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?”
| Outcome | CF Change |
|---|---|
| PC drove the scene AND no significant external pressure accumulated | CF −1 |
| Mixed — goals achieved but at cost, new obligations, ticking clocks, reactive to NPC agendas | CF +0 |
| PC was reactive, failed at goals, or the situation deteriorated | CF +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.
| Roll | Result |
|---|---|
| Odd AND ≤ CF | Altered — scene happens but one element changes |
| Even AND ≤ CF | Interrupted — scene does not happen; something else occurs instead |
| > CF | Normal — 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:
| d10 | Adjustment |
|---|---|
| 1 | Remove a character |
| 2 | Add a character |
| 3 | Reduce or remove an activity |
| 4 | Increase an activity |
| 5 | Remove an object |
| 6 | Add an object |
| 7–8 | Make two adjustments (roll twice, reroll 7–8) |
| 9–10 | Reroll 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:
| d100 | Focus |
|---|---|
| 1–7 | Remote Event — something offscreen; PC learns about it now |
| 8–28 | NPC Action — an existing NPC does something; roll Characters List |
| 29–35 | New NPC — a new character enters the situation |
| 36–45 | Move Toward Thread — progress on existing thread; roll Threads List |
| 46–52 | Move Away from Thread — setback on existing thread; roll Threads List |
| 53–55 | Close Thread — resolved or nullified; roll Threads List |
| 56–67 | PC Negative — something bad for the PC |
| 68–75 | PC Positive — something good for the PC |
| 76–83 | Ambiguous — unclear, may be foreshadowing |
| 84–92 | NPC Negative — bad for an NPC; roll Characters List |
| 93–100 | NPC 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:
| Roll | Source |
|---|---|
| 1 | Concept (character’s core idea) |
| 2 | Nature (innate personality) |
| 3 | Demeanor (presented face) |
| 4 | Sire (blood lineage obligation) |
| 5 | Clan (faction membership) |
| 6 | Attribute (dominant trait) |
| 7 | Ability (specialized skill) |
| 8 | Background (resources, contacts, haven) |
| 9 | Merit or Flaw (exceptional factor) |
| 10 | Humanity or Path (moral framework) |