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.
Home | Character Creation | Dice Rolls |
Home | Domains | Practices | Control | Creation | Destruction | Knowledge | Mobility | Resilience | Powers | Size
Home | Casting Effects | Permanence | Portents | Potency | Proximity | Ritual Casting | Source
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
Home | Aspirations | Banes and Boons | Complications | Influence | Mysteries | Surges
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.
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# 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:
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# CHARACTER CREATION
Character creation follows five steps:
1. Choose Domains
2. Choose Practices
3. Choose Specialties
4. Calculate Resources
5. Select Weaknesses (optional)
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# RANKS
Domains, Practices, and Specialties are rated by Rank.
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# 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.
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# PRACTICES
Practices determine how you use your Domains.
All Practices begin at Rank 1.
You receive 6 Practice Points.
Maximum starting Rank: 5.
## Practices
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# 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).
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# 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.
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# SIZE
Size determines physical scale and contributes to Life.
Each Size is approximately 50% larger than the previous Size.
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# 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.
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# 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.
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## 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
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# RESULTS
The final Result determines the magnitude of success.
---
# 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.
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# PRACTICE EFFECTS
Each Practice converts Results differently.
## Control
Manipulate, command, move, restrain.
* Range = Result² meters
* Duration = (Result �’ Target Level)² rounds
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## 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
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## Resilience
Protection and recovery.
* Damage Reduction = Result
* Healing = Result
* Resistance = Result
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# 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.
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# 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.
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# LIMITATIONS
A Domain's Rank limits what it can accomplish.
Tools and equipment may extend these limits.
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# ADVANCEMENT
Characters earn XP through Pivotal Events.
Typical awards:
XP may increase:
* Domains
* Practices
* Specialties
Maximum Rank:
5 + (Lowest Practice �— 2)
This ensures broad competency remains important.