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MYFAROG

TM

Mythic Fantasy Role-playing Game


by Varg Vikernes

Acknowledgements
Artists
Andrey Nazarov (artwork)
Duan Kosti (cover artwork)
Marie Cachet (map)

Special Thanks
Eldgrim, Erik N. Martinsen, Lindy Beige, Marie Cachet, Polydoros Talin, Thrand
& yvind Wefald for valuable input

Inspirational RPGs
Dungeons & Dragons B/X, HrnMaster 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 Writers
Asbjrnsen & Moe, Chrtien 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MYFAROG was originally made as an educational tool for home-schooling.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: myfarog@gmail.com
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Table of Contents
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Introduction to MYFAROG
Game Mechanics & Rules
Introduction to ul
Character Generation & Development
Racial Background
Gender
Attributes
Social Class
Birthplace & Life Stance
Tribe Name
Age
Talents
Character Roles
Losing your Character Role
Special to Bards
Special to Sorcerers
Gear
Calculations & Name
Experience Points
Languages (Optional Rule 1)
Skills
The Power of Will
Encumbrance
Skill Types
The Skills
Contagious Diseases (Optional Rule 2)
Combat Rules
The Combat Mechanics
Lowered Guard
To Hit & Damage Resolution
Health Points (HP)
Toughness
Resistance
The Round
Initiative
Formations
Stay on your Feet! (Optional Rule 3)
Fumbling
Morale
Aerial Combat
Charges
Helpless or Surprised Targets
Combat Modifications
Random Movement (Optional Rule 4)
Armour
Disarming (Optional Rule 5)
Random Item Damage (Optional Rule 6)
Wrestling (Optional Rule 7)
Mle Weapons & Shields
Missile Weapons
The Throwing Axe (Optional Rule 8)
The Land of Thul
Weather & Wind
Travel & Survival
Random Encounters
Random Events
Units of Measurement
Trade
Item Quality

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Justice
Bands, Cults & Organisations
Sorcery
Casting Spells & asking for Favours
Sacred Boughs (Optional Rule 9)
Spells & Favours
The Creatures & Phenomena of Thul
Animals
Elves & Nymphs
Animated Objects
Trolls
Ettins
Ettin Phenomena
Human NPCs
Mythical Deities
The Sympathetic Deities
The Other Deities
The High Festivals
The ulan Calendar
The Tradition
The Religion
Appendix
ulan Geography
Creature Statistics Calculations
Character Sheet
Myth Master's Quick Reference Sheet

Abbreviations
AV
Armour Value
CHA
The value of Charisma
Cha
The modification for Charisma
CON
The value of Constitution
Con
The modification for Constitution
CR
Character Role
CS
Combat Skill
DD
Degree of Difficulty
DEX
The value of Dexterity
Dex
The modification for Dexterity
DV
Defensive Value
FP
Favour Points
INT
The value of Intelligence
Int
The modification for Intelligence
Level
Experience level
M
Mle
MI
Missile
Mod
Modification
MS
Movement Skill
NPC
Non-Player Character
OV
Offensive Value
PL
Power Level
SP
Stamina Points
SS
Special Skill
STR
The value of Strength
Str
The modification for Strength
T
Trained
WIL
The value of Willpower
Wil
The modification for Willpower
XP
Experience Point

Introduction to MYFAROG
MYFAROG is a game where a myth master leads one or
more players through a story. Each player takes the role of
a made up individual, a player character, and to a large
extent decides how the story shall go. The game is similar
to child's play, where you dream and pretend and play in
an imaginary reality, but MYFAROG gives this play
structure and frames, via the myth master and rules.
Taking the role of the myth master is a bit more
demanding than a player character. The myth master has
much to keep track of; rules, tables, a whole imaginary
world and all of the imaginary individuals in it.

The rules are somewhat complex, so it may take some


time before the myth master can help the players create
their player characters. The myth master should also
explain the basics of the rules to the players, to enable
them to know what to do and when to do it, and to let
them know their options.
Levels
Player 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 master
to know whether something in the game is experienced or
inexperienced, smart or stupid, strong or weak, easy or difficult to
use, wield or resist, et cetera.

The player characters can and will develop during the


game and can to a large degree be shaped by the players'
wishes, although within the limits set by MYFAROG. The
myth master has no character of his own, but works as a
referee for the players, and he explains to the players what
happens when they do different things in an imaginary
world. He also takes the role of all the non-player
characters (NPCs) the player characters meet in Thul, the
world of MYFAROG. The myth master also has to prepare
adventures for the players. It is an advantage if the players
know Thul, but this knowledge can come from playing
the game.

Game Mechanics & Rules


Playing MYFAROG is like being a part of a living story.
The myth master describes what is happening, what the
world looks like and how the individuals in it act. The
players tell what their characters do in this world, based
on the information they get from the myth master. How
much information the players get depends on the
attributes and skills of their characters and what the
players pretend they do.
The player characters have different experience levels
giving them a certain modification to a variety of skills,
and the players (or the myth master) usually have to cast
their dice every time the myth master is to decide whether
the player characters succeed or not at what they are
trying to do. In rule terms a player tests his character's
skill proficiency against a degree of difficulty (DD). This is
(unless otherwise stated) done by casting 3D6 and adding
the result of the die roll to his character's skill proficiency.
The sum of the die roll and the skill proficiency (and any
other modifications) is called the result and is measured
against the DD to find a consequence. The myth master will
then explain the consequence to the players and this
influences the story.

Thulan Pronunciations
The -R ending in Old Thulan is pronounced like a voiced -sh. A
(capital ), alias urs, is pronounced like th in English thing.
A (capital ), alias al, is pronounced like th in English
that.

The purpose of this game is to have fun, but even though


the game is made to entertain it also has a pedagogical
effect. You learn to develop your mind; you use your
language, by formulating thoughts and communicating
with the other players and the myth master; you use basic
maths and learn how to read tables; you learn to think
about the consequences of your actions; and you learn to
pretend. You don't play against other players, but with
them. You learn to cooperate with others. You "win" by
having fun and learning something and you can play for
as long as you wish. You don't "lose" either, but your
player character can die and if your player character dies
all you have to do to keep playing is to make a new player
character.

The result of the dice alone (without any modifications) is


called the natural result.
To keep track of everything, what is happening, when it is
happening, if it is happening, in which order it is all
happening, and so forth, the myth master has to keep
track of imaginary time. A player character who for
example tries to scale a wall will need some time to do so;
perhaps ten seconds, or just five. In MYFAROG time is
first and foremost measured in rounds. A round is made
up of five seconds. When one player wants his character to
do something that takes a lot of time he will have to wait
whilst the other players let their characters do other less
time consuming things.

MYFAROG gives you the opportunity to live in Thul, a


dream world full of possibilities and dangers, without
ever risking anything. Without exposing you to anything
other than imaginary danger.
To play you need this rule book, an adventure (homemade
or purchased), pencil and eraser, some sheets of paper and
somewhere to play. You also need a set of polyhedral dice
and at least three 6 sided dice. The 4 sided die is called a
D4, the 6 sided die a D6, the 8 sided die a D8, the 10 sided
die a D10, the 12 sided die a D12 and the 20 sided die a
D20. A D3 is a D6 where the result is divided by two
(rounded up). A D2 is a D6 where the result is divided by
three (rounded up). A D5 is a D10 where the result is
divided by two (rounded up). Finally you need a creative
and inventive myth master and at least one player.

When combat occurs rounds are always used and the


players must declare what their characters are going to do.
After that they check Initiative to determine in which
order the actions are to be performed. See Initiative
(Combat Rules). Finally they cast their dice to determine
the consequences of their actions. See The Round
(Combat Rules) for more about this.

Round
Declare actions1
Check Initiative
Perform actions1

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

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

Sometimes, there is no need to use rounds, or it is better to


use rests like when the player characters are out
travelling and the myth master tells them how many rests
they go. A rest is how long you can travel before you need
to rest (i. e. normally about two hours), but there are no
wrist watches or cell phones in Thul, so they use rests
instead. See The Land of Thul for more details on the
different units of measurement in Thul.

For a long time Thul was a peaceful Elysium for the


natives, during the Golden Age, but was eventually
discovered by other human races and species and far
worse by the ettins. The ettins have displaced much of
what we might define as human almost everywhere
beyond Thul and has rendered large parts of the world
close to uninhabitable for man. Many of those who flee the
ettins arrive in Thul, often as pirates and murderers but
to the despair of all men the power of the ettins grows in
Thul as well.

When player characters are communicating with other


player characters or NPCs you rarely need to know
exactly how much time they spend doing this, but the
myth master can keep track of this if he thinks he needs to.
Only the myth master knows what is hiding up front or in
the future, or behind the next door, and he shall not reveal
this until the player characters arrive there. If they do.

If we are to compare with realms in our own world, Thul


compares best to the civilized as well as the so-called
barbarous realms of Europe from Classical Antiquity, but
it is still very different from anything we have known in
our world. Thul is a realm where sorcery is a reality.
Deities and spirits influence the lives of men and
everything else too, and to a certain degree even govern
everything. Humans are often mere pawns in a divine
game, but because of sorcery and the sympathetic deities
men in Thul also have opportunities we can only dream
of.

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 otherwise
stated.
The focus of the rules lies on playability rather than on
overly detailed rules slowing down the game play.
How to use the Rules
There are many ways to play this game and although the
game is designed to be played as written, the rules can be
seen mainly as suggestions on how to play the game.
Before playing, the myth master and his players should
decide which MYFAROG rules (and optional rules) to use
and which not to use, and perhaps also when and how to
use or not use them. The myth master should feel free to
modify and change any rules as he sees fit.

Because of sorcery and the sympathetic deities being a


reality in Thul, almost all scientific and technological
development has been unnecessary, so even though this
world is probably much older than our world it still exists
in (what most of us would define as) a primitive Iron Age,
some places still (unwillingly) struggling to leave the
Bronze Age or even the Stone Age.

For the novice myth master and players most of the rules,
and probably all the optional rules, should in any case be
left out until the myth master and his players are
sufficiently familiar with the system for them to include
these rules effortlessly possibly one by one.

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

If the myth master is ever in doubt about how to do


something he can simply make a quick judgement himself.
It is generally speaking more important to make the game
flow than it is to follow the rules as written.
Don't be disheartened if the game play is slow and
difficult when you start playing. Things will run much
smoother when the myth master and the players are all
familiar with the MYFAROG system.

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