Remove everything between you and play.
MythScript is a free fantasy roleplaying game for a few friends, some dice, and an evening. You describe what your Scribe does. Your Game Manager describes what happens. When the outcome is uncertain, a d20 decides how it lands, and the story moves on.
At the table
A game you play by talking
Most of a Session is conversation. The rules step in only when something is uncertain and failing would matter.
- GM
- “Rain hammers the rope bridge. Halfway across, the left rail snaps and the planks tip toward the river. Wren slides past you.”
- Player
- “I drop my pack, hook an arm around the post, and grab Wren by the collar.”
- GM
- “High Stakes Brawn Check. You’re braced on the post, so take Fortune.”
- Player
- Rolls: 17
- GM
- “A Setback. You haul Wren onto the planks, but your pack tumbles into the current below. What do you do?”
Tests
Every roll lands somewhere
Your GM names the Stakes in plain words: Low, Mid, or High. Roll a d20, add your Skill or Trait, and see where your total lands.
Test
d20+Skill or Trait+Modifiers
| Stakes | Success | Setback | Failure |
|---|---|---|---|
| Low | 10+ | 5–9 | 4 or lower |
| Mid | 15+ | 10–14 | 9 or lower |
| High | 20+ | 15–19 | 14 or lower |
- Success: you get what you wanted.
- Setback: you get it with a cost, or miss it and avoid one.
- Failure: you don’t, and the situation changes.
When circumstances favor you, roll a d6 and add it: Fortune. When they work against you, subtract one: Misfortune. Neither stacks, and each cancels the other.
Rounds
Every Round, your call
When timing matters, every Scribe starts each Round with 3 Action Points. Every Action lists what it costs, and how you spend them is up to you.
Ways to Spend 3 AP
- Attack, Attack, DefendStrike twice, then raise your Shield.
- Move, Attack, HideClose in, strike, and slip out of sight.
- Move, ReadyTake the doorway and hold an Attack for whatever comes through.
Your Class adds a Drive: a resource you earn by playing to your strengths and spend on Feats and Spells.
Your Scribe
Three Classes, no subclasses
Your Class sets how you fight, your Species your body and blood, and your Society the life you led before the adventure.
- EvokerDrive: ManaHarnesses the supernatural through will and ritual, and gains Mana as they Cast Spells.
- FighterDrive: VigorTurns body into weapon, and gains Vigor with every melee hit.
- StalkerDrive: NerveReads the battlefield and strikes from shadow, and gains Nerve when they Attack with Fortune.
After that, one currency grows everything. Spend Skill Points on your six Skills, which raise your three Traits along the way, or save them for Feats. Your character is a set of choices, not a build to look up.
Rules As Written
Rules you can read in one breath
Every term in MythScript means one thing and has its own entry. Rules are short statements, linked to everything they touch, so a question at the table is settled by reading, not debating.
From RAW, Fortune:
Core Rule—Fortune
- Roll an extra d6 and add it to your Flat Roll.
- Multiple instances of Fortune don’t stack. Roll the extra d6 only once.
- Fortune and Misfortune cancel each other. If you have both, roll neither.
The whole game is here and free to use: the Player Codex, every Spell, item, and Feat, and the reference that ties them together. Nothing to unlock.
Familiar on purpose
You already know how to play
If you’ve played a d20 fantasy game, you know most of MythScript already: roll high, Hit Points, Conditions, Initiative, six-second Rounds, and a character made of a Class, a Species, Feats, and Spells. MythScript keeps those familiar pieces and trims what slows a table down, so a new group can play at full speed in their first Session.
Start here