Mythos


Mythos is a d10 game system designed to accommodate high-powered adventures quickly. This can include a game of powerful adventurers, demigods, super heroes, or even time traveling or dimension-hopping investigators.


GETTING STARTED
Home | Character Creation | Dice Rolls |


STATS
Home | Domains | Practices | Control | Creation | Destruction | Knowledge | Mobility | Resilience | Powers | Size


TAKING ACTION
Home | Casting Effects | Permanence | Portents | Potency | Proximity | Ritual Casting | Source


CONDITIONS
Home | Afflictions | Conditions | Broken | Clumsy | Compelled | Confused | Demoralized | Distracted | Fading | Impaired | Incorporeal | Invisible | Off-guard | Persistent Damage | Petrified | Prone | Propelled | Repelled | Shackled | Sickened | Silenced | Slowed | Staggered | Stupefied | Unconscious | Weakened


INTRIGUE
Home | Aspirations | Banes and Boons | Complications | Influence | Mysteries | Surges


TYPES
Home | Area | Double | Heavy | Heavyweight | Light | Lightweight | Siege | Unavoidable |




This is actually a fairly solid foundation already, but the notes currently mix three different resolution systems (dice pools, roll-and-keep, and attack-vs-defense). To make it playable, I'd recommend consolidating them into a single core mechanic and then building everything else around it.

Below is a compiled version as if it were the beginning chapters of a TTRPG rulebook.

---

# THE THREEFOLD PATH

*A Mythic Narrative RPG*

## Core Concept

Every character is defined by three layers of capability:

1. Domains — What powers or areas of expertise you possess.
2. Practices — How you apply those powers.
3. Specialties — Narrow fields in which you excel.

Characters also possess three resource pools:

ResourceRepresentsRecovery
---------------------------------------------------------------
AlacritySpeed, reactions, initiative, action economyEvery Round
FocusEnergy, mana, supernatural powerShort Rest
LifeHealth, endurance, staminaLong Rest

---

# CHARACTER CREATION

Character creation follows five steps:

1. Choose Domains
2. Choose Practices
3. Choose Specialties
4. Calculate Resources
5. Select Weaknesses (optional)

---

# RANKS

Domains, Practices, and Specialties are rated by Rank.

RankCapability
-------------------
0Untrained
1Basic Training
2�“3Amateur
4�“5Apprentice
6�“8Expert
9�“11Master
12�“15Legendary
16�“19Mythic
20+Cosmic

---

# DOMAINS

Domains represent broad areas of power and expertise.

All Domains begin at Rank 0.

You receive 12 Domain Points.

Purchasing Rank 1 in a Domain costs 1 point.

Maximum starting Rank: 5.

## Domain List

### Physical

* Alacrity
* Archery
* Construction
* Endurance
* Might
* Sword

### Natural

* Beasts
* Earth
* Fertility
* Nature
* Ocean
* Sky

### Mystical

* Darkness
* Death
* Fate
* Fire
* Knowledge
* Life
* Light
* Moon
* Passion
* Shapeshifting
* Space
* Sun
* Time

### Social

* Deception
* Eminence
* Wealth

### Totem

A Totem represents a specific creature, object, or concept.

Examples:

* Dragon
* Bear
* Wolf
* Oak
* Raven

Each Totem functions as three Domains chosen when acquired.

At least two must be chosen from:

* Alacrity
* Beasts
* Endurance
* Might
* Nature
* Shapeshifting

You may purchase the same Totem multiple times to add additional associated Domains.

---

# PRACTICES

Practices determine how you use your Domains.

All Practices begin at Rank 1.

You receive 6 Practice Points.

Maximum starting Rank: 5.

## Practices

PracticeUse
----------------------------------------
ControlCommand, manipulate, move
CreationCreate, heal, restore, repair
DestructionDamage, weaken, destroy
KnowledgeLearn, reveal, understand
MobilityMove, travel, evade
ResilienceProtect, endure, recover

---

# SPECIALTIES

Specialties are narrow fields of expertise.

Examples:

* Sword (Longswords)
* Might (Weightlifting)
* Knowledge (Ancient History)
* Death (Ghosts)
* Fire (Dragonfire)

Specialties are rated independently.

When a Specialty applies, add its Rank to your Keep Value (explained later).

---

# WEAKNESSES

You may take Weaknesses for bonus advancement.

Examples:

* Sunlight Vulnerability
* Silver Vulnerability
* Slow-Moving
* Frail
* Illiterate
* Cannot Use Magic Except Under Full Moon

Weaknesses may be represented as:

* Negative Domain Ranks
* Reverse Specialties
* Narrative Restrictions

The GM determines their value.

---

# SIZE

Size determines physical scale and contributes to Life.

SizeExample
------------
2Cat
3Dog
4Child
5Human
6Horse
7Elephant
8Giant

Each Size is approximately 50% larger than the previous Size.

---

# RESOURCES

## Alacrity

Represents speed and action economy.

Alacrity = 5 + Lowest Relevant Speed Rank

Usually derived from:

* Alacrity
* Mobility
* Speed-related Specialty

Minimum 1.

Refreshes each Round.

---

## Focus

Represents supernatural energy.

Focus = 5 + Lowest Relevant Mystical Rank

Usually derived from:

* Knowledge
* Focused Specialty
* Magical Domain

Minimum 1.

Refreshes after a Short Rest.

---

## Life

Represents health and endurance.

Life = Size + Lowest Relevant Toughness Rank

Usually derived from:

* Endurance
* Resilience
* Toughness Specialty

Minimum 1.

Refreshes after a Long Rest.

---

# CORE MECHANIC

Whenever an action has a meaningful chance of failure:

## Step 1: Choose Traits

Choose:

* One Domain
* One Practice
* One Specialty (if applicable)

---

## Step 2: Build Dice Pool

Add Domain + Practice.

This is your Dice Pool.

Example:

Fire 4 + Creation 3

Dice Pool = 7

---

## Step 3: Determine Keep Value

Your Specialty Rank becomes your Keep Value.

If no Specialty applies:

Keep Value = 1

Example:

Fire (Dragonfire) 2

Keep Value = 2

---

## Step 4: Opposition

If a target resists, they select:

* A Domain
* A Practice

Add them together.

Subtract that total from the attacker's Dice Pool.

Minimum 1 die.

---

## Step 5: Roll

Roll d6s equal to your final Dice Pool.

Keep the highest number of dice equal to your Keep Value.

Add them together.

This becomes your Result.

Example:

Pool 6
Keep 2

Roll:

6, 5, 4, 3, 2, 1

Keep:

6 + 5

Result = 11

---

# RESULTS

The final Result determines the magnitude of success.

ResultEffect
-------------------
1�“3Minor
4�“6Significant
7�“10Major
11�“15Extraordinary
16+Mythic

---

# OVERLAP

Domains can overlap.

If a Domain only partially applies:

Use half its Rank (rounded down).

Example:

Using Life to provide protection normally belongs to Endurance.

Life 4 becomes Life 2 for this action.

---

# PRACTICE EFFECTS

Each Practice converts Results differently.

## Control

Manipulate, command, move, restrain.

* Range = Result² meters
* Duration = (Result �’ Target Level)² rounds

---

## Creation

Create, heal, repair.

* Weight Created = Result²
* Healing = Result Life restored
* Duration = (Result �’ Target Level)²

---

## Destruction

Damage, weaken, destroy.

* Damage = Result
* Area = Result² meters

---

## Knowledge

Learn, reveal, predict.

* Gain Result information points.
* Points may be spent on clues, bonuses, or revelations.

---

## Mobility

Movement and travel.

* Distance = Result² �— 2 meters

---

## Resilience

Protection and recovery.

* Damage Reduction = Result
* Healing = Result
* Resistance = Result

---

# CONFLICT

Conflict is measured through Victory and Defeat.

Every scene tracks both.

## Victory

Progress toward your objective.

## Defeat

Progress toward failure.

Both begin at 0.

---

## Winning

You win when:

Victory ≥ 5 + Challenge Level

before

Defeat ≥ 5 + Character Level

---

## Defeat

Defeat does not always mean death.

It may represent:

* Injury
* Humiliation
* Capture
* Corruption
* Exhaustion
* Fear

depending on the scene.

---

# ATTACKING

An attacker rolls normally.

The defender chooses:

* One Domain
* One Practice

Defense Value = (Domain + Practice) �— 3

Attack Result �’ Defense Value = Effect Magnitude

Each point of excess becomes:

* Damage
* Forced movement
* Conditions
* Defeat

depending on the attack.

---

# LIMITATIONS

A Domain's Rank limits what it can accomplish.

EffectMaximum
-------------------
AreaRank² meters
RangeArea �— 10
TargetsRank²
Damage1 die + Rank
Healing1 die + Rank

Tools and equipment may extend these limits.

---

# ADVANCEMENT

Characters earn XP through Pivotal Events.

Typical awards:

EventXP
-------------------------
Standard Victory1 XP
Difficult Victory2 XP
Extraordinary Victory3 XP

XP may increase:

* Domains
* Practices
* Specialties

Maximum Rank:

5 + (Lowest Practice �— 2)

This ensures broad competency remains important.