myfarog - mythic fantasy roleplaying game 2nd edition, ... 122 myth master's quick reference...

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MYFAROG TM Mythic Fantasy Role-playing Game by Varg Vikernes Acknowledgements Artists Andrey Nazarov (artwork) Dušan Kostić (cover artwork) Marie Cachet (map) Special Thanks Eldgrim, Erik N. Martinsen, Lindy Beige, Marie Cachet, Polydoros Talin, Thrand & Øyvind Wefald for valuable input Inspirational RPGs Dungeons & Dragons B/X, HârnMaster 1 st & 3 rd edition, Middle-earth Role-Playing (MERP) 1 st & 2 nd edition, Rolemaster 2 nd edition, RuneQuest Deluxe Edition, Stalker the SciFi Roleplaying Game, The One Ring RPG. Inspirational Writers Asbjørnsen & Moe, Chrétien de Troyes, Cornelius Tacitus, Emil Birkeli, Epictetus, the Grimm brothers, H. P. Lovecraft, Homer, J. R. R. Tolkien, James George Frazer, Julius Evola, Marcus Aurelius, Ovid, Plato, Pythagoras of Samos, Seneca, Snorri Sturluson, Socrates, Virgil, Wolfram von Eschenbach. MYFAROG was originally made as an educational tool for home-schooling. ® & © 2015 Marie Cachet All Rights Reserved MYFAROG is a registered trademark of Marie Cachet Website: www.myfarog.org Contact: [email protected] 1

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Page 1: MYFAROG - Mythic Fantasy Roleplaying Game 2nd edition, ... 122 Myth Master's Quick Reference Sheet Abbreviations ... character. MYFAROG gives you the opportunity to live in Thulê,

MYFAROGTM

Mythic Fantasy Role-playing Gameby Varg Vikernes

Acknowledgements

ArtistsAndrey Nazarov (artwork)

Dušan Kostić (cover artwork)Marie Cachet (map)

Special ThanksEldgrim, Erik N. Martinsen, Lindy Beige, Marie Cachet, Polydoros Talin, Thrand

& Øyvind Wefald for valuable input

Inspirational RPGsDungeons & Dragons B/X, HârnMaster 1st & 3rd edition, Middle-earth Role-Playing (MERP) 1st & 2nd edition,Rolemaster 2nd edition, RuneQuest Deluxe Edition, Stalker the SciFi Roleplaying Game, The One Ring RPG.

Inspirational WritersAsbjørnsen & Moe, Chrétien de Troyes, Cornelius Tacitus, Emil Birkeli, Epictetus, the Grimm brothers, H. P.

Lovecraft, Homer, J. R. R. Tolkien, James George Frazer, Julius Evola, Marcus Aurelius, Ovid, Plato,Pythagoras of Samos, Seneca, Snorri Sturluson, Socrates, Virgil, Wolfram von Eschenbach.

MYFAROG was originally made as an educational tool for home-schooling.

® & © 2015 Marie CachetAll Rights Reserved

MYFAROG is a registered trademark of Marie CachetWebsite: www.myfarog.org

Contact: [email protected]

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Table of Contents

3 Introduction to MYFAROG3 Game Mechanics & Rules4 Introduction to Þulê 5 Character Generation & Development5 Racial Background7 Gender7 Attributes8 Social Class10 Birthplace & Life Stance11 Tribe Name11 Age11 Talents13 Character Roles15 Losing your Character Role16 Special to Bards16 Special to Sorcerers17 Gear17 Calculations & Name18 Experience Points18 Languages (Optional Rule 1)19 Skills20 The Power of Will20 Encumbrance21 Skill Types22 The Skills24 Contagious Diseases (Optional Rule 2)32 Combat Rules32 The Combat Mechanics32 Lowered Guard32 To Hit & Damage Resolution33 Health Points (HP)33 Toughness34 Resistance34 The Round34 Initiative 34 Formations35 Stay on your Feet! (Optional Rule 3)35 Fumbling35 Morale36 Aerial Combat36 Charges36 Helpless or Surprised Targets37 Combat Modifications38 Random Movement (Optional Rule 4)39 Armour39 Disarming (Optional Rule 5)39 Random Item Damage (Optional Rule 6)41 Wrestling (Optional Rule 7)42 Mêlée Weapons & Shields44 Missile Weapons45 The Throwing Axe (Optional Rule 8)46 The Land of Thulê49 Weather & Wind50 Travel & Survival52 Random Encounters56 Random Events56 Units of Measurement57 Trade62 Item Quality

63 Justice65 Bands, Cults & Organisations68 Sorcery68 Casting Spells & asking for Favours68 Sacred Boughs (Optional Rule 9)69 Spells & Favours82 The Creatures & Phenomena of Thulê84 Animals88 Elves & Nymphs89 Animated Objects90 Trolls92 Ettins98 Ettin Phenomena99 Human NPCs 100 Mythical Deities101 The Sympathetic Deities104 The Other Deities107 The High Festivals107 The Þulêan Calendar108 The Tradition113 The Religion118 Appendix118 Þulêan Geography119 Creature Statistics Calculations120 Character Sheet122 Myth Master's Quick Reference Sheet

AbbreviationsAV Armour ValueCHA The value of CharismaCha The modification for CharismaCON The value of ConstitutionCon The modification for ConstitutionCR Character RoleCS Combat SkillDD Degree of DifficultyDEX The value of DexterityDex The modification for DexterityDV Defensive ValueFP Favour PointsINT The value of IntelligenceInt The modification for IntelligenceLevel Experience levelMÊ MêléeMI MissileMod ModificationMS Movement SkillNPC Non-Player CharacterOV Offensive ValuePL Power LevelSP Stamina PointsSS Special SkillSTR The value of StrengthStr The modification for StrengthT TrainedWIL The value of WillpowerWil The modification for WillpowerXP Experience Point

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Introduction to MYFAROGMYFAROG is a game where a myth master leads one ormore players through a story. Each player takes the role ofa made up individual, a player character, and to a largeextent decides how the story shall go. The game is similarto child's play, where you dream and pretend and play inan imaginary reality, but MYFAROG gives this playstructure and frames, via the myth master and rules.Taking the role of the myth master is a bit moredemanding than a player character. The myth master hasmuch to keep track of; rules, tables, a whole imaginaryworld and all of the imaginary individuals in it.

The player characters can and will develop during thegame and can to a large degree be shaped by the players'wishes, although within the limits set by MYFAROG. Themyth master has no character of his own, but works as areferee for the players, and he explains to the players whathappens when they do different things – in an imaginaryworld. He also takes the role of all the non-playercharacters (NPCs) the player characters meet in Thulê, theworld of MYFAROG. The myth master also has to prepareadventures for the players. It is an advantage if the playersknow Thulê, but this knowledge can come from playingthe game.

Thulêan PronunciationsThe -R ending in Old Thulêan is pronounced like a voiced -sh. Aþ (capital Þ), alias þurs, is pronounced like “th” in English “thing”.A ð (capital Ð), alias ôðal, is pronounced like “th” in English“that”.

The purpose of this game is to have fun, but even thoughthe game is made to entertain it also has a pedagogicaleffect. You learn to develop your mind; you use yourlanguage, by formulating thoughts and communicatingwith the other players and the myth master; you use basicmaths and learn how to read tables; you learn to thinkabout the consequences of your actions; and you learn topretend. You don't play against other players, but withthem. You learn to cooperate with others. You "win" byhaving fun and learning something – and you can play foras long as you wish. You don't "lose" either, but yourplayer character can die – and if your player character diesall you have to do to keep playing is to make a new playercharacter.

MYFAROG gives you the opportunity to live in Thulê, adream world full of possibilities and dangers, withoutever risking anything. Without exposing you to anythingother than imaginary danger.

To play you need this rule book, an adventure (homemadeor purchased), pencil and eraser, some sheets of paper andsomewhere to play. You also need a set of polyhedral diceand at least three 6 sided dice. The 4 sided die is called aD4, the 6 sided die a D6, the 8 sided die a D8, the 10 sideddie a D10, the 12 sided die a D12 and the 20 sided die aD20. A D3 is a D6 where the result is divided by two(rounded up). A D2 is a D6 where the result is divided bythree (rounded up). A D5 is a D10 where the result isdivided by two (rounded up). Finally you need a creativeand inventive myth master and at least one player.

The rules are somewhat complex, so it may take sometime before the myth master can help the players createtheir player characters. The myth master should alsoexplain the basics of the rules to the players, to enablethem to know what to do and when to do it, and to letthem know their options.

LevelsPlayer characters, non-player characters, diseases, favours,poisons and spells are described in MYFAROG as having a“level” or a “power level”. This is just a way for the myth masterto know whether something in the game is experienced orinexperienced, smart or stupid, strong or weak, easy or difficult touse, wield or resist, et cetera.

Game Mechanics & RulesPlaying MYFAROG is like being a part of a living story.The myth master describes what is happening, what theworld looks like and how the individuals in it act. Theplayers tell what their characters do in this world, basedon the information they get from the myth master. Howmuch information the players get depends on theattributes and skills of their characters and what theplayers pretend they do.

The player characters have different experience levelsgiving them a certain modification to a variety of skills,and the players (or the myth master) usually have to casttheir dice every time the myth master is to decide whetherthe player characters succeed or not at what they aretrying to do. In rule terms a player tests his character'sskill proficiency against a degree of difficulty (DD). This is(unless otherwise stated) done by casting 3D6 and addingthe result of the die roll to his character's skill proficiency.The sum of the die roll and the skill proficiency (and anyother modifications) is called the result and is measuredagainst the DD to find a consequence. The myth master willthen explain the consequence to the players – and thisinfluences the story.

The result of the dice alone (without any modifications) iscalled the natural result.

To keep track of everything, what is happening, when it ishappening, if it is happening, in which order it is allhappening, and so forth, the myth master has to keeptrack of imaginary time. A player character who forexample tries to scale a wall will need some time to do so;perhaps ten seconds, or just five. In MYFAROG time isfirst and foremost measured in rounds. A round is madeup of five seconds. When one player wants his character todo something that takes a lot of time he will have to waitwhilst the other players let their characters do other lesstime consuming things.

When combat occurs rounds are always used and theplayers must declare what their characters are going to do.After that they check Initiative to determine in whichorder the actions are to be performed. See Initiative(Combat Rules). Finally they cast their dice to determinethe consequences of their actions. See The Round(Combat Rules) for more about this.

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RoundDeclare actions1

Check InitiativePerform actions1

1Mêlée attack, missile attack, movement, use of skills or spells et cetera.

Sometimes, there is no need to use rounds, or it is better touse rests – like when the player characters are outtravelling and the myth master tells them how many reststhey go. A rest is how long you can travel before you needto rest (i. e. normally about two hours), but there are nowrist watches or cell phones in Thulê, so they use restsinstead. See The Land of Thulê for more details on thedifferent units of measurement in Thulê.

When player characters are communicating with otherplayer characters or NPCs you rarely need to knowexactly how much time they spend doing this, but themyth master can keep track of this if he thinks he needs to.

Only the myth master knows what is hiding up front or inthe future, or behind the next door, and he shall not revealthis until the player characters arrive there. If they do.

All fractional numbers are rounded up or down normally(i. e. 0.4 and less is 0 and 0.5 to 1 is 1), unless otherwisestated.

The focus of the rules lies on playability rather than onoverly detailed rules slowing down the game play.

How to use the Rules There are many ways to play this game and although thegame is designed to be played as written, the rules can beseen mainly as suggestions on how to play the game.Before playing, the myth master and his players shoulddecide which MYFAROG rules (and optional rules) to useand which not to use, and perhaps also when and how touse or not use them. The myth master should feel free tomodify and change any rules as he sees fit.

For the novice myth master and players most of the rules,and probably all the optional rules, should in any case beleft out until the myth master and his players aresufficiently familiar with the system for them to includethese rules effortlessly – possibly one by one.

If the myth master is ever in doubt about how to dosomething he can simply make a quick judgement himself.It is generally speaking more important to make the gameflow than it is to follow the rules as written.

Don't be disheartened if the game play is slow anddifficult when you start playing. Things will run muchsmoother when the myth master and the players are allfamiliar with the MYFAROG system.

Introduction to ThulêThulê is an archipelago located in the uttermost North,with a mostly temperate climate (because of the warm seacurrents from the South and mountain ranges in thedistant West forcing the wind further Southwards[warming up the air] before it reaches Thulê) and is madeup of many realms with different towns and villages, butmost of it is wilderness; bogs and forests, steep mountains,deep fjords and inlets, rivers, lakes and coves.

For a long time Thulê was a peaceful Elysium for thenatives, during the Golden Age, but was eventuallydiscovered by other human races and species and – farworse – by the ettins. The ettins have displaced much ofwhat we might define as human almost everywherebeyond Thulê and has rendered large parts of the worldclose to uninhabitable for man. Many of those who flee theettins arrive in Thulê, often as pirates and murderers – butto the despair of all men the power of the ettins grows inThulê as well.

If we are to compare with realms in our own world, Thulêcompares best to the civilized as well as the so-calledbarbarous realms of Europe from Classical Antiquity, butit is still very different from anything we have known inour world. Thulê is a realm where sorcery is a reality.Deities and spirits influence the lives of men andeverything else too, and to a certain degree even governeverything. Humans are often mere pawns in a divinegame, but because of sorcery and the sympathetic deitiesmen in Thulê also have opportunities we can only dreamof.

Because of sorcery and the sympathetic deities being areality in Thulê, almost all scientific and technologicaldevelopment has been unnecessary, so even though thisworld is probably much older than our world it still existsin (what most of us would define as) a primitive Iron Age,some places still (unwillingly) struggling to leave theBronze Age or even the Stone Age.

Be prepared to enter a world very different from our own.

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