Mythras - M-Space - Reflux.pdf

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REFLU X
a scenario for M – SPACE
clarence redd
R E F LU X
clarence redd
FrostByte Books
R E F LU X 1. 0
written & edited by clarence redd
cover art by matthias utomo
interior art by ronan de fur, axel torvenius,
clarence redd & pheidel
special thanks to jargogle bamboozle,
pete nash & lawrence whitaker
This product references the Mythras
Imperative rules, available from The Design Mechanism at
w w w.thedesignmechanism.com and all associated logos and
trademarks are copyrights of The Design Mechanism. Used with permission. The
Design Mechanism makes no representation or warranty as to the quality, viability,
or suitability for purpose of this product.
ISBN: 978-91-982393-2-4
© FrostByte Books 2017. All rights reser ved
Contents
Introduction
Synopsis
Setting Background
Passage 1: The Mission
Passage 2: Arriving at Qioria
Passage 3: Yllm Investigations
Interlude: Security Forces
Passage 4: Sneaking Out of Yllm
Passage 5: Valley of the Dead
Passage 6: Leaving Qioria
Conclusion
List of NPCs
Locations
Lifeforms
Additional Rules
Organisation Stats
006
008
032
042
054
075
078
086
106
116
122
146
156
170
178
188
Introduction
T
his is an introductor y scenario for
M-SPACE
, suitable for 2-5 beginner
characters. It introduces the characters to
The Weaver
setting, telling
an epic stor y about a dying empire called The Constellate. Small king-
doms and federations have risen in its wake, fighting for power, while the
baroque empire struggles to keep its rotten core from collapsing. In this
chaotic age, hope seems to emanate from the long forgotten teachings of
The Weavers – a species almost wiped out by The Constellate’s forces,
centuries ago.
The main rulebook for
M-SPACE
is required to get the most out of this
book, however the scenario is useful with any BRP-based game.
How to Use This Book
Scenarios are like first draft manuscripts, describing a small par t of a
setting with a chain of events linked to it. The GameMaster prepares by
reading the entire book, before clarif ying any rules that feel unclear. On
the game night (or day), the GM sets the stage for the players by describ-
ing the star ting conditions of each scene. The players will then dictate the
actions of their characters, with ever yone creating an interactive stor y-
telling experience together.
6
IN T R O D U C T I O N
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