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05:52, 24th April 2024 (GMT+0)

Game Rules.

Posted by StorytellerFor group 0
Storyteller
GM, 2 posts
Sun 13 Oct 2019
at 19:36
  • msg #1

Game Rules

1.Try to post at least twice a week. Remember, posting keeps the game moving!

2.Give others a chance to reply too. If you're the last one who posted in a thread, and you feel the need to post again, consider editing your last post instead.

3.Keep it friendly. Your characters may fight, but players should stay polite. We're all here to have fun, after all.

4.This game is rated G. That doesn't mean it's a comedy, only that if it wouldn't be shown on a Saturday morning, it shouldn't be described 'on camera'. It may have reference to mature events, but you'll only hear about them.

5.I'll take care of making the rolls, using an off-site program. When you want to roll something, note your attribute at the end of your post, with any modifiers you have that could apply.

6.You all start at the same place, but you don't have to stick together. The gyms will adapt their challenge to the size of your group, and you can challenge them in almost any order.
This message was last edited by the GM at 15:17, Tue 15 Oct 2019.
Storyteller
GM, 3 posts
Sun 13 Oct 2019
at 20:34
  • msg #2

Game Rules

FATE CHART

Acting RankMinus 2+MinusWeakLowBelow Av.Av.Above Av.HighExceptIncredAw.SuperSuper 2+
Minuscule 2+105091525862108315821582008100810-20770-20770-40730-40730-55700-6568
Minuscule15759610509152586315842108315821582008100810-20770-20770-35740-4572
Weak1890991575961050917358852586315842108315821582008100810-15780-2576
Low1995100178598136594105091945905258631584210831582158215820-5800-1578
Below Av.201000189099157596115592105091735884208531584210831582158200810-1079
Average2110501995100178598157596136594105091735885258631584210832108315820-580
Above Av.22110019951001890991785981680971365941050919459052586420853158415820081
High2311502010001995100189099178598157596115592105091735885258642085210831582
Exceptional241200211050199510019951001890991785981575961365941050919459073588315841582
Incredible25125023115020100019951001995100189099168097157596115592105091945904208521083
Awesome261300251250221100199510019951001890991785981680971365941155921050915258621083
Superhuman3015002914502613002010002010001995100199510018909917859816809715759610509152586
Superhuman 2+34170033165030150024120024120020100020100019951001995100189099189099157596105091

This is the Fate Table that governs any checks in Mythic, and is reproduced here so players can have a basic idea of what their odds of success are.

When making a roll, you find the acting character's rank on the left, and cross-reference the difficulty at the top. The central number is the highest you can roll and still succeed. The upper-left number indicates the critical success, and lower-right the critical failure number.
This message was last edited by the GM at 23:21, Sat 02 Nov 2019.
Storyteller
GM, 4 posts
Mon 14 Oct 2019
at 21:53
  • msg #3

Game Rules

CHARACTER CREATION

Your character's attributes, abilities, and resources are described by the qualifiers above, from Minuscule to Superhuman. The character points cost of those descriptor is as follows:


Minuscule:    1
Weak:         2
Low:          3
Below Av.:    4
Average:      5
Above Av.:   10
High:        15
Exceptional: 20
Incredible:  25
Awesome:     30
Superhuman:  35



ATTRIBUTES:

Each characters have seven attributes:
 - Strength Raw physical power.
 - Agility Grace and balance.
 - Reflex Reaction speed and accuracy.
 - IQ General capacity to process and analyze information, not knowledge.
 - Intuition Perception and awareness.
 - Willpower Mental endurance.
 - Toughness Physical endurance.
Starting characters have 30 points to buy their attributes, and cannot buy an attribute higher then Exceptional. Note that you will have a chance to take Weaknesses to get more points, and left over points can be spent on later steps.


ABILITIES:

Those are your learned skills. Unlike attributes, you only have the abilities you choose to purchase. Here are a few samples Abilities you could choose:
 - Combat skill  It's not common for trainers to fight themselves, but martial artist and soldiers would know some form of combat.
 - Pokémon Knowledge  To figure out Pokémon trivia and information.
 - Technical Knowledge  General engineering, mechanical, and electrical knowledge.
Starting characters have 10 points for their abilities. You can also use any left over points from the Attributes, and extra points from Weaknesses.


RESOURCES:

Instead of keeping track of individual Poké balls and potions, most of your equipment will be tracked in an abstract fashion, and treated like Abilities. Unlike Attributes and Abilities, Resources are likely to go up or down during the game as you use them or make purchases.
 - Poké balls  How many Poké balls your character has, and how good they are. A Weak score means you have only a handful of Poké balls, while a score of High would represent a collection of Special balls, Great balls, and maybe a few Ultra balls. When you try to catch a Pokémon, this is the stat that will be used.
 - Healing Items  Your reserve of potions, berries, and status-healing medicine. Weak means you have a pair of potions or Oran berries. High would be the equivalent to what an EMT would carry. This is the stat used when you try to heal your Pokémon.
 - Survival Gear  Traveling trainers spend a lot of time camping. This stat represent how much traveling gear you have. Low mean you only have your pack and the clothes on your back, while Exceptional means you have complete camping gear.
 - Poké Dollars  This is how much money you have available. A Weak score means you've got about 100$. Average is around 3000$, while Exceptional would be about 100000$. The main use of your money is actually to increase your other Resources. A high Poké Dollars stat will make it easier to increase your other resources, though your Poké Dollars will like go down at the same time.
Starting character have 10 points to buy their starting resources, plus whatever is left from the other categories and any left-over Weakness points.


STRENGTH AND WEAKNESSES:

Strengths are special talent your character may have, while Weaknesses are unique flaws. The usual effect for both is to shift the acting rank of a check up or down by the trait's level, though other advantages or disadvantages are possible.
The point cost of a Strength (and the point return of a Weakness) is 5 per level. The value is halved if the trait is rarely used, or doubled if it's constantly used.
Example: a Phobia of Dragon Pokémon would be Rare, while one of open spaces would be Constant.

Example of Strength:
 - Poké Ball Crafting  Makes it easier to improve your Poké Balls score (a Rare effect).
 - Forager  Gives a bonus when using Intuition or IQ to find useful items. Limiting this Strength to one of Plains, Forest, Cities, or Near Water reduce the cost by 5. Limiting it to one of Swamp, Mountains, Deserts, or Snow Fields reduce the cost by 10.
 - Pokémon Expert  Gives a bonus when trying to identify a specific Pokémon's abilities (rather than the general capacities of a specie). Limiting the advantage to a specific type halves the cost.
 - Pokémon Friend  Makes it easier to befriend and understand Pokémon behaviour.
 - Pokémon Trainer  Makes it easier to train a Pokémon during off-time.

Example of Weaknesses:
 - No Sense of Direction  Gives a penalty when trying to reach a specific location.
 - Phobia  Gives a penalty when faced with a specific situation or type of Pokémon.
 - Spendrift  Gives a penalty when trying to increase a Resource.

You do not receive character points to buy Strength. If you want one, you need to use points from other categories, or take Weaknesses.


Remeber that the Abilities, Strengths and Weaknesses listed are examples. If you have ideas that would fit your character, feel free to suggest them, and we'll see if it would fit, and how much it would be worth.


FAVOR

This is the ace up your sleeve. By spending Favor, you can turn a failure into a success, or a success into a critical success. Every Favor point spent will increase or decrease a dice roll by 1, to a limit of 25 points on a single roll. Since I'm making the rolls, you'll have to tell me how you want to use your favor. The basic details I'll need...
What you want to influence:
 - Every rolls
 - Only when attacking or dealing damage
 - Only to avoid getting hit or damage
Degree of change:
 - Just to avoid critical failure
 - To avoid any failure
 - To get Critical Success
How much you want to spend:
 - No more than X or a single roll
 - No more than X in a single fight
 - Until you have X left in your pool
You start with 50 Favor in your pool. You will earn more Favor by completing quests.
This message was last edited by the GM at 15:47, Thu 17 Oct 2019.
Storyteller
GM, 10 posts
Tue 15 Oct 2019
at 19:16
  • msg #4

Game Rules

POKÉMON


ATTRIBUTES

Your Pokémon's attributes are rated in the same way your character's is, though they only have the six classical stats:
 - HP   The equivalent of Toughness.
 - Att   This is used to see if physical attack hit or not. The attack's damage is determined by the move used.
 - Def   The Pokémon's ability to avoid physical attack.
 - Sp. Att   As Att, for special moves.
 - Sp. Def   As Def, for special moves.
 - Speed   The equivalent of Reflex. A large disparity between Pokémon's Speed could lead to the faster one attacking multiple times.


ABILITIES

Pokémon will always have at least one Ability, but can learn more over time. This includes learning what are 'hidden abilities' in the video game.


MOVES

Every Pokémon has a series of Moves, dictating what attacks they can use. Unlike the game, your Pokémon can learn up to six moves, on top of it's most basic attack (usually Tackle).
Moves have a Power rating using the same scale as attributes. The Move's type can also modify it's Power and damage check. Moves with the same Type as your Pokémon will have a Power one rank higher then normal. Using a Move that is Super-Effective or Resisted will shift the damage check by 2 rank.
Immunity works differently here. Instead of doing nothing, the Move will have a -4 rank penalty to hit, and a is considered Resisted as well. That means a strong enough Pikachu could actually knockout a ground Pokémon with his Thunder, as in the cartoon.
Some Moves also have an Accuracy penalty for less accurate attacks, or rarely a bonus for accurate attacks. Some of them also have special effects or traits that can modify their effect in combat.


LEVELING AND EVOLVING

Any time your Pokémon is involved in a fight (or in some sort of significant challenge), they have a chance to 'Level up'. If they do, they will gain either a stat increase, a new move, or an ability. If it has earned enough stats and moves, it may also evolve. The improvement you get is usually random, but you may get a choice on occasions. If your Pokémon doesn't level up after a fight, he will probably get Experience, giving him an increased chance to level up after the next fight.
Another way to improve your Pokémon is through training. You select what stat you wish to improve, and make a contested check: your Will against your Pokémon's stat. If you succeed, at the end of a day of training, your Pokémon's stat will improve by a rank.
Storyteller
GM, 11 posts
Wed 16 Oct 2019
at 03:09
  • msg #5

Game Rules

COMMAND AND COMBAT

To keep combat moving, I won't have you describe your action for every individual turn. Instead, you describe a strategy for a few turns, along with a condition to end it. For example: Growl until he's at -3. I'll roll a series of turn, then give you a chance to change your plans when the situation changes. This applies to both Pokémon battles and Trainer combat, should the situation arise.

Note that your Pokémon are independent creatures. Depending on how they feel about you, they may refuse to obey your command, or act on their own. Dealing with that will require role-playing on your part.
Storyteller
GM, 14 posts
Fri 18 Oct 2019
at 14:29
  • msg #6

Game Rules

MYTHIC QUESTIONS

The Mythic RPG has often been described as the 'magic 8-ball rpg'. Resolving tasks is done by asking a Yes/No question, and using the chart to get an answer. For reference, I'll list some of the most common questions and answers in this thread.

Does the Player act first?
Acting rank: Reflex or Speed      Difficulty rank: Opponent's Reflex or Speed
Modifiers: Surprise (+/-3), Wounds, Encumbrance (+/-1), Distraction (+/-1)...
YES: The player gets to attack first.
NO: The opponent gets to make the first attack.
Ex YES: The player is fast enough to overwhelm his opponent. He gets to attack, and ask this question again with a -2 modifier instead of facing a counter-attack.
Ex NO: The opponent is overwhelmingly fast. He gets to attack, and the player doesn't get a counter-attack. However, the player has a +2 modifier when he next as this question.

Does the attack connects?
Acting rank: ATT, SpA, or Combat Skill      Difficulty rank: Opponent's DEF, SpD, or Combat Skill
Modifiers: Unskilled (-2, uses Reflex); Hasty, Distracted, Somewhat burdened, Limited visibility (-1); Severely limited visibility (sand in the eyes, -3); No visibility (total darkness, -4); Small target: Head or soccer ball sized (-1), Limb sized (-2), Hand or held item (-3)
YES: The attack hits.
NO: The attack misses.
Ex YES: Critical Hit! Pokémon moves have +2 RS to their Power. Human attacks either get bonus damage, or have a special benefit like disarming the opponent.
Ex NO: The attacker misses badly, and doesn't get to act on the next turn.

Does attack cause a wound?
Acting rank: Move or Weapon's Power       Difficulty rank: Opponent's HP or Toughness
Modifiers: Hasty (-1), Targeting a weak spot (+1 or 2), Type is Resisted or Immune (-2), Type is a Weakness (+2)
YES: The target takes a wound.
NO: The target is bruised, but not seriously injured.
Ex YES: One-Hit KO! The target passes out. A lethal attack also leaves the victim dying...
Ex NO: The attack not only didn't hurt, the attacker has left itself open after the hit! Effect varies, but a +2 RS to opponent trying to hit the attacker is a likely option.


Is the Player able to heal his Pokémon?
Note: Can be asked once per battle, and once after each long rest.
Acting rank: Healing Items        Difficulty rank: Pokémon's HP
Modifiers: After a day of rest (+2), Pokémon is unconscious (-3, and KO counts as a status), Pokémon's Wounds (counts against the Difficulty rank)
YES: The player can heal one wound or one status for free, or reduce it's Healing Items rank by one to heal all the Pokémon's wounds and status effect.
NO: The player can reduce his Healing Items rank by one to heal one wound or one status effect.
Ex YES: The player can heal all of the Pokémon's wounds and status effect for free.
Ex NO: The player tries their best, but it's just not enough. Their Healing Items drop by a rank, and the Pokémon remains injured.


Does the Player's Attribute or Ability increase by one rank?
Acting rank: Willpower (if training) or Abstract rank for Attribute. Related Attribute for Ability.     Difficulty rank: New rank that the Attribute or Ability will rise to.
Modifiers: If training, poor instruction or resources (-2), interruption (-1), training multiple Attribute (+1 Difficulty). For Ability, complexity (+2 Difficulty).
YES: The player's Attribute or Ability increases by one rank. New Ability get a rank of Weak.
NO: The attempt failed, no changes.
Ex YES: The player took to the advancement naturally, accomplishing it in half the time.
Ex NO: The attempt failed, and if the player was training, he wastes twice the normal time.


Does the Player succeed at purchasing an item?
Acting rank: Pokédollar     Difficulty rank: Abstract rank based on the item's price (see THE STORE below)
Modifiers: Buying on the black market (-1), Relationship with the merchant (+ or -1)
YES: The player acquires the item, but unless the difficulty is 3 rank lower than his Pokédollar, his Pokédollar drops by 1 rank.
NO: The player doesn't have enough money on hand to make the purchase.
Ex YES: The player finds a good deal, and his Pokédollar is unchanged.
Ex NO: Scam! The player's Pokédollar changes as under YES, but the item he gets is a fake, or defective. If it was bought on the Black Market, he stumbles on a sting operation instead.
This message was last edited by the GM at 18:38, Sat 09 Nov 2019.
Storyteller
GM, 15 posts
Fri 18 Oct 2019
at 16:02
  • msg #7

Game Rules

TELEPORTATION

Some abilities, like the move Teleport, need to be successfully activated. As with every action, this is resolved with a question:

Do I teleport where I want to?
Acting rank: Willpower or SpA      Difficulty rank: Distance (see below)
Modifiers: Familiarity with the destination, Number of extra passenger (-1 per person)
YES: The teleportation works, but the user is tired (a -1 wound until he takes a long rest)
NO: The user fails to teleport. He can try again after a short rest, or if he reduces the difficulty (by taking less passenger, or picking a closer destination)
Ex YES: The teleportation is successful, and took no effort
Ex NO: The teleportation failed, badly. The user is teleported to a random location, and his Teleportation ability is unusable until he takes a long rest.

Familiarity:
 - Unknown location: cannot teleport
 - Specific distance and direction: -2 RS
 - Location visible: -1 RS
 - Location recently seen (ie: last Pokémon Center): no modifier
 - Location visited regularly (a favorite café): +1 RS
 - User's Home: +2 RS

DistanceDifficulty
30 cmMinuscule 2
1 m (out of grapple)Minuscule
2 m (past a wall)Weak
5 m (out of a room)Low
12 mBelow Average
25 mAverage
100 mAbove Average
500 mHigh
2.5 kmExceptional
10 km (2h of travel)Incredible
40 km (A day of travel)Awesome
200 kmSuperhuman
Across a regionSuperhuman 2
Across oceanSuperhuman 3
World wide travelSuperhuman 4

This message was last edited by the GM at 19:05, Mon 21 Oct 2019.
Storyteller
GM, 30 posts
Sat 26 Oct 2019
at 17:54
  • msg #8

Game Rules

THE SHOP

Although most equipment is left abstract, there are times when you want more specific items. As a rule of thumb, here's a general chart of how hard buying an item is. If you're not sure how much something cost, just ask about it.

Item CostDifficulty
$3 or lessMinuscule 2
$3 to $10Minuscule
$10 to $30Weak
$30 to $100Low
$100 to $300Below Average
$300 to $1000Average
$1000 to $3000Above Average
$3000 to $10kHigh
$10k to $30kExceptional
$30k to $100kIncredible
$100k to $300kAwesome
$300k to $1MSuperhuman

TM
TMs are one use items that teaches Pokémon certain moves... as long as they have the affinity for it. Here's the list of TM moves we'll use, as well as their difficulty.

Average: Confide, Embargo, Frost Breath, Quash, Safeguard, Swagger, Taunt, Torment.

Above Average: Acrobatics, Aerial Ace, Attract, Brick Break, Bulk Up, Bulldoze, Calm Mind, Charge Beam, Dark Pulse, Dazzling Gleam, Dig, Double Team, Dragon Claw, Dragon Tail, Dream Eater, Echoed Voice, Energy Ball, False Swipe, Flame Charge, Flash, Flash Cannon, Fling, Frustration, Grass Knot, Gyro Ball, Hail, Hidden Power, Hone Claws, Incinerate, Infestation, Light Screen, Low Sweep, Nature Power, Payback, Poison Jab, Protect, Psychic, Psych Up, Psyschock, Power-Up Punch, Rain Dance, Reflect, Rest, Retaliate, Return, Rock Polish, Rock Smash, Rock Tomb, Roost, Round, Sandstorm, Scald, Shadow Ball, Shadow Claw, Sky Drop, Sleep Talk, Smack Down, Snarl, Steel Wing, Stone Edge, Struggle Bug, Substitute, Sunny Day, Swords Dance, Thief, Thunder Wave, Toxic, Trick Room, Venoshock, Volt Switch, Wild Charge, Will-O-Wisp, X-Scissor.

High: Blizzard, Earthquake, Explosion, Facade, Fire Blast, Flamethrower, Focus Blast, Giga Impact, Hyper Beam, Ice Beam, Overheat, Rock Slide, Sludge Bomb, Sludge Wave, Solarbeam, Thunder, Thunderbolt, U-Turn.
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