Mythras has a long legacy, inherited from the BRP (Basic Roleplaying) system that backs games like Call of Cthulhu and Runequest.
Side note: Mythras was actually going to be a Runequest version but there were licensing issues or something, basically a Pathfinder situation where now Mythras is effectively a side branch of Runequest.
Simple core rules, players roll a d100 and try to get ⇐ a target value, represented usually by a skill on a character sheet.
It’s a big book with a ton of rules and details and charts, but the system is built to be flexible and adjusted to table taste. Your Mythras Will Vary.
Many chapters, each will be detailed below.
Glossary of terms:
Attributes = The usual RPG representations of stats (HP, AP, MP, etc.).
Characteristics = The usual RPG stats (Strength, Constitution, etc.).
Skill = Capability of a character in a particular field. Scored from 1-100, higher being better.
Initiative = The usual RPG score for when a character acts.
Combat Round = Five second rounds of actions.
Cycle = The order of initiative within a round. Loops around until everyone is out of actions.
Turn = A single step within a cycle where a character acts.
Special Effect = An effect generated during combat when one characters scores a better grade of success.
Dice Step = A change from one dice size to another, goes from d2 up to a d12, and vice versa.
Differential Roll = Contested roll where difference in grade of success matters (I roll a crit you roll a fail, that’s two “steps” apart).
Opposed Roll = Contested roll where the direct roll is compared and the scale of the success doesn’t matter.
Grade = Indicates the steps of difficulty/success of a skill.
Magical Discipline = The type of magic, each with specific nuances.
Magical Tradition = Grouping of spells or effects within a discipline.
Intensity = Level of power of a spell or magic effect.
Magnitude = A spell’s resistance to being dispelled.
This chapter establishes the first and basic level of proficiency beyond just a character’s natural talent via the role of the culture and community they grew up and worked in before becoming an adventurer.
This chapter continues building a character’s skillset by focusing on their profession and any cult membership they have, as well as wrapping up character creation’s final touches.