[19:30] <+Codi> Hello everyone! My name is Codi Ruttenbur and my game is called Worlds of Myth
[19:31] <+Codi> copy pasting intro in 3,2,1
[19:31] <+Codi> Myth is Table-top role playing game literally designed to recreate the feel of an anime. Where Dungeons and Dragons, Pathfinder, and many other popular trpgs excel at making you feel like you are a character in The Lord of the Rings, Myth throws you into a more Final Fantasy or RWBY setting, with mechanical weapons, superhuman stats, big explosions, and diver
[19:31] <~Dan> (Cut off at “and diver”)
[19:31] <+Codi> huh, didn’t do the whole thing
[19:31] <+Codi> that’s a bummer
[19:31] <~Dan> (Yeah, there’s a character limit, sorry.)
[19:31] <+Codi> diverse abilities. Myth takes classic fantasy creatures such as vampires, angels, elves, and puts a sci-fi twist on them, blending together cool sci-fi action with powerful and diverse magic.
[19:31] <+Codi> Since inter-planetary travel is possible, the setting for myth is extremely eclectic. Each world you visit can have a different theme to it like a Steampunk world, a horror world, a European fantasy world, and many others.
[19:32] <+Codi> Myth functions off of a classes system. Players will build their characters from the ground up using the experience points they earn in order to “buy” their abilities or upgrade their stats. This makes for a much more progressive leveling up process. There are still levels, but they function more as mile markers with small free boosts that you get for reachin
[19:32] <+Codi> reaching that goal. These boosts are based off of the standard leveling up chart as well as your race.
[19:32] <+Codi> The race you choose is probably the biggest decision you will make in the game. It affects your stat bonuses, the number of genes you have, what spell schools you have available to you, and your racial abilities. Currently there are 7 races with another 7 planned to be released in expansions.
[19:32] <+Codi> The core races are: Angles, Vampires, Werewolves, Humans, Witches, Elves, and Jesters (yes, clown people is a thing, and a race not an occupation)
[19:32] <+Codi> Gene slots represent the number of genes you can splice into your character. Genes are a big deal in myth and it is how we handle our half-breeds. Genes can give your character access to large stat bonuses, extra spell schools, and abilities.
[19:33] <+Codi> Spell schools are spell categories, like Pyromancy which is fire magic, or Mirrormancy which is reflection style magic. So long as you have access to the given spell school, you are allowed to spend experience points in order to pick up any spell within that category.
[19:33] <+Codi> Currently there are 24 spell schools with over 350 separate spells in the core rulebook. Some spell schools are race specific, and only that particular race will have access to them unless you pick up that race’s gene.
[19:33] <+Codi> Racial abilities are pretty big, and have a huge impact on how your character will play. For instance, Werewolves can transform into a very powerful, highly customizable wolf form. Angels have one of 5 different types of wings which they can use to block bullets, cut like swords, and fire projectiles.
[19:33] <+Codi> Vampires can absorb blood points, which is a second resource that belongs solely to them and interacts with their racial spell school Sengromancy.
[19:33] <+Codi> The combat system focuses around d20 rolls and has a lot of different techniques that you can use to supplement your attacks and spells. These techniques offer a different style of attacking, blocking, dodging, or sometime separate utility based actions. They can add effects and modify chances to hit and damage.
[19:34] <+Codi> Additionally, there are advanced rules that GM’s can use that reward players for in-combat role play, allowing you to give them advantage or disadvantage on their attacks, mess with different types of damage like stat penalties, and situation destruction of terrain.
[19:34] <+Codi> For future expansions I’ve already started laying out plans for the next 12-14 books with another 7 races planned and between 22-28 new spell schools (we’ll see how some of them feel after some testing).
[19:34] <+Codi> And I think that pretty much covers the basics. Any questions?
[19:34] <+Codi> (done)
[19:34] <~Dan> Thanks, Codi! The floor is open to questions!
[19:34] <~Dan> How would you say the game captures the feel of anime?
[19:35] <+Codi> A lot of that is in the combat system. Some characters are really straight forward and just buff themselves before attacking. others will lay traps, prepare counter attacks, and reveal ultimate combos
[19:36] <+Codi> the abilities also tend to cover a much wider area than dnd and the numbers are far more exagerated, because that’s the way anime is
[19:36] <+Codi> additionally
[19:36] <+Codi> there are many expanded rules that allow players and GM to take combat in a much looser and more narrative direction
[19:37] <+Codi> for example
[19:37] <+Codi> advantage/disadvantage points and crit/nerf points affect your chances to hit and to dodge based off of how you role play an attack
[19:37] <+Codi> so instead of telling me you swing your sword, tell me about the acrobatic move you do first
[19:37] * ~Dan nods
[19:38] <+Codi> most of the spells and abilities are all based off of common anime tropes
[19:38] <+Codi> so if you’ve seen hellsing, there are characters with terrifying regeneration
[19:38] <+Codi> you can duplicate that in myth
[19:38] <+Codi> if you want to build a character like Natsu from Fairtytail, you can come very very close to that
[19:39] <+Codi> the game is designed to make anime dreams in particular come true, so characters are far more superhuman and abilities are inspired by anime
[19:39] <+Codi> (done)
[19:40] <~Dan> I see… Can you cite some anime properties that particularly influenced the game?
[19:40] <+Codi> Naruto and Bleach are the big two for inspiring the combat system
[19:40] <+Codi> Final Fantasy Crisis Children played a big part as well
[19:41] <+Codi> (done)
[19:41] <~Dan> You mentioned both sci-fi and magic… I take it that this is very much a multi-genre setting?
[19:42] <+Codi> Yes, it is a very eclectic world. guns, spaceships, and modern technology all exist, but so does magic
[19:42] <+Codi> Additionally the the universe is intentionally kept infinite
[19:42] <+Codi> players can create their own planets with their own themes
[19:43] <+Codi> and you can have characters from a variety of different worlds without feeling out of place
[19:43] <~Dan> Do you provide rules for world creation?
[19:44] <+Codi> No, that I do not since it is mostly based off of the politics that the GM’s create themselves. Once off the ground however I will be releasing a series of “Arc” books that focus on a single themed world. these arc books will feature pre-generated characters with backstories, personalities, and play style guides so that players can explore the set world
[19:44] <+Codi> of the arc book
[19:45] <+Codi> (done)
[19:45] <~Dan> Is there a unifying story behind the setting as a whole?
[19:46] <+Codi> Yes there is. Myth is a powersource, similar to mana or magic energy. it has a will of its own similar to the force, it likes variety
[19:46] <+Codi> Humans coming from a dying earth find a wormhole to the myth universe
[19:46] <+Codi> once there, they are surprised to find that their terriforming technology works way faster than intended
[19:47] <+Codi> they begin populating the worlds and something interesting happens
[19:47] <+Codi> since myth likes variety, and since it is a magical substance that is influenced by thoughts and emotions, it delved into the psyche of the humans that populated those worlds
[19:48] <+Codi> and from their subconscious pulled from old legends
[19:48] <+Codi> from a variety of different cultures
[19:48] <+Codi> many human’s offspring mutated into the other 6 of the 7 core races
[19:49] <+Codi> fearing for their safety against these new superior races,
[19:49] <+Codi> the remaining humans learned how to orginize myth in the air into a kind of super internet for spell casting they called the system
[19:50] <+Codi> this system could allow not only for fast access to information from world to world, but could also materialize and dematerialize physical objects into data
[19:50] <+Codi> this allows humans to store items in the system
[19:50] <+Codi> and to rematerialize them to use in spells
[19:50] <~Dan> (wb, Falconloft!)
[19:51] <+Codi> to use this, all humans (accept those who were captured during the early war) are given implanted brainware at birth
[19:51] <+Codi> and welcome 🙂
[19:51] <+Codi> (done)
[19:52] <~Dan> (btw, storms moving in, so if I disappear suddenly, that’s probably why.)
[19:53] <~Dan> (Ack! Scared puppy attack!)
[19:53] <+Codi> hahaha
[19:53] <+Codi> are there any other questions?
[19:53] <~Dan> So would you classify magic as “real” magic, or does it have a hand-wavy sci-fi basis?
[19:56] <+Codi> it’s much more hand wavy, shoot fireballs, regenerate limbs, teleport, etc. it’s not verbally based if that’s what you mean and it is generated from myth which is a magical energy as opposed to coming from a diety or just, existing, for no reason.
[19:57] <+Codi> (done)
[19:58] <~Dan> What’s the tech level of the setting? I assume there’s FTL travel, correct?
[19:59] <+Codi> FTL?
[19:59] <~Dan> Faster Than Light
[20:00] <+Codi> It’s more akin to teleportation, as light speed travel isn’t that fast when compared to a universe
[20:00] <+Codi> Ships can hop from certain checkpoints and then must fly the rest of the way at the speed of a rocket
[20:00] <+Codi> so you can get close to a world, but there is stills some travel time
[20:01] <+Codi> as for the rest of the technology
[20:01] * ~Dan nods
[20:01] <+Codi> it veryies from world to world
[20:01] <+Codi> though rare, there are some worlds that have very little tech and are more middle ages level of tech
[20:01] <+Codi> while others can have extreme levels of industrialization
[20:01] <+Codi> with entire planets covered in cities
[20:02] <+Codi> many genes can be reskinned to reflect this
[20:02] <~Dan> Given the apparent ease of space travel, what keeps the more primitive worlds from being colonized by the advanced civilizations?
[20:03] <+Codi> That’s a great question, and honestly one that I have not thought of. Since the world is so vast such worlds would need to be crafted with their reason for not being taken over in mind. That could be for political reasons or perhaps because of an EMP effect. It depends on the world and the GM
[20:05] <~Dan> Is magic common throughout the setting, or does it vary from place to place?
[20:06] <+Codi> Magic is more constant. I have yet to see a world without magic but that option is available if a GM wants to create a world without magic and then introduce magic-using characters later.
[20:06] <+Codi> (done)
[20:06] <~Dan> How do magic and technology interact, if at all?
[20:08] <+Codi> Again it is a world by worlds basis. On some worlds that are ruled by the system, the only magic that you will see is the use of materialization and dematerialization of physical objects into and out of data via system magic. other than that, everything will be based off of natural laws and science. On other worlds, for example worlds ruled by Witches, magic
[20:08] <+Codi> is the technology and they use a series of magical devices, incorperating it into everything.
[20:10] <+Codi> (done)
[20:10] <+Codi> sorry i keep forgetting to do that
[20:10] <~Dan> That’s okay. It’s not always necessary — just after extended answers. 🙂
[20:12] <~Dan> So you said that all of the races are mutated humans?
[20:13] <+Codi> correct, they all stem from humans with one exception that won’t be making it’s appearance for a long time. many expansions ahead.
[20:13] <+Codi> (done)
[20:13] <~Dan> So there are no aliens native to the setting?
[20:14] <~Dan> Or is that the exception you mentioned?
[20:15] <+Codi> the exception that I mentioned is an alien native to the myth universe. the other races are based off of fantasy creatures from various mythologies and so are derived from humans
[20:15] <+Codi> (done)
[20:17] <~Dan> How many worlds do you detail in the core rules?
[20:19] <+Codi> I have no set worlds in the core, but I could be convinced to add at least 10, which are the ones that I used with my players. My objective however is for GM’s to mainly focus on creating their own worlds and expand the Myth universe rather than relying on what I’ve already created.
[20:20] * ~Dan nods
[20:20] <+Codi> (done)
[20:20] <~Dan> I would suggest that having at least a few pre-made worlds to illustrate the possibilities of the setting would be helpful to players.
[20:21] <+Codi> Alright, I will take that under consideration, it is something that could easily be added
[20:22] <~Dan> Cool. 🙂
[20:23] <~Dan> Do you have a character sheet that we can see?
[20:23] <+Codi> Yes I do, but I don’t see a button to post it
[20:24] <~Dan> There isn’t one. You’d just need to cut and paste the URL, assuming that you have it posted somewhere.
[20:25] <+Codi> alright, give me about a minute and a half
[20:25] <~Dan> Sure!
[20:26] <~Dan> (Howdy, TheEvilDM!)
[20:26] <~Dan> (Meet Codi, tonight’s Q&A guest.
[20:26] <~Dan> )
[20:27] <+Codi> (Link: https://www.facebook.com/groups/FallenTheGame/)https://www.facebook.com/groups/FallenTheGame/
[20:27] <+Codi> alright, that is the link to our FB page, if anyone needs to be accepted i will do so
[20:28] <+Codi> the character sheet is the top post
[20:28] <~Dan> Opening it up now…
[20:28] <+Codi> click on the word doc and you can view it for yourselves
[20:29] <~Dan> What are the stats? I see what I assume are Strength, Agility, and Intelligence… The others I’m not sure about.
[20:30] <+Codi> Endurence (E) Spirit (SP) Combat Skill (C) Strength (Str) Aim (A) Agility (Ag) Intelligence (Int) Will and Speed (S)
[20:31] <~Dan> I see… And what is the attribute range for a normal human?
[20:31] <&Janus> (( some us don’t have facebook accounts ))
[20:33] <+Codi> The average stat for a normal human just starting is a 3. Most races, humans included, have their stats cap at 15. Angels and Vampires have their stats cap at 17. The absurdly high stat caps are due to the influence of myth which readily allows even the “normal” humans to reach superhuman abilities
[20:33] <+Codi> (done)
[20:34] <~Dan> To give us some idea of what that scale means, how much could a Strength 15 character lift?
[20:35] <~Dan> (wb, Falconloft!)
[20:36] <+Codi> A character with a 15 Str would be able to benchpress around 1,000 lbs
[20:37] <~Dan> That’s pretty impressive.
[20:38] <~Dan> How common are such superhuman “normal” humans?
[20:38] <+Codi> among players, very, among the general populous, less so
[20:39] <~Dan> Do other races have higher average stats?
[20:39] <+Codi> it’s hard for me to say exactly how common or uncommon just because characters are balanced with experience points and you choose to spend exp on upgrading stats. but I can say that on any one planet there is usually 1-5 max level characters in the populace
[20:40] <+Codi> ^ that was the answer to your previous question
[20:40] * ~Dan nods
[20:40] <+Codi> to your second question, yes, they naturally do due to stat bonuses that races get
[20:40] <+Codi> (except humans, they are flat, but they have other advantages)
[20:41] <+Codi> for example, vampires are a lot stronger and more durable
[20:41] <+Codi> so even spell caster glass-canon built vamps will have higher E and Str than their human counterparts.
[20:41] <~Dan> What are the advantages that humans have?
[20:43] <+Codi> Humans fall into the “Blank Slate” catagory of races along with Witches. these races are characterized by low stat bonuses but high gene slots. in the case of humans, they have no stat bonuses but recieve extra exp points for character creation. they also have the highest number of gene slots in the game at 5, which means you can really roid a human out.
[20:43] <+Codi> additionally
[20:44] <+Codi> humans have access to Technomancy, arguably the best spell school in the game with over 30 spells by itself. this spell school can do almost anything that any other spell school can, making it the most versatile. Finally, because of their implanted brain computers, humans can download their consciousness into clone bodies upon death, though they can only sur
[20:44] <+Codi> survive this trip so many times
[20:45] <+Codi> as they level up they gain extra lives, which no other race can do
[20:45] <+Codi> they also have some more rp advantages
[20:45] <+Codi> basically having a smart phone in your head gives you access to a lot of information at all times
[20:45] <+Codi> you just have to make checks on your google search so to speak
[20:46] <+Codi> finally, humans can carry items kindom hearts style
[20:46] <~Dan> Can you explain what that means?
[20:46] <+Codi> where they can just pop out a weapon, armor, or consumabe from nowhere
[20:46] <~Dan> Ah, I see.
[20:46] <+Codi> they are allowed 20 items worth of storage
[20:47] <+Codi> so while other races have to carry their crap, humans have the privilege of pulling it out from cyberspace.
[20:47] <+Codi> (done)
[20:48] <+Codi> If you guys would like to know more about some of the other races, I have a YouTube channel that I just started, here are the links to the Elf and Angel videos and there is a poll for the next vid on the FB page.
[20:48] <~Dan> Going back to the character sheet… I don’t see skills listed. Does the game include skills at all?
[20:48] <+Codi> (Link: https://www.youtube.com/watch?v=h_DPJ9H7QNk)https://www.youtube.com/watch?v=h_DPJ9H7QNk
[20:49] <+Codi> (Link: https://www.youtube.com/watch?v=O8PVN76K6HU)https://www.youtube.com/watch?v=O8PVN76K6HU
[20:51] <+Codi> That depends on what you mean by that term. if you mean it in a dungeons and dragons sense like religion or acrobatics, no, those do not exist and are left to role play. but the majority of the 375 pages in the document are used for a variety of skills like techniques, weapon proficiencies, armor proficiencies, spells, etc.
[20:52] <~Dan> I see… So how is task resolution handled for matters outside of combat?
[20:54] <+Codi> The closes appropriate stat is selected and advantage/disadvantage points are applied based off of your backstory
[20:54] <+Codi> for example
[20:54] <+Codi> if you were to perform open heart surgery
[20:55] <+Codi> that would mostly be based off of Intelligence, but a character who specializes in arcana would receive a penalty whereas a character who has a backstory as a doctor would receive a bonus.
[20:56] <~Dan> (Howdy, Le_Squide! Happy birthday!)
[20:56] <&Le_Squide> (Thanks Dan!:D)
[20:56] <+Codi> and Happy birthday 🙂
[20:57] <&Le_Squide> Thanks! 😀
[20:57] <+Codi> (done)
[20:57] <~Dan> So backstories serve as catch-all skills?
[20:59] <+Codi> Yes, I did that because with an infinite universe it would be very difficult and take up a lot of space in the document to write every possible skill that could ever exist. The design of the game is that combat should be fully mapped out and role play should be more free-form.
[21:01] <~Dan> What is the basic task resolution mechanic?
[21:02] <~Dan> (Howdy, AmbulatoryCortex!)
[21:02] <+Codi> success/challenge rolls. A success roll is a d20 roll adding all appropriate bonuses and compared to either a challenge rate or challenge roll. a challenge roll is basically the same as a success roll only you are rolling to prevent someone from accomplishing a task. a challenge rate is a static number generated by the GM by taking their estimate of the-
[21:02] <+AmbulatoryCortex> hey!
[21:03] <+Codi> average stat needed to accomplish a task and then adding 10
[21:03] <+Codi> it’s used to stuff like “pick up the heavy boulder”
[21:03] * ~Dan nods
[21:04] <~Dan> ( AmbulatoryCortex: (Link: https://www.kickstarter.com/projects/1653899051/worlds-of-myth)https://www.kickstarter.com/projects/1653899051/worlds-of-myth )
[21:05] <~Dan> (Howdy, KJ3!)
[21:05] <~Dan> How does combat work?
[21:08] <+Codi> there are a lot of techniques and spells with different nuances, but in general, you make a success roll, your opponent decides how they want to respond either blocking or dodging with a challenge roll. basically you both roll a d20 and add your bonuses. if you roll higher than your opponent, you hit! your damage is precalculated with no dice rolls necessary-
[21:09] <+Codi> your opponent subtracts their protection score
[21:09] <+Codi> from your damage and that is how much HP they lose
[21:09] <~Dan> Does degree of success matter?
[21:09] <+Codi> your protection score is your Endurence plus whatever armor you are wearing
[21:10] <+Codi> in terms of what you are allowed to do each turn, you can move, attack, use a passive action (free action), or alternatively, you can use a complete action and passive action, use 2 passive actions and a movement, or if you just want to book it use 2 moement actions. it sounds complicated at first, but the options are listed in teh book and once you get the
[21:10] <+Codi> hang of it it’s pretty simple
[21:11] <+Codi> and as for degree of success, in some cases that might matter with role-play rolls, but for combat rolls and most other rolls it is a pass or fail basis
[21:11] <~Dan> Hmm… So damage is always a flat score?
[21:12] <+Codi> with the acception of crit/nerf points and damage type weaknesses
[21:12] <+Codi> there are no dice
[21:12] <+Codi> the reason for that
[21:12] <&Janus> (( sorry about the services dboule restart ))
[21:13] <+Codi> is that admitedly with no armor class and a resource spell casting system, I’ve already got a good deal of things to keep track of. so cutting out another set of dice to roll made sense to speed up the flow of gameplay
[21:13] <~Dan> I would suggest making degree of success impact damage, to reflect more accurate hits. You could do so without requiring another die roll.
[21:15] <+Codi> Alright, I will take that under consideration
[21:15] <+Codi> thanks for the suggestion 🙂
[21:15] <~Dan> Certainly! 🙂
[21:16] <~Dan> Does the core rulebook include a bestiary?
[21:18] <+Codi> no it does not, (I literally ran out of room) but it does include instructions for creating monsters (which are different but not too different from characters and NPCs) and with the Arc books each one will contain a number of pregenerated monsters. The Bounty Hunters Arc in particular is set to have 80 monsters and 20 pre-made characters. most of the other-
[21:18] <+Codi> books will have 50 mons 50 npcs with some fluctuation
[21:18] <+Codi> additionally
[21:18] <+Codi> Once we are up and running with a website
[21:19] <+Codi> players will be allowed to post their besties that they make for other GMs to draw upon as a resource
[21:19] <~Dan> Cool.
[21:20] <~Dan> How does spellcasting work? Specifically, what limits are there on spellcasting? (Magic points, fatigue, etc.)
[21:24] <~Dan> (Howdy, MarkKelly!)
[21:24] <+MarkKelly> Ello
[21:26] <~Dan> Still there, Codi?
[21:26] <+Codi> the majority of spell casting is limited by the amount of myth that the spell costs and the level of action it takes to perform. for example, some spells will only take a passive action, which you can use to supliment whatever you are about to do next, while others take a normal action, which you can move and then make a normal action, while some more powerfu
[21:27] <+Codi> powerful ones take a complete action which require you to stand still. some other spells require other resources such as HP, while others that are particularly powerful and not meant to be spammed have a limited number of times they can be cast per day on top of the usual costs.
[21:27] <+Codi> (done)
[21:28] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:29] <+Codi> nope that pretty well covers it
[21:29] <+Codi> any other burning questions from anyone?
[21:30] <~Dan> I think I’m good!
[21:30] <+Codi> anyone else?
[21:30] <~Dan> Oh, standard reminder: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , if anyone is so inclined. 🙂
[21:31] <~Dan> (wb, Drew!)
[21:31] <~Dan> Thanks very much for joining us, Codi!
[21:31] <+Codi> ty for having me
[21:32] <~Dan> If you’ll give me just a minute here, I’ll get the log posted and link you. 🙂