Thursday, June 1, 2017

Solo Gaming Using Mythras Part 2: The Character and the Oracle

Yesterday was all about the setting and system. Today, you'll get to see the character and the oracle, as well as get some good background on some of the cultures in Anacaona.

Mucario, the Young Fisherman

Mucario is the character I'm running in my solo Mythras game. He fifteen years old and is a short, lithe young man at 5'4" and 103 pounds. His skin and eyes are a dark brown and his wind beaten hair is wavy and wild, covering his ears but not quite to his shoulders. Personality-wise, he was born under the Bat star sign with an ascendant Carrack sign, so Mucario is clever and wary, but has the demeanor of a driven and reckless youth. The personality chart I use is one I've made, linking the world's zodiac to different personalities. You roll twice, once for the main personality traits (the sign you were born under) and once for their demeanor (the ascendant sign on the east horizon), the mask they put on for the outside world. I'll have to post these one day.

One thing veterans of Mythras will notice is that despite Mucario being a sorcerer, he doesn't have the Shaping skill. I decided that since he is still a teenager, he hasn't quite mastered all of the ins and outs of sorcery. So while he learned two spells, he has no idea how to master them and change them. One of the rewards I plan for him is to find a tutor to teach him more about shaping. Maybe even join the ranks of the legendary mages in the Bulgaoya, an ancient college of sorcerers in the floating capital of Locanigua, Uraya.

Here is his bio:

"Mucario is a young Sulano native from the shattered island chain of Locanigua. Like his forefathers, he is a nomadic fisherman that travels between the small islands, trawling for sea creatures aboard small canoes and living in semi-permanent shelters on the islands during the hurricane season. Mucario is an only child, living with a single father named Guabano, but a huge extended family of aunts, uncles, and cousins. His mother was killed by the Blood Phage at the end of the war 6 years ago, so he has been raised by his father and his mother's eldest brother, Suyono. While Guabano has shown Mucario the family trade of fishing, Suyono has taught the lad about fighting with a fishing spear and shield to defend against pirates and slavers, an all too common hazard in Anacaona. 
When Mucario was 11, he fished up a set of protected scrolls. Instead of discarding them, curiosity took over and the young fisherman opened them. He revealed them to be a series of sorcery scrolls that showed how to cast two spells in the Spirit of the Ocean School of Magic. It took months of learning, but Mucario learned to cast Might of Waves and Call Lak-Lak, a friendly water elemental that can heal and entertain the lonely trawler. Despite knowing basic magic, Mucario never learned how to shape and enhance his cantrips and hopes to find a tutor that can show him how. 
Mucario enters his fifteenth year and passed through his rites into manhood. Tired of life as a fisherman and consumed with a desire to both fight barbary and learn more magic, Mucario took his canoe, some of his uncle's old armor, and left to make a name for himself as an adventurer. Patient and thoughtful, but naive and innocent, Mucario sailed to the harbor city of Puerto Oro and took a job as a bodyguard to a Captain Abraham Spalding of the carrrack Fortune. The pay seems good and a merchant like Spalding should have some good connections to the arcane tutors of the islands."

And his stats


Nomadic Free Fisherman

STR: 12       Action Points: 3                 1–3 Right Leg 0/4
CON: 10      Damage Modifier: +0        4–6 Left Leg 0/4
SIZ: 10        Magic Points: 13                7–9 Abdomen 0/5
DEX: 13      Movement: 6 metres         10–12 Chest 3/6
INT: 13        Initiative: +13                   13–15 Right Arm 0/3
POW: 13      Armour: Linen Armor      16–18 Left Arm 0/3
CHA: 9                                                  19–20 Head 3/4

Athletics 45%, Boating 42%, Brawn 32%, Conceal 26%, Customs 26%, Dance 22%, Deceit 22%, Drive 26%, Endurance 50%, Evade 36%, First Aid 31%, Influence 18%, Insight 26%, Locale 31%, Perception 56%, Ride 26%, Sing 22%, Stealth 41%, Swim 32%, Unarmed 25%, Willpower 36%

Lore (Trawling) 41%, Musician (Wind) 27%, Navigation 61%, Seamanship 33%, Survival 43%

Sorcery: Invocation 36%; Spells (Enhance Strength, Summon Water Elemental)

Combat Style: Locinaguan Sea Reaver 45% (Spear/Harpoon, Shield, Dagger, Bow; Excellent Footwork)

Hates Injustice 56%, Desires Arcane Knowledge 56%

Buckler Shield

Linen breastplate and brass helmet

The Oracle

The Oracle I am using is a modified version of the one found at Tiny Solitary Solider's website. I roll 2d6 and 1d3, all different colors. The first d6 is simply Yes and No. Generally it's 50/50, but I change the odds depending on whether I have a good or bad chance of the answer. So sometimes, I'll have a 2/3 chance of a yes or a 1/6 chance of a no. The d3 is And, But, and Neutral. That one stays simple. The last is a twist die, where if I roll a 6, a twist in the scene happens. I either roll for it on his table, or use a tarot card or Tangent Zero's image dice for the twist. Every time I don't roll a 6 on this, I add a cumulative plus 1 to the Twist die until I eventually roll a 6 or higher.

Beyond that, since I'm running a canned adventure, I probably won't edit it too much with twists from tarot cards and Tangent Zero's story cubes. I am looking forward to sharing the adventure later this week.

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