The purpose of Mythic Strains is to provide a roleplaying
construct that more easily permits and encourages this style of play. Instead
of contriving a collection of characters who consistently cooperate on some
(equal or unequal) level, Mythic Strains generates a chain of stories where
the focus shifts between characters, and their interactions.
For example:
| Harry Whelin Fixed: 5 of Cups - Winning smile Ace of Staves - Built like a rock Temperance - Focused Story: Page of Coins - Resilient pick-up truck |
Ghelia Mosferd Fixed: Queen of Wands - Doctor of history 7 of Staves - Aerobics class 4 of Coins - An honest broker Story: Death - Needs more excitement |
Choose 3 of them.
Give each of those a phrase to describe how the card relates to the character.
Describe any other details of the character you wish, or develop them as
you play.
| Suit | Area of Influence | Examples |
| Cups | Social activities and Influencing people | Fast talking a police officer, being the life of the party, getting someone to trust you. |
| Swords | Mental activities, cunning, and knowledge | Solving a riddle, noticing a potential threat, predicting an opponent. |
| Wands / Staves | Physical activities, power, and prowess | Breaking a door, resisting a fall, leaping from roof to roof. |
| Coins / Pentacles | Technical and financial resources and ability | Firing a gun, bribing a guard, hacking a computer system. |
Numbered cards (Ace through 10) are used for two reasons. First, any action in that arena for which this card is lowest, has d10's rolled over this number to determine hits. Second, any action not in that arena which does not have a card in the appropriate suit, is rolled under the highest number card with a d20 to determine hits. Ties in either case are failures unless the name of one of the cards is appropriate to the action being attempted.
Royalties, provide a reroll of one die per action related to the suit of
the card. They also act as numbered cards as follows:
| Face Card | Number equivalent |
| Page | 8 |
| Knight | 6 |
| Queen | 4 |
| King | 2 |
In general the role described by a minor arcana story card is to provide assistance and support (or perhaps complications and difficulties) associated with the suit of the card.
Major Arcana:
Major arcana come with several advantages and disadvantages. First major
arcana cannot act as numbered cards, and so without at least one minor arcana
a character can do nothing. On the other hand, a major arcana implies a deeper
importance to the setting. As such they can take an additional wound at the
cost of being unusable for the remainder of the story. (Wounds are described
further below.) Major arcana also provide bonuses to certain situations based
on each card. Lastly if supernatural powers are permitted in the game, major
arcana permit the use of such abilities, by being chosen as the name for
the card. This last effect is mutually exclusive with the extra wound provided
by the card, so one or the other must be selected when the card is drawn.
| Major Arcana | Effect | Supernatural Elements |
| 0 The Fool | If you miss a roll by 3 or more hits, you succeed (minimally) in spite of yourself. | Contrary, Divine Fool |
| 1 The Magician | One Reroll on any roll involving scholarly knowledge or it's acquisition. | Hermetic magic, Scholarly sorcerer |
| 2 The High Priestess | One Reroll on any roll involving personal knowledge or intuition. | Secretive magic, Spiritualism |
| 3 The Empress | One Reroll on any subtle manipulation of another person. | Enchantment, Geas |
| 4 The Emperor | One Reroll on any overt manipulation of another person. | Alignments, Mind control |
| 5 The Heirophant | One Reroll on any roll involving knowledge gained through experience. | Religious, Ceremonial magic |
| 6 The Lovers | One Reroll on any roll involving your romantic interests. | Tantra, Sympathetic magic |
| 7 The Chariot | One Reroll on any roll using non-primitive technology. | Technomagic, Mad science |
| 8 Strength | One Reroll on any roll primarily using brute force of any kind. | Willworker, Berserk |
| 9 The Hermit | One Reroll on any roll involving only yourself. | Diviner, Search for Enlightenment |
| 10 The Wheel of Fortune | One Reroll on any roll where chance plays a primary role. | Fate, Chaos magic |
| 11 Justice | One Reroll on any roll which aids the underdog or hinders the one on top. | Paladin, Vengeful dead |
| 12 The Hanged Man | One Reroll on any roll which maintains the Status Quo. | Traditionalist, In between |
| 13 Death | One Reroll on any roll which significantly alters a persons life. | Undead, Ghosts |
| 14 Temperance | One Reroll on any roll related to self-control and resisting enticements. | Ascetic, Self-denial |
| 15 The Devil | One Reroll on any roll based only on passion and instinct. | Lusts, Diabolism |
| 16 The Tower | All rolls in your presence have Drama and Difficulty increased by 1. | Madness, Ill-fated |
| 17 The Star | One Reroll on any Swords roll. | Astrology, Aliens. |
| 18 The Moon | One Reroll on any Cups roll. | Illusions, Shapeshifters |
| 19 The Sun | One Reroll on any Wands roll. | Raw power, Clarity |
| 20 Judgment | One Reroll on any successful roll. | Apocalyptic, Inescapable |
| 21 The World | One Reroll on any Coins roll. | Enlightenment, Subtlety |
| Drama | Difficulty | Action |
| 1 | 1 | Break down a door |
| 2 | 1 | Find origin of a smell |
| 3 | 2 | Fast talk a man on the subway |
| 4 | 3 | Fast talk a policeman |
| 4 | Contest | Attack someone in combat |
| 5 | 4 | Disarm a nuclear device |
| Suit | Trumps | Combat Style |
| Cups | Staves | Feints and Bluffs |
| Swords | Coins | Strategic |
| Staves | Swords | Direct and Violent |
| Coins | Cups | Better Weaponry |
A trump permits a reroll if any opponent is using the the trumped suit. A combat action should be declared for any group of combatants who are only attacking each other. Note, this often makes allies much better if the intention is to avoid being hurt, rather than to hurt the enemy. Allies typically will interfere with offensive plans.
Any hits over the difficulty may be inflicted as wounds. This is indicated
by rotating a card upside down, or inverting the card. If all your cards are
inverted your character is unable to act for the duration of the story, until
they are some how recuperated. Major arcana may be flipped over, losing their
effect to alleviate a wound. Note, this can only be done with a major arcana
which is not used for supernatural powers.
Supernatural actions are done in the same way as any other action, choosing an appropriate suit and rolling for hits. All magic should be of Drama 5, and Difficulty at least 3, or contested. This affords the opportunity for a significant failure regardless of the action. The Narrator has last say on the effects of magic, but it must be appropriate to the name chosen for the major arcana card. The most important feature of supernatural abilities is that they should be consistent from story to story. They should fit the personality and other aspects of the character using them. Keep them interesting, and don't let the effects over power the story.
Redraws:
When making a character if you really don't like any of the cards you drew, you can place them aside and draw 5 more. Build a character from these. You may continue this process, drawing one fewer each time, but at 3 cards that becomes your character. If you didn't like the 15 cards you drew before, it's probably best just to take some and start playing anyway.
Growing Characters:
Characters if they have under gone some significant change in the story,
may remove one of their permanent cards, and replace it with the story card.
In this way eventful stories allow characters an opportunity to grow and
change. The Narrator must permit this exchange, as in some cases there is
not a significant enough effect from the story to make this change reasonable.
Inspiration for Mythic Strains primarily derived from two sources. First, was the Sandman series of graphic novels, where even though there was a clear main character, stories abounded containing him as a side role or cameo. This style is also reminiscent of myth cycles, where different heroes often appear in each other's stories. As such characters and the things they do should be novel. Characters and their stories are unique, not merely because one deck of cards is used to generate them. They should be exceptional, and affect the world in which they live. May they live in interesting times.
© 2002 Mendel Schmiedekamp