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15:41, 4th May 2024 (GMT+0)

Mythras rules summary.

Posted by GMFor group 0
GM
GM, 35 posts
Sun 5 Dec 2021
at 02:47
  • msg #1

Mythras rules summary

The Basics

All skills are rolled on 1d100.  Rolling equal to or less than your skill is a success, rolling higher than your skill is a failure.  01-05 is always a success, and 96-100 is always a failure, no matter your score.  Rolling one tenth of your skill (rounding up) is a critical success, and rolling 99 or 100 is a fumble (but if your skill is 100 or higher than only 100 is a fumble).

Any modifiers due to a task being particularly easy or difficult are applied to your skill value, not the die roll.  This means that these modifiers will also affect your target number for a crit.


Opposed Rolls

Both participants roll against their own skill, and whoever gets the better success level wins.  If both roll the same level of success, the winner is the one who rolled higher.  If both rolls fail at the same level, the GM describes the ensuing tense standoff or comical mishaps (GM's choice).

If at least one participant in an opposed roll has a skill over 100, then (highest skill-100) is subtracted from everyone's skill level (so whoever has the highest skill is now rolling vs 100, and everyone else is rolling vs a much lower number).


Augmenting

If you are attempting to use a skill and you can make a reasonable argument that a second skill should help here, you may add one fifth of the secondary skill to the target number for the roll.  This does not affect the thresholds for critical success or fumbling.  You may also help another character in the same way.  Any skill roll can only be augmented by one secondary skill, whether it is your own or someone else's.


Passions

Passions are mostly roleplaying cues; they describe some of your character's most important values, and give a measure of just how important those values are.  Sometimes they can be rolled in the same way as skills to determine how your character will act in a situation that tests these values - for example, if your current mission requires you to act contrary to one of your Passions, or if a situation pits two Passions against each other.  In this case, a success would mean that you act in accordance with the Passion, and a failure would mean that you ignore it and act differently.  In some situations you may also be able to roll against a relevant Passion instead of Willpower to resist social or magical coercion.  Lastly, you may use a Passion to augment a skill as described above.


Luck

You may spend 1 Luck point at any time to get one of the following benefits:
-reroll any die roll that you just made, or swap the digits on a d100 roll
-force an opponent to reroll any roll they made against you
-gain 1 Action Point
-reduce a Major wound to a Serious wound (damage taken is reduced to 1 less than the amount needed for a Major wound)
-make one last heroic action before succumbing to a Major wound

There is also a Group Luck pool.  Any PC may spend Group Luck in the same way as personal Luck, but only to benefit another member of the group.

All personal and group Luck points refresh at the beginning of the next session/chapter/whatever we're going to call it.
GM
GM, 36 posts
Sun 5 Dec 2021
at 02:47
  • msg #2

Mythras rules summary

Combat Summary

Initiative


At the start of combat, everyone rolls 1d10 and adds their Initiative Bonus.  Action goes from highest to lowest score.  Initiative scores stay the same from round to round unless something specifically changes them.


Action Points

Any action in combat costs 1 AP.  You may only spend 1 AP per turn, even if you have more than that.  You may also spend AP to react to others, such as to parry an attack, with a limit of 1 reaction per threat (but no limit on how many reactions per round, as long as you have the AP for it).  If everyone has acted and you still have AP remaining, you may take another action, again going in initiative order with anyone else who has leftover AP.


Attacking and Defending

1. Attacker rolls for whichever Combat Style they are using.
2. The defender may opt to roll for their Combat Style to parry, or roll Evade to dodge.  They do not have to make this choice until after they see the result of the attack roll.  Note that missile attacks can only be parried with a shield.
3. If one combatant rolled a higher success level than the other, they get a number of special effects equal to the difference in success levels (except in the case of a failure vs a fumble, then there neither one does anything to the other).  If the defender did not roll to parry, this is treated as if they had rolled a regular failure.
4. If the attacker succeeded, roll for hit location and damage.

Parrying - if the attacker succeeds, and the defender also succeeds on a parry roll, compare the size of their weapons.  If the defender's weapon or shield is equal or larger than the attacker's weapon, they prevent all damage.  If it is one size category smaller than the attacker's weapon, they still take half damage.  If it is at least two size categories smaller, then they do not prevent any damage.  Even in this case it may still be worth rolling to parry, as a good roll will still reduce the number of special effects the attacker gets.

Evade - treat this as an opposed roll of (attacker's Combat Style) vs Evade.  If the defender wins, they take no damage at all, but are now prone after dropping to the ground or jumping out of the way.  If the attacker wins, they deal damage as normal and get special effects as if the defender had failed a parry roll.


Damage and Healing

Hit points and wound levels are tracked separately for each body area.
Minor wound - still have at least 1hp remaining - no additional effect
Serious wound - 0hp or below - permanent scarring, unable to attack or start spellcasting for 1d3 rounds, and make an opposed Endurance roll against the attack roll that caused this injury (if you lose, an injured limb becomes unusable until it is healed to 1hp, and an injury to another location knocks you unconscious for 1 minute x damage taken from the most recent injury)
Major wound - negative hp equal to starting hp for that area - victim is immediately incapacitated (unconscious if injury was to head, chest, or abdomen) and makes an opposed Endurance roll against the attack roll (if you lose, a limb injury results in unconsciousness, and an injury to another location causes instant death), and death from blood loss will occur in seconds or minutes (depending on location of injury and your Healing Rate) if not stabilized - also, no natural healing until treated with a successful Healing roll, and there may be a permanent loss of hp to that location (GM's discretion, depending on what caused the injury)

Natural healing requires rest, with some light activity permitted but more strenuous activity giving a 1d3 penalty to your Healing Rate.  You recover your Healing Rate in hp per day (Minor), week (Serious), or month (Major).  When a Serious or Major injury has healed enough to move into a lesser category of injury, healing speeds up accordingly.
GM
GM, 109 posts
Group Luck: 3
Fri 27 May 2022
at 14:56
  • msg #3

Mythras rules summary

Special EffectOffenseDefenseRequirementsSummaryStacks?
Accidental Injury XAttacker fumblesAttacker rolls damage against themselves 
Arise X Defender gets back to their feet 
BashX Shield or bludgeoning weaponDefender is knocked back a short distance 
BleedX Cutting weaponEndurance vs attack roll or take Fatigue due to bleeding 
Blind Opponent XDefender critsEvade vs parry roll or blinded for 1d3 turns 
Bypass ArmorX Attacker critsIgnore worn or natural armor when rolling damageX
Choose LocationX Crit required for ranged attacks but not meleeChoose hit location instead of rolling 
Circumvent ParryX Attacker critsDefender's successful parry has no effect 
Close RangeXX Move in closer, giving advantage to smaller weapons 
Compel SurrenderXXTarget is at some kind of disadvantageWillpower vs (attack or parry roll) or else target capitulates immediately 
Damage WeaponXX Damage is dealt to a weapon rather than to the opponent 
Disarm OpponentXX Combat Style vs (attack or parry roll) or else weapon is flung from target's hand 
Duck BackX Ranged attackAttacker can immediately Take Cover as a free action (if there is adjacent cover) 
Enhance Parry XDefender critParry successfully blocks all damage even if the parrying weapon wasn't big enough 
EntangleXXEntangling weaponThe location that was hit becomes entangled 
FlurryX UnarmedSpend 1 AP to immediately make another unarmed attackX
Force FailureXXOpponent fumblesCombine with another special effect that allows an opposed roll to resist - target automatically fails that roll 
GripX UnarmedPrevent target from changing melee range or disengaging from melee 
ImpaleX Impaling weaponRoll twice for damage and choose which to keep, and the target takes a penalty on all rolls until the weapon is pulled out of them again 
MarksmanX Ranged attackChange to an adjacent hit location that would be possible to hit 
Maximize DamageX Attacker critsOne die of weapon damage is automatically set to the highest possible rollX
Open Range X Back away, giving advantage to longer weapons 
Overextend Opponent X Target is off balance and cannot attack next turnX
OverpenetrationX Ranged attack; attacker critsShot passes through first target and deals half damage to the next target in a straight line 
Pin DownX Ranged attackWillpower vs attack roll or else target must stay behind cover and cannot shoot back next turnX
Pin WeaponXXCritical onlyOne held weapon or shield is unusable until target breaks free 
Prepare Counter X Secretly choose one special effect; if the target tries to use that effect on you later in this fight, it instantly fails and you get a special effect on them insteadX
Press AdvantageX  Target cannot attack on their next turn 
Rapid ReloadX Ranged attackReload time for your weapon is reduced by 1X
RemiseX Small weaponOn target's next turn you get a free follow-up attack with a small weapon 
Scar FoeXX Inflicts a permanent, possibly disfiguring scar 
Select Target XAttacker fumblesThe attack is redirected and does damage to a different target 
Slip Free XDefender critsAutomatically escape being entangled, gripped, or pinned 
Spoil SpellX  If the hit deals damage, any spell the target was casting automatically fails 
Stand Fast X Prevents knockback from the incoming attack 
Stun LocationX Bludgeoning weaponEndurance vs attack roll or else target location is unusable for a few rounds 
SunderX Axe or two-handed weaponDamages target's armor in that location 
Take WeaponXXUnarmedCombat Style vs (attack or parry roll) or else target's weapon is stolen 
Trip OpponentXX (Brawn, Evade, or Acrobatics) vs (attack or parry roll) or else target falls prone 
Weapon Malfunction XRanged attack; attacker fumblesAttacker's weapon cannot be used again until they take time to repair it 
Withdraw X Automatically disengage and move out of that attacker's reach 

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