect: When you create an asset while working a con, step it
up. If the con goes south turn the asset into a complication.
Strength and Honor
Effect: When outnumbered, step back your attack skill. When Milestones
facing a single foe, step up or double your attack skill. ...you pull off a scam.
Milestones ...someone good-naturedly picks up on your con.
...someone gets angry when they pick up on your con.
...you wax poetic about coliseum philosophy. ...someone manages to pull one over on you.
...you fight for an audience. ...you incorporate a scam into the party's plan.
...someone cheers your name while you're fighting.
...you thank a foe for providing an entertaining fight.
...you pick a bad time to stay in character.

MYTHIKAL | HISTORY
17
Highborn Local Hero
You are part of this world's aristocracy. That could mean you You started small, but you're thinking big! Somehow, you've
have a hereditary title, passed to you from your ancestors, already impressed the people you grew up around – either
and you're expected to provide heirs. Perhaps you or a family through pure altruism, or being in the right place at the right
member is an elected official – in some cultures, a senator time, or maybe you even set up a scene that played out
has as much power as a duke. Or your time as a merchant perfectly. In any case, you have a reputation to live up to.
has elevated you to a measure of status.
Whatever the reason, you have little experience with the Sample Distinctions: Hero of Canton; Rescuer of Orphans;
lives of the common folk, yet have a sense of entitlement or Unofficial Protector of the Township
responsibility towards them. Sample Signature Assets: Admirer's Keepsake; Key to the
Sample Distinctions: Contessa di Tuscany; Spoiled Dandy City; The Public's Support
Out of Their League; “If My Father Finds Out...”
Sample Signature Assets: Impeccable Style; Bulging History Attributes
Coinpurse; Faithful Man-servant Hecubus Choose Two:
Presence Vitality Wits

History Attributes
Choose Two:
Intellect Presence Wits

History Skills
Choose Three:
Diplomacy Endurance Intimidation

History Skills Nature Streetwise Unarmed


Choose Three:
Bluff Craft Diplomacy
Insight Lore Performance Feats
Ambitious
Effect: When you create an asset or take a complication
Feats related to your lofty aspirations, step it up.
Blue Blood Arrogant
Effect: When you create an asset or take a complication Effect: Gain 1PP when your hubris grates against other
related to your highborn lineage, step it up. characters.
Estate Rustic Hospitality
Effect: When you harness your considerable resources, Effect: Spend 1PP to ignore a complication related to dealing
spend 1PP to create an appropriate D8 asset. with common folk.
Out of Touch Social Duty
Effect: Gain 1PP when you find yourself having a "let them Effect: Gain 1PP when you agree to go out of your way to help
eat cake" moment. someone.
Political Maneuvers Strong Roots
Effect: When heavily politicking, double PRESENCE; remove Effect: When you pull reserves from your past, spend 1PP to
the highest rolling die and keep three dice for the result. create an appropriate D8 asset.
Talking Points Milestones
Effect: When you spend a plot point to create a social or ...a total stranger recognizes you.
political asset, also step back a related complication. ...you leverage your fame.
Milestones ...someone loses faith in you as a hero.
...your actions gain you another admirer.
...you "make it rain" ...your heroism results in collateral damage.
...you have a peasant experience for the first time.
...you get preferential treatment just for being highborn.
...someone treats your station with disdain.
...your behavior changes someone's opinion about
highborn.

MYTHIKAL | HISTORY
18
Mariner Militant
Your whole world is the sea. Whether your vocation has been Your experiences include serving in a formal military of one
fishing, or trading, or naval, there are few in the world who kind or another, with ranks, tactics, uniforms, and organized
have a deeper connection to the salt air, the ocean breeze, or training. Whether this was as part of a massive systemic
the tug of wind on the rigging. military complex, or a small village militia is up to you.
You're used to relying on your crewmates to work together Allies will look to you for consistency, battle plans, and split
and get where you're going. You're better traveled than most, second decisions. On the other hand, the reason you're
though that's pretty much through port visits. adventuring now instead of soldiering might be to get away
from all that.
Sample Distinctions: Retired Naval Officer; At Home on the
Sea; First Mate of the Tilted Duck Sample Distinctions: Veteran of the Summoner Wars; City
Guard Cadet; Traumatized Former Soldier
Sample Signature Assets: Port Passpapers; Surprising
Amount of Rope; The Tilted Duck Sample Signature Assets: Insignia of Rank; Standard Issue
Blade; Military Handbook
History Attributes
Choose Two: History Attributes
Agility Vitality Wits Choose Two:
Agility Might Vitality

History Skills
Choose Three: History Skills
Athletics Craft Endurance Choose Three:
Lore Perception Unarmed Athletics Endurance Intimidation
Melee Ranged Unarmed

Feats
Crew Mentality
Feats
Effect: When you create an asset or take a complication Coordinated Strike
related to being part of a tightly knit team, step it up. Effect: Step up any dice you lend to an ally; step up any
Rigger
complications you receive as a result.
Effect: When you're working with rope, canvas, or pulleys, Flashbacks
double your skill die. Remove the highest rolling die and Effect: Gain 1PP when something sends you into post-
add three dice together for the result. traumatic shock.
Sea Legs Military Rank
Effect: Step back balance, unsteady ground, or nausea Effect: When you create an asset or take a complication
related complications when you get them. Spend 1PP to related to your military experience, step it up.
remove one entirely. Tactician
Ships Passage Effect: Spend 1PP to use a complication as an asset for one
Effect: When you're pulling favors at the docks or at sea, action; step up the complication afterward.
spend 1PP to create an appropriate D8 asset. Tenacity
Superstitious Effect: When making a defense or recovery roll, spend 1PP to
Effect: Gain 1PP when you change your plans because of roll ENDURANCE and add it to your total.
signs and portents from old wives' tales.
Milestones
Milestones ...you instinctively salute someone.
...you recall a tale of a port or ship you're dealing with. ...someone unironically calls you by your rank.
...your superstitions come true. ...someone sarcastically calls you by your rank.
...your wayfinding benefits your allies. ...your tactics result in fewer casualties & spent resources.
...you step on a ship after way too long on land. ...someone recognizes and appreciates your service.
...your worthless trinket from afar has value to someone.

MYTHIKAL | HISTORY
19
Pirate Ragamuffin
Stuck somewhere between the mariner and the brigand, you You are practically the opposite of the highborn. You may not
are more than the sum of those parts, borne from the unique necessarily be defined by poverty, or homelessness, but you're
nature of nautical larceny and life as a maritime fugitive. certainly used to being a "have-not" – for good or ill.
Whether you work for a government with a privateer's This makes you, among other things, a natural survivor
letter of marque, or with a scalliwag crew sailing from a skull- even when you have nothing but the shirt on your back.
shaped island, you are exceptional at boarding craft, Maybe you're an orphan, perhaps a kidnapping victim, or
destroying ships, and subduing other sailors. even just the (hopefully last) in a long line of low-born street
folk, living off scraps and rags.
Sample Distinctions: Low-down Buccaneer; Unscrupulous
Privateer; Nought But a Humble Pirate Sample Distinctions: Street-corner Beggar; Prinxe of
Thieves; Diamond In the Rough
Sample Signature Assets: Pitted Cutlass; History In
Tattoos; Secret Peg-leg Compartment Sample Signature Assets: Secret Hideout; Friends In Low
Places; Lucky Tuppence
History Attributes
Choose Two: History Attributes
Agility Might Presence Choose Two:
Agility Intellect Vitality

History Skills
Choose Three: History Skills
Athletics Bluff Intimidation Choose Three:
Melee Perception Thievery Bluff Endurance Perception
Stealth Streetwise Thievery

Feats
Drink Up Me Hearties
Feats
Effect: When you use booze to ease social interactions, step Better on My Own
up or double PRESENCE on your next roll. If you fail, step Effect: When you refuse a lent die from an ally, gain 1PP and
back PRESENCE for the rest of the scene. take a complication equal to the lent die.
More a Set of Guidelines City Secrets
Effect: Spend 1PP to step back and rename a complication Effect: When you're surreptitiously gathering information,
related to your morality or reliability. spend 1PP to create an appropriate D8 asset.
Parley Forgettable Face
Effect: When negotiating terms of a verbal contract, spend Effect: When you create an asset or take a complication
1PP to create an appropriate D8 asset. related to just being part of the rabble, step it up.
Really Bad Egg Scrounger
Effect: When you create an asset or take a complication Effect: When an ally fails a roll to create an asset, spend 1PP
related to being a stinky filthy pirate, step it up. to create an appropriate D8 asset.
Such a Pretty Boat… Ship! Untrusting
Effect: When performing illicit activities in plain sight, step Effect: When you gain a complication related to your inability
up or double BLUFF. Spend 1PP to do both. to trust others, step it up to gain 1PP.
Milestones Milestones
...you "commandeer" a vessel of some sort. ...being unnoticed is exactly what you needed.
...your past eliminates an opportunity for your party. ...someone tries to get too emotionally close for comfort.
...you fight your way onto another vessel. ...you surprise someone by turning trash into treasure.
...you act against your own code. ...you run into someone from your past.
...you use a bizarre nautical metaphor. ...you break a law doing what you need to to survive.

MYTHIKAL | HISTORY
20
Recluse Scholar
Despite your role in an adventuring crew now, you've spent a Your claim to fame is knowledge – pure distilled information
lot of time on your own. Maybe in a cave in the hills, or a and understanding. It may have come from years of monastic
cabin in the woods, or even boarded up in a manor in a or academic study, or passed to you through a soul-binding
bustling city. ritual, or maybe you just have a photographic memory.
Whatever brought you out of seclusion must have been You act as the party's source of information and facts, and
important, for one does not lightly leave a live so filled with their conduit to contacts such as scholarly colleagues and
peace and self-reliance. mentors.
Sample Distinctions: Mountaintop Hermit; Values Their Sample Distinctions: Archivist of the Eternal Grove; Dusty
Privacy; Tremendously Self-sufficient Old Sage; Platonic Academy Alumnus
Sample Signature Assets: Trusty Walking Stick; Really Sample Signature Assets: Personal Library; Masterwork
Impressive Calluses; Loyal Corvid Scribe's Tools; Eidetic Memory

History Attributes History Attributes


Choose Two: Choose Two:
Intellect Vitality Wits Intellect Presence Wits

History Skills History Skills


Choose Three: Choose Three:
Craft Endurance Healing Craft Healing Lore
Lore Nature Perception Magic Nature Perception

Feats Feats
Agoraphobia All Nighter
Effect: When you gain a complication related to dealing with Effect: When your exhaustion results in a complication, step
crowds of people, step it up to gain 1PP. up the complication to gain 1PP.
Everything Has a Use Researcher
Effect: Spend 1PP to step back an equipment-based asset, Effect: When you fail a LORE check, take or step up a
then turn it into two new assets, available to any ally. complication to know where to look to find the answer.
Mental Balance Sesquipedalian
Effect: When you spend 1PP to add PERCEPTION or INSIGHT to Effect: When you create an asset or take a complication
your next roll during a skill challenge, also step up your related to your incredible command of language, step it up.
effect dice. Wait, Listen
Serenity Effect: Spend 1PP to take the first action in a scene before
Effect: Spend 1PP at the beginning of a skill challenge. weapons are drawn. For that action, reroll any spoilers
During the skill challenge, you may reroll each 1 once. instead of accepting a plot point.
Survivor Wisdom of the Ages
Effect: Spend 1PP to ignore a complication when rolling Effect: When history or myth guides you, spend 1PP to create
CRAFT, ENDURANCE, or NATURE. an appropriate D8 asset.
Milestones Milestones
...you manage to get some quality time to yourself. ...you know the answer to a particularly vexing problem.
...you refuse a creature comfort others are enjoying. ...your research keeps you from conventional recreation.
...you find yourself relying on somebody else. ...someone explicitly challenges your depth of knowledge.
...you regale others with wisdom gained from seclusion. ...your trivia and minutiae prevents a deadly combat.
...you push someone away who's trying to help. ...you find someone staring at you in incomprehension.

MYTHIKAL | HISTORY
21
Thespian Wildling
While raconteurs are actually able to spin magic from "Civilized" society might consider you savage. What is truly
performance, thespians tend to be the ones who are actually savage is the decadence and waste that these societies
on stage. Or busking in the street. Or jesting for a monarch. engender.
Your natural home is the theatre – but as they say, all the You might have come from a poorly understood civilization,
world's a stage. Wherever you go, your performances are a or no civilization at all, or perhaps a small tribal settlement,
part of who you are, how you see the world, and how you seek or maybe you were even a lone wolf. No matter how this
to change it. manifests, you find yourself a stranger and an outsider to
modern culture.
Sample Distinctions: Headliner; Dramatic Orator; "I... Am a
Professional" Sample Distinctions: Literally Raised By Wolves; Southern
Bear Tribe; Only Survivor of the Frozen Wastes
Sample Signature Assets: Costume Box; Voice to Fill a
Hall; The Compleat Works Sample Signature Assets: Survival Kit; Tribal Blessings;
Grisly Hunting Trophies
History Attributes
Choose Two: History Attributes
Agility Presence Wits Choose Two:
Agility Vitality Wits

History Skills
Choose Three: History Skills
Athletics Diplomacy Insight Choose Three:
Lore Perception Performance Athletics Craft Endurance
Nature Perception Ranged

Feats
Acrobat
Feats
Effect: When you perform a feat of tumbling and dexterity, Bonds of the Clan
double ATHLETICS. Remove the highest rolling die and add Effect: When you create an asset or take a complication
three dice together for the result. related to your closeness to your people, step it up.
By Popular Demand Claustrophobia
Effect: When looking for a place to perform or stay, spend Effect: When you gain a complication related to dealing with
1PP to create an appropriate D8 asset. closed, tiny spaces, step it up to gain 1PP.
Perfectionist Heartland
Effect: Reroll any 1s. For each die you reroll, take or step up Effect: Spend 1PP to ignore a complication while you are in
a FRUSTRATED complication. familiar territory.
Sharp Tongue Natural Selection
Effect: When you create an asset or take a complication Effect: When you take damage from a MELEE or UNARMED
related to your biting wit, step it up. attack, step up the damage dice to also apply them to your
Story For Any Occasion
attacker.
Effect: Spend 1PP to ignore a complication while Nomadic Adaptation
participating in social interaction. Effect: When you first enter an unfamiliar place, spend 1PP to
add a proficiency to a skill for the rest of the session.
Milestones
...your name opens a door for your allies. Milestones
...a scene from your plays is applicable for a current issue. ...your manners or customs are perceived as barbaric.
...someone takes your cue and says the next line. ...you surprise someone with your modern knowledge.
...you manage to involve an audience. ...you procure sustenance where your allies saw none.
...you monologue your way through a tense situation. ...you have trouble understanding the ways of city folk.
...you remark how this situation is different to your home.

MYTHIKAL | HISTORY
22
Signature Assets

U
nless you're devoted to austerity, your
character is going to have tools they rely on. Conceptual Assets
For the most part, this is built into the fiction These are the types of signature assets you really cannot
– for example, if you have a D 10 M AGIC, part of
that die comes from having the appropriate describe as "equipment" – like a familiar, a winning smile, a
spell components. Your signature assets on spy network, etc.
the other hand are something special.
Animal Companion
Some signature asset feats have the symbol ② after their
Ferocious, helpful, and powerfully loyal.
name. This means it takes the space of two feats – so it cannot
be attached to a D6 signature asset, and it costs more XP (20XP
Eyes and Ears
as a new feat, or 15XP to replace one) Effect: Spend 1PP to step up or double PERCEPTION or
STEALTH for one action.
Mundane Equipment Loyal to the End
Effect: When you are about to reach 0 HP you may
Even though your character disable ANIMAL COMPANION to negate the damage. It
remains disabled until you can take action to
restore it.
Masterwork Weapon
Custom made for you, your style, and your plans.

Supreme
Effect: When you attack with your MASTERWORK
WEAPON, spend a hero die equal to or greater than
your target’s defending skill to maximize your
dice without a roll.
Trick Attack
Effect: When you try to perform a near-impossible
feat, step up your attacking skill for the action. If
the action fails, step back your attacking
attribute until the end of the scene.

Magical Artifacts
Very much a part of the fantasy spirit, magical

Ring of Protection
As long as you wear this, you have a magical barrier
against, well, bad stuff happening to you.

Perfect Deflection ②
Effect: Once per scene, when you lose HP, negate
the damage.
That Wasn’t So Bad
Effect: When you gain a complication for any
reason, spend a plot point to step it back.

MYTHIKAL | SIGNATURE ASSETS


23
Advancement

I
nstead of progressing through discrete levels, with XP Rewards
specific and limited character options, MYTHIKAL 1XP Gain 1PP – this can be done up to five times per
provides a very fine granularity of advancement. You campaign, and each time increases your starting
choose what to advance and when, and you should be plot points for each session, resetting to 1 when
able to improve something about your character after the campaign ends.
every session – if not during a session when an 3XP Exchange a milestone for another one.
opportunity for training or acquisition presents itself.
5XP Exchange a feat for another one.
Gaining Experience Gain a new proficiency for a trained skill.
Your character gains XP through the use of milestones. Convert a persistent asset into a D6 signature
Milestones are a continuation of the sentence "Gain 1XP asset. (even if it's stepped higher)
when..." – on your character sheet they should look Gain a D6 signature asset, but the GM tells you
something like this: what it is. (this is good for surprise treasure)
...you infiltrate a location unnoticed. 10XP Gain a new feat – this can be an signature asset
feat, or a character feat that fits your distinctions.
The GM you're playing with will have a few milestones
they'll be watching for, but you're responsible for your own. Step up a skill from D4 to D6.
Each time a milestone triggers, you get 1XP. Right then. It's Step up a signature asset from D6 to D8.
that simple. 15XP Gain a new feat that doesn't fit your distinctions.
Now, that's not to say that you're allowed to describe your
character walking in and out of a shack in the middle of Step up a skill that's already D6 or higher.
nowhere to grind the example milestone. Pay attention to Step back one attribute to step up another.
both the intention of the milestone, and the viability in your
fiction – it should be part of the characters' natural actions to Exchange an expertise or history distinction for
another one. (see sidebar)
trigger a milestone.
Good milestones for your character are going to be ones 25XP Exchange a heritage distinction for another one.
that trigger between one and three times during every 30XP Step up an attribute.
session. If it's really bad (triggering never, or way too much),
your GM should let you swap it for free – if it's working right
though, you'll have to pay for that privilege. Exchanging Distinctions
This is an unusual situation. Are you switching up your
Leveling Up vocation? Forsaking your heritage? Did you... get
Spending your XP can take place any time it makes sense. If polymorphed!? In any of these cases, you'll have to have a
you're flitting from action scene to action scene, there's not really valid in-game reason to justify the change.
much chance to build anything up, so much as just recover. For any distinction, your skills aren't going to change. And
But downtime, shopping trips, travelling with a master – all for expertise and history, your attributes won't either.
perfect times to spend XP. Whichever distinction changes, your directly attached feat will
as well, but (usually) not the ones gained later.
“Multiclassing”
You'll notice there are two different reward tiers for gaining a If you exchange your heritage, you get the benefit of
new feat. So what does "fit your distinctions" mean? It means stepping back an appropriate attribute to step up another, and
it's more expensive to pick up options that are outside your you must exchange any heritage feats that no longer make
wheelhouse – but that wheelhouse might be fuzzier than you sense. For example, a character somehow losing enough fae
think. energy to transform from an eldar to an elf might keep ELDAR
For example, as a CHAMPION, it would be feasible to pick up EDUCATION, but not FAE STEP.
a WARRIOR feat for 10XP, but you'd have to pay 15XP for most
MAGE or THIEF feats. A PIRATE could grab BRIGAND or MARINER
feats, but a MARINER should pay more for BRIGAND feats. GM Milestones
Certain heritage feats should be impossible for other You should come up with some milestones that fit your
heritages to gain. campaign, if you're acting as GM. Most of these should apply
For every advancement you want your character to take to the entire party at once, but some might single out a
that you're not fully certain about, it's always a good idea to character for roleplaying or story rewards.
discuss with your GM.
...the party overcomes an easy challenge.
Gain 2XP when the party overcomes a difficult challenge.
Gain 3XP when the party overcomes a mighty challenge.
...the party achieves a quest goal.
...a monetary reward is given to the character.

MYTHIKAL | ADVANCEMENT
24
Customization

S
o it turns out, everything about your character is GM Notes
heavily customizable. Even if you never see this
page, distinction names, proficiency names, Even without player customization, there are chances of a
signature asset names – you write them yourself. concept not fitting with the party, or the possibility of a feat or
But all the other stuff? Your expertise, heritage, milestone seeing zero play. As the GM, part of your job is to
history, feats, milestones, etc? It's all free game minimize this – and there are a few ways to do so.
too. If you have a very clear picture of what your campaign is
about, and what kind of challenges your party will face, you
Distinctions should guide your players towards a certain play style. A
There's a lot going on here. A complete distinction – heritage, combat-focused wilderness campaign is not a great place to
or expertise, or history – will include three attributes, six use social feats and milestones that are better suited for
skills, five feats, three sample names and assets, and five urban intrigue, for example.
sample milestones. Or! If you're building a one-off to play On the other hand, your players are choosing their
yourself, you only need to design the elements you choose: character options for a reason – that's the character they
two attributes, three skills, and one feat. Always talk to your want to play! You can build your campaign, or at the very least
GM first though! sessions, around the choices your players have made. Put
Building distinctions has a method to it. Every choice them in situations that warrant the tools they have.
should exemplify the fantasy trope or subversion thereof that In the end – and this is a mirror of the player advice – you
you want to see in your game. want to make sure the character resources are being used,
and the players are having fun. So if something's not working
at all, redesign it or swap it out, without an XP cost.
Heritage distinctions should carry feats that have a two-sides-
of-the-coin aspect to them – see DIABOLIC SOUL or UNDERFOOT for Scene Distinctions
examples.
Not every scene needs a distinction, but it adds some flavor to
both the scene and actions taken within it. They work just
Your expertise helps define how you fit into combat – most
like character distinctions, in that you can use them as a D8,
of those feats should give a direct benefit for a plot point or or a D4 while gaining a plot point. If your players are
complication. particularly imaginative, they can use a character distinction
History represents social, cultural, and vocational anchors. and a scene distinction in the same roll – but one must be a
Though milestones can do a good job of covering the silver- D8, the other a D4, and there is no plot point reward (it's
lining style SFX, a lot should still show up in history – see effectively used to purchase the extra D8 distinction).
IRRATIONAL FAITH or COMPULSIVE THIEF for examples. Not every scene distinction needs a feat, but it emphasizes
the uniqueness of whatever situation the players find their
characters in.
Feats
ELVEN HIGH COUNCIL
There should be a lot of guidance in the Cortex Prime Game When you create an asset or take a complication related to
Handbook for building new SFX. The XP costs for related and political wheelings and dealings, step it up.
unrelated feats still stand – if your custom feat is too far
outside your character's basic "theme" you shouldn't be too DENSELY PACKED FOREST
surprised if your GM bumps it into "doesn't fit" territory. Step up effect dice when using NATURE or STEALTH. Step back
The important custom parts to remember for MYTHIKAL effect dice when using PERCEPTION.
are: ALLEYS AND ROOFTOPS
We can point rules at damage dice, HP, and healing (as When you spend 1PP to add STREETWISE to your roll, also step
well as manipulating how effect dice interact with them). up your effect dice.
Keep in mind – skill challenges work a little different from ON THE OPEN SEA
timed tests, making effect dice more interesting than beat Gain 1PP when you are knocked overboard.
manipulation.
You can make a feat more powerful, or have no downside
by using ② – this is more for signature assets, but
"advanced" distinction feats could use it too.
"Gain a plot point when..." SFX are best suited for
milestones, or for history feats.
Unlike base CORTEX PRIME, a second trait from a trait set
cannot by default be bought with a plot point – which
makes it a good effect for a MYTHIKAL feat.

MYTHIKAL | CUSTOMIZATION
25
System Variant Rules
Rolling the Dice Skill Challenges
Always start a dice pool with an attribute and a skill – they're Sometimes, a scene goal for the party will have enough
the prime trait sets for MYTHIKAL. Then add one moving parts to it that it demands more than a simple check.
appropriate distinction, one appropriate proficiency, any The basic idea here would be that you might require your
number of appropriate assets, and any number of appropriate players to come up with a number of effect dice within a
complications. Hero dice only get rolled after the results of certain number of beats, using fictionally appropriate tests.
the standard roll are known.
Sample Skill Challenges
Sample Attribute + Skill Combos Fix a broken wagon: 6D6; 6 beats
Dodge an attack: AGILITY + ATHLETICS/MELEE/UNARMED CRAFT, ENDURANCE, LORE, THIEVERY
Recall a relevant myth: INTELLECT + LORE
Bend bars/lift gates: MIGHT + ATHLETICS/ENDURANCE Convince a politician to back your play: 2D12; 5 beats
Talk down an angry mob: PRESENCE + DIPLOMACY BLUFF, DIPLOMACY, INSIGHT, PERFORMANCE
Resist poison: VITALITY + ENDURANCE/HEALING
Find a secret door: WITS + PERCEPTION Casting Spells
This takes nuance, and a bit of adjudication from the GM.
Plot Points Especially if you're coming to this game from a system where
Ways to Gain Plot Points the power of magic users is tempered by having a list of
Begin a session with 1 (or more, depending on XP spent) extremely specific effects for extremely specific costs.
The GM buys a spoiler when you roll a 1 on a die Direct attacks in combat (like a shard of ice, or a bolt of
Use a distinction as a D4 flame) work just like any other contest – beat the defense of
Trigger a feat that contains "gain 1PP when..." your target, and use the effect die. Unless you're using an
Spend 1XP attack skill, the effect dice must be used for complications.
Other simple spells (conjuring food, summoning an ally)
Ways to Spend Plot Points are easily set up as assets – either through a test or by buying
Activate a feat that contains "spend 1PP to..." one with 1PP. But what happens when what you expect from
Create a D6 asset for the scene a spell is clearly more than the benefit from a single asset
Make a scene asset last through the session die? Make it a skill challenge.
Make your scene asset available to anyone
Add an additional appropriate attribute or skill to a pool Sample Spells
Add a die to your total This section is not meant to be exhaustive – it's possible there
Roll a hero die and add it to your total will be a magic supplement in the future, but these examples
Keep an extra effect die are just guidelines for helping determine difficulties and
Take a partial action while taken out effects at your table.
Damage, Assets, & Complications Simple Spells
Ray of Frost: AGILITY + RANGED
When you succeed at a test or contest, your effect die Barkskin: VITALITY + MAGIC/NATURE
influences exactly how it ends. In the case of a direct attack – Shield: INTELLECT + MAGIC
using MELEE, RANGED, or UNARMED – your effect dice become Cure Wounds: WITS + HEALING/MAGIC
damage dice. You reroll them, with any applicable feat effects, Charm: PRESENCE + MAGIC/PERFORMANCE
and subtract the new total from your target's HP.
Tests that are simply overcoming an obstacle (picking a Advanced Spells
lock, climbing a wall) don't result in an asset – likewise, Fireball: difficulty 3D10 MAGIC; D10 effect die
contests to simply determine who comes out on top (arm (you're effectively giving yourself a temp. feat for an action)
wrestling, dance-offs) don't produce complications. Then make a standard RANGED contest, with an extra D6
Tests to create assets (a lasting spell effect, a good first and kept effect die per target.
impression) and contests to inflict complications (knocked
prone, embarrased in court) must be declared as such while Group Flight: difficulty 3D10; D8 effect die per target
assembling the dice pool. (you're effectively making a bunch of assets)
When using a direct attack, extra effect dice beyond the Polymorph: add D8 for a willing target, D12 for an unwilling
first can either be used as damage dice – which could bring in target; D12+ effect die
extra targets – or complications (poisoned, cut achilles). (you're effectively taking out the target)
Resurrection: multiple test challenge, 4D10 effect dice
difficulty 4D12 LORE
difficulty 3D10 CRAFT or STREETWISE
difficulty 3D10 HEALING
difficulty 4D12 MAGIC
MYTHIKAL | SYSTEM CHEAT SHEET
26
Pathways World Creation

G
enerating a setting for your players to explore Round 1
is something that might be easy for some Place an ADD (inside a star). This is a trope that isn’t
people, but gets very difficult for others, excluded by the Big Picture, but isn’t outright guaranteed
especially if you want to please all your by it either. For example, if your Big Picture is HEROIC
players. This process is optimized to give FANTASY, then your ADDS might be THE MONARCHY IS
everyone an equal say in what goes into the GENERALLY GOOD AND JUST; SOME MAGIC IS CORRUPTING BY
campaign, and what definitely doesn't. ITS NATURE; SONG MAGIC IS NON-CORRUPTING; THERE ARE
ANTHROPOMORPHIC CHARACTERS (there’s always one player).
Big Picture Anyone’s ADD can be vetoed by a unanimous vote and the
All players settle on an overall idea for the campaign space. player has to pick one that doesn’t annoy the rest of the
This can be as specific as everyone is comfortable with, and table.
might include a Microscope-style bounding timeline (e.g., Draw a line from your player character to any ADD except
from FANTASY to HEROIC FANTASY to MERCEDES-LACKEY-STYLE your own. Define how something about your character
HEROIC FANTASY to THE SAGA OF THE BARD-MAGES OF THE supports this trope. For example, (in the same order as
COURT OF LIGHT to THE CANTICLE OF THE TIME OF LONG the ADDS above) LOYAL BODYGUARD OF THE PRINCESS; WITCH
SHADOWS AND THE BIRTH OF THE STAR PRINCE). It can also HUNTER; COURT BARD; HOMONID WOLF.
include space for intentions to mash things up (e.g., PHASE-
STYLE SCI-FI/FANTASY DIMENSIONAL CROSSOVER or MEDIEVAL Round 2
OCCULT WITH CYBORGS or DIESELPUNK SAILOR SCOUTS VS. Place a BAN (inside an octogon). This is a trope that might
CTHULHU or I don’t know what you’re into, okay?). be implied by the Big Picture, but isn’t guaranteed by it,
If everyone can nail down a fairly specific framework here, and you want to make sure it doesn’t show up in the
great. If all you can agree on is the broadest strokes, that’s campaign. For example (continuing the same example),
fine too (you’ll nail it down further with the palette). The your BANS might be NO PROOF OF THE DIVINE; NO
important thing is to rein in the possibility space to give you HERITAGES THAT ARE ALWAYS EVIL; NO MEDDLING OLD MAGES
some initial tropes to consider/delete and have some DISTRIBUTING QUESTS; NO MAGICAL TECHNOLOGY. Like
limitations to push off of with your characters. ADDS, BANS can be vetoed by a unanimous vote.
The GM, despite the insanity of trying this experiment in Draw a line from your player character to any BAN except
the first place, does have veto power here if the suggestion is your own. Define how something about your character
absolutely not in their wheelhouse as a storyteller. (“I don’t subverts this trope. For example, RECENT CONVERT TO THE
care how funny you think it sounds, I’m not running CULT OF THE DAWN; DONATES TO THE GOBLIN ORPHANAGE;
Anthropomorphic Animal Sex-Mages.”) SPYMASTER GATHERING THE LATEST THREATS; FEARS MAGIC,
You can grab a template to start from right here. USES GUNS.
If all the players still have ideas to ADD and BAN, you can
Palette and Pathways repeat rounds 1 and 2 again. You probably shouldn’t repeat
Each player goes around the table in the following rounds (do them a third time unless you want players with very busy
each substep of the round for everyone before moving onto character concepts.
the next; e.g., everyone puts down an ADD before connecting
their character to an ADD). This is done on a big blank sheet Round 3
of paper (or a big blank Google Drawing). Add an ELEMENT: an NPC (inside a circle), a location
(inside a square), or a McGuffin (inside a pentagon).
Round 0 Connect the ELEMENT you just created to any of the tropes
Place your player character (inside a double circle). You (ADD or BAN) and define how it supports the ADD or
just need a name or general concept at this point (e.g., subverts the BAN.
LIAM OF THE RED BRANCH; MIDNIGHT JENNY; SONG MAGE; Connect your PC to one of the ELEMENTS someone else
AMBASSADOR FROM A FOREIGN COURT). created and define the relationship.
Connect an ELEMENT that you didn’t create to any other
Element or Trope and define the relationship.
Repeat round 3 until you feel you have enough campaign
background and character concept and connections.
Adapted with permission from the System sans Setting blog,
by Stephen Cheney

MYTHIKAL | PATHWAYS WORLD CREATION


27
Threats
Extras Bosses
Goblin Skulker 6 HP Magic Eye Demon 34 HP
tiny, creepy, and green... (rewrite this you doof) nope, nothing to behold here... (rewrite this you
doof)

Cunning • Cowardly
D8 AGI D6 INT D4 MIG D4 PRE D6 VIT D4 WIT So Many Eyes • More Magic Than You • Devious
D8 AGI D12 INT D4 MIG D10 PRE D10 VIT D10 WIT
D6 RANGED D8 SNEAK D6 THIEVERY
D8 BLUFF D10 INTIMIDATION D12 LORE
Aberrations
D12 MAGIC D12 PERCEPTION D10 RANGED
Complications Disintegrate
Orc Warrior 12 HP
big, scary, and green... (rewrite this you doof) When using MAGIC, keep any number of effect dice
to create or step up complications.

Vicious • Skilled • Nothing to Lose


D8 AGI D6 INT D10 MIG D4 PRE D10 VIT D6 WIT
D10 ATHLETICS D10 ENDURANCE D10 MELEE

Mobs
Orc Horde 25 HP
big, scary, green, and... plural (rewrite this you doof)

Vicious • Pack Tactics • Fight to the Last


D8 AGI D8 INT D10 MIG D4 PRE D10 VIT D8 WIT
3D8 ATHLETICS 3D8 ENDURANCE 3D10 MELEE

For every 10 HP lost, reduce skill dice by one.

MYTHIKAL | THREATS
28

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