Scene Mechanics

Scene Check, Chaos Factor adjustments, Random Events, Altered/Interrupted scenes, and the Scene Adjustment Table.

Chaos Factor

Starting value: 5. Range: 1–9. Tracks how out of control the overall situation is — not whether the PC succeeded at their immediate task.

End-of-Scene Adjustment

Ask: “Is the overall situation more or less chaotic than when this scene started?”

OutcomeCF Change
PC drove the scene AND no significant external pressure accumulatedCF −1
Mixed — goals achieved but at cost, new obligations, ticking clocks, reactive to NPC agendasCF +0
PC was reactive, failed at goals, or the situation deterioratedCF +1

The most common result is CF +0. A scene where the PC completes a mission but gains two new obligations and a clock ticks is mixed, not in control. Tactical success alone does not mean situational control.

CF affects Fate Chart thresholds (higher CF = more Yes answers), Random Event frequency, and Scene Check intensity.


Scene Check

Before every scene (except the first scene of a new adventure): roll 1d10 vs current CF.

RollResult
Odd AND ≤ CFAltered — scene happens but one element changes
Even AND ≤ CFInterrupted — scene does not happen; something else occurs instead
> CFNormal — scene plays as expected

Automatic Interrupt: When you have no idea what happens next, skip the CF roll and declare the next scene an automatic Interrupt. Then generate the scene from the Random Event tables.

Scene Adjustment Table (for Altered Scenes)

Roll d10 to determine what changes:

d10Adjustment
1Remove a character
2Add a character
3Reduce or remove an activity
4Increase an activity
5Remove an object
6Add an object
7–8Make two adjustments (roll twice, reroll 7–8)
9–10Reroll or choose contextually

Alternative Altered Scene methods: (1) play the next most expected scene, (2) tweak one element via Fate Question, (3) use the table above.


Random Events

Trigger: Doubles on d100 Fate roll where single digit ≤ CF, or any Interrupted Scene.

Generates an event in addition to the Fate answer.

Event Focus Table

Roll d100 to determine what kind of random event occurs:

d100Focus
1–7Remote Event — something offscreen; PC learns about it now
8–28NPC Action — an existing NPC does something; roll Characters List
29–35New NPC — a new character enters the situation
36–45Move Toward Thread — progress on existing thread; roll Threads List
46–52Move Away from Thread — setback on existing thread; roll Threads List
53–55Close Thread — resolved or nullified; roll Threads List
56–67PC Negative — something bad for the PC
68–75PC Positive — something good for the PC
76–83Ambiguous — unclear, may be foreshadowing
84–92NPC Negative — bad for an NPC; roll Characters List
93–100NPC Positive — good for an NPC; roll Characters List

If the rolled Focus references an empty List, use Current Context instead.


Lists (Mythic GME)

Two tracking structures with 25 slots each (5 sections of 5):

Threads List: Goals, missions, objectives, pending situations. Characters List: Active NPCs, organizations, significant objects.

Adding: When an element becomes active in a scene, add it. If already listed, add another entry (creates weighted probability). Maximum 3 entries per element.

Rolling a List: Roll 2d10. First die = section block (1–2 = top, 3–4 = second, 5–6 = third, 7–8 = fourth, 9–10 = bottom). Second die = entry within block (1–2 = first, 3–4 = second, 5–6 = third, 7–8 = fourth, 9–10 = fifth). If slot is empty, use next occupied slot.

Removing: Completed threads, defeated or irrelevant NPCs. When full, consolidate — triple-weighted entries drop to double.


Oracles

Story Oracle (d10)

A custom 10-entry table tracking active personal storylines. Roll before any Trouble or Grace Burn to tie narrative events to current threads. Entry 10 is always “(something new).” Remove resolved entries; fill empty slots from play or roll Reason Oracle.

Reason Oracle (d10)

Generates the source behind an event or NPC motivation:

RollSource
1Concept (character’s core idea)
2Nature (innate personality)
3Demeanor (presented face)
4Sire (blood lineage obligation)
5Clan (faction membership)
6Attribute (dominant trait)
7Ability (specialized skill)
8Background (resources, contacts, haven)
9Merit or Flaw (exceptional factor)
10Humanity or Path (moral framework)