Prologue

  • 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.

Chapter 1 - Characters

  • This chapter details essential parts of character creation. Prepare for a lot of basic terminology learning.

Chapter 2 - Culture and Community

  • 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.

Chapter 3 - Careers

  • 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.

Chapter 4 - Skills

  • This chapter goes over how skills are used in practice, as well as the big daddy list of standard and professional skills.

Chapter 5 - Economics & Equipment

  • (Not Yet Written)

Chapter 6 - Game System

  • This chapter reviews and details numerous subsystems of Mythras, both core and optional.

Chapter 7 - Combat

  • This chapter explains the nuances and details of Mythras’ vaunted combat system.

Chapter 8-13 - Magic

  • (Not Yet Written)

Chapter 14 - Cults & Brotherhoods

  • (Not Yet Written)