Mythic - Character Sheet Picture

'Mythic' is a Roleplaying Game of my own design, meant to bring out the life in characters. Set around a Celtic theme, the creation of characters is simple and straightforward, with only a few choices required to put them together.

Qualities Top to bottom, left to right.
Might: The measure of your character's strength.
Panache: Your character's flexibility and coordination.
Vigor: Your character's energy and health. The upper box is for your current Vigor.
Wits: Your intelligence and quickness of mind.
Luck: The only stat not rolled upon. Luck lets you re-roll your dice once per level. The lower box is for your current Luck.
Wises: Your understanding and perceptiveness.
Courage: Your nerve in the face of danger or personal conflict.
Bearing: Your presence, influence, and personality.
Fate: The strength of your essence and connection with destiny.

Your character gets 30 points to spend on Qualities. You may only put 3, 4, or 5 on a Quality, with the exception of Luck, which you may not place points on.

You may also opt to roll on a Quality instead of gaining points on it. Rolling on a Quality costs 4 points, and each time you roll, add 1 to your Luck, which starts at 0. You may do this until the condition specified below.

To roll, use 2 Four-Sided Dice. The first roll you get to keep whatever number you roll. On your second, however, subtract 1 from your roll. On your second, subtract 2 from your roll, and so on. If your roll results in a 0, put 4 on the Quality instead, and do not gain 1 Luck. You may not choose to roll any further.

Your Sigil is a symbol representing your character, molding him or her. Different Sigils will change your character different ways, each with positive and negative effects.

For example, the Sigil of the Wolf is combative, skilled in leadership during a fight, and shares a strong camaraderie amongst other fighters.

They suffer, however, when dealing with others outside of warrior circles because people fear the Wolf nature. This results in a positive for Leadership and certain Combat rolls, while hampering most non-Combat Bearing rolls. People don't neccessarily see the nature as much as feel it, so there is no avoiding one's destiny.

A Sigil can only change when the character goes through a change, which will be elaborated upon later. When a new Sigil is chosen, the old ceases to exist. Thus, no man may keep his old destiny and move into a new one at the same time.

Talents are what define a character's skill and ability to perform a task. Talents have degrees, which decide how easy the task is to accomplish.

For example, say your character wants to use a Bow as his or her weapon. The 'Archery' Talent requires that you have the 'Beginning' Degree to even use it, since someone who has never handled a Bow before will not likely be able to hit anything.

The Sword, however does not require the 'Beginning' Degree, since even a child can understand the principle of pick up and hit.

The Degrees are 'Beginning', 'Proficient', 'Skilled', 'Mastered', and 'Legend'. Only difficult Talents require 'Beginning'. Once you can use the skill, you roll against half of the lower associated Quality.

For example, the 'Archery' Talent uses Panache and Wises Qualities to shoot with. If you have the 'Beginning' Talent for it, roll equal to or below half of the weaker Quality. If your character has 5 on Panache, and 4 on Wises, your target number is 2. (4 ÷ 2 = 2, for you geniuses out there.)

Let's say your character gets better, and gains the 'Proficient' Degree of the 'Archery' Talent. Now your character would roll equal to or below your whole Wises Quality of 4.

The 'Skilled' Degree increases your talents even further, making your target number equal to or less than your higher Quality, which in this case would be your Panache, at 5.

The 'Mastered' Degree lets you roll equal to your higher Quality, plus half of your lower Quality rounded down. (5 + (4 ÷ 2) = 7)

The highest and ultimate Degree of 'Legend' allows you to roll against both Qualities together! (5 + 4 = 9)

The difficulty of any Talent test is determined by this chart below.
Simple: 1d4 - Shooting at a relatively close, unmoving target.

Moderate: 1d6 - Swimming across a slow moving river.

Difficult: 1d8 - Wounding an armored opponent with your sword.

Hard: 1d10 - Jumping your horse over a log at night, while being pursued by enemies.

Staggering: 1d12 - Climbing up a rope in armor during a windstorm while enemy arrows clatter around you.

Epic: 2d8 - Calming down your enemies by talking to them civilly during a raging battle, while fending off their deadly attacks.

Legendary: 2d10 - Leaping over a twenty foot gap while carrying an unconscious princess, all the while avoiding the fiery breath of a full grown dragon.

Nigh-Impossible: 2d12 - Catching and stopping a multi-ton boulder the size of a hut that's rolling down a mountainside to crush a house.

A full list of Talents will be available later as the system is developed further.

Name: Self explanatory
Clan: Who's your family and liege?
Age: Self explanatory
Height: Self explanatory
Weight: Self explanatory
Hair: Self explanatory
Eyes: Self explanatory
Skin: Self explanatory
Description: Tell us what ya look like, ye wee bairn! Do ye look like much, or little more th'n a fishbone!?
Languages: You gain one for free, and another per two points of Wits. The languages are Celtic (default for this series), Pictish, Danish, Saxon, and Latin. There are more 'hidden' languages, but they will be elaborated on later.

The inventory system is simple. You may carry one item per slot, and any number of minor items, which should be noted elsewhere. (Maybe on the back?)

Each line indicates one item such as a weapon, an outfit, armor, or other somewhat encumbering object. If the total weight is greater than your Might or Vigor Quality, whichever is lower, x 10 lb., then your character is encumbered. The character may not carry more than twice your Might and Vigor Qualities together x 10 lb.

For example, if your Might is 5 and Vigor is 3, then your unencumbered weight is 30 lb. (10 lb. x 3 = 30)

If you wanted to carry up to your encumbrance, your limits would be 160 lb. (10 lb. x (3 + 5) x 2 = 160)

The system is currently free, but I would ask you to credit me if you use it, and let me know how it works for you!

Mythic ©
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Ages of Man