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Spells & Favours for MYFAROG out now!

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DO NOT BUY THIS BOOK unless you wish a separate book with all the spells and favors from MYFAROG.

This small (46 page) and handy (5″ * 8″) book is intended for players who play sorcerers and for religious characters, who may wish to quickly look up some spell/favour.

There are no new spells/favours in this book, only those found in the MYFAROG core rule book.

You can get Spells & Favours from here.

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Thulêan Meditations

New MYFAROG Releases

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#1 Curses & Gifts for MYFAROG: 

“Curses & Gifts” is a small (31 page, 5″ * 8″) supplement for MYFAROG (v. 2.X), with a variety of new options for myth masters and players alike, as well as more setting information. Most of the contents is related to the religion of Thulê, but there is also other new contents. Some of the information in this small book was included in the first edition of MYFAROG, but most of the information is brand new, and all of it is adjusted to the second edition of the game. Most of the new rules and information in this booklet are very modular, meaning you can easily include them, or only parts of them, if you so wish

You can get Curses & Gifts for MYFAROG from here.

#2 Spells and Favours for MYFAROG:

DO NOT BUY THIS BOOK unless you wish a separate book with all the spells and favors from MYFAROG.

This small (46 page) and handy (5″ * 8″) book is intended for players who play sorcerers and for religious characters, who may wish to quickly look up some spell/favour.

There are no new spells/favours in this book, only those found in the MYFAROG core rule book.

You can get Spells & Favours from here.

#3 MYFAROG on Amazon:

MYFAROG version 2.4 is now available from Amazon:http://www.amazon.com/MYFAROG-Mythic-Fantasy-Role-playing-Game/dp/1522969586/ref=sr_1_5?s=books&ie=UTF8&qid=1451473775&sr=1-5.

Those who have version 2.2 and wish to use what is new for 2.3 and 2.4 can check out these PDFs:

MYFAROG New way to handle Travelling

What else is new?

See also the new character sheet (with Tired/Exhausted added next to Stamina).

MYFAROG Sheets

PS. The errata for 2.3 is: one formatting error on page 70. There is no errata for 2.4.


Another New MYFAROG Release: MEN & MONSTERS

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#1 Men & Monsters for MYFAROG:

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DO NOT BUY THIS BOOK unless you want a book with most of the men and all the monsters you can encounter in Thulê. Each named NPC from the MYFAROG core rule-book, most NPC categories (e. g. Civilian Hunters, Khemetian Merchant Guards, Rangers, Cultists, Assassins, etc.) with different experience levels, and all the monsters each have a separate stat block. There are also a few new creatures (Giant Toad, Rat Swarm, Cursed Tree, Crawling Creep, Large Forest Ettin/Ogre, Small Forest Ettin/Yrch, Elf Queen, Dwarf Lord, Ancient Hulda, Ancient Skeleton, Warrior Wight, Ancient Ghost, Ancient Sea Wraith/Wraith and Shadow Sorcerer) in this book. This handy 155 page book is small (5 * 8 inches) and very useful for myth masters for quick reference. Men & Monsters also includes advanced tracking rules and new random encounter tables, including the new creatures found in this book.

You can get it from here.

#2 Curses & Gifts for MYFAROG: 

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“Curses & Gifts” is a small (31 page, 5″ * 8″) supplement for MYFAROG (v. 2.X), with a variety of new options for myth masters and players alike, as well as more setting information. Most of the contents is related to the religion of Thulê, but there is also other new contents. Some of the information in this small book was included in the first edition of MYFAROG, but most of the information is brand new, and all of it is adjusted to the second edition of the game. Most of the new rules and information in this booklet are very modular, meaning you can easily include them, or only parts of them, if you so wish

You can get Curses & Gifts for MYFAROG from here.

#3 Spells and Favours for MYFAROG:

BookCoverImage

DO NOT BUY THIS BOOK unless you wish a separate book with all the spells and favors from MYFAROG.

This small (46 page) and handy (5″ * 8″) book is intended for players who play sorcerers and for religious characters, who may wish to quickly look up some spell/favour.

There are no new spells/favours in this book, only those found in the MYFAROG core rule book.

You can get Spells & Favours from here.

#4 MYFAROG on Amazon:

71dN5Z1PJoL

MYFAROG version 2.4 is now available from Amazon:http://www.amazon.com/MYFAROG-Mythic-Fantasy-Role-playing-Game/dp/1522969586/ref=sr_1_5?s=books&ie=UTF8&qid=1451473775&sr=1-5.

Those who have version 2.2 and wish to use what is new for 2.3 and 2.4 can check out these PDFs:

New Travelling Rules for 2.3 and an update to 2.4 (any 2.4 books purchased after the 11th of February 2016 does not need this update).

What else is new?

See also the new character sheet (with Tired/Exhausted added next to Stamina).

MYFAROG Sheets

PS. The errata for 2.3 is: one formatting error on page 70. There is no errata for 2.4.


Character Creation

The World of Þulê

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Rather than build a world from ground and up I have used and build upon an existing area in Northern Norway (Lofoten, Vesterålen og Lofoten) as the geographical location of Þulê (“the land of the sages”). Naturally I have exaggerated some of the features, added new features (like proper forests) and also changed the scale, but other than that the land of Þulê is pretty much identical to this real world area in Northern Norway. I have also kept the real world roads as either cart tracks or pathways (and the real paths could well be animal trails), the settlements of Þulê are to be found where there is real settlement today and names have been translated into English (like «Tjukkeskogen» is in MYFAROG named «Densewood». This will make the world very logical and realistic, and thus believable, and I think that is very important for an RPG focusing on atmosphere.

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This area in Northern Norway is historically an old Viking Kingdom with age old roots, but the main reason why I have used this area is that even during the Ice Ages this area was believed to be ice-free and actually inhabitable, because of the Gulf Stream and the warm winds from the south along the coast of Norway. So in theory anyone could have survived there for tens of thousands of years, while the rest of Northern Europe was submerged under thick glaciers. In MYFAROG what we would identify as mainland Norway is submerged under glaciers (and populated by ettins), but the Ice Age has long been ending so the climate is very much temperate (although located in the Arctic). This area, Northern Norway, is in real life known as Hålogaland (translated as «the holy land»), so I took this information and combined it with our myths about a lost continent, and I created this sacred «continent» up there in the North, where the deities in secret created the Þulêan race of men (i. e. the Europeans). However, Þulê has been discovered by other races of men, and even worse, by the ettins, and naturally they all have arrived in Þulê, and in their wake comes all sorts of troubles, challenges – and great opportunities for adventure!

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There are all sorts of creatures in Þulê, all of them based on real world creatures or mythological creatures, and I have also included some now extinct animals that used to live in Europe alongside man, like the cave hyena, the cave lion, the giant hyena, etc. Animals in Þulê are assumed to behave like real animals would though (i. e. usually run as fast as they can by the mere scent of humans [unless they are e. g. polar bears, of course…]), but there are other types of creatures to fear too, like trolls, spirits and not least ettins – and the possibly most dangerous of all creatures; human beings…

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Now, as I might have expressed a few times already, my perception of mythology and the ancient world is not like the common one. I don’t base anything on Christian misinterpretations of old European «ideas», «creatures» or «spirits», so there are no goblins, hobgoblins, orcs or other creatures based on the perverse Christian demonisation of the Pagan ancestral cult. There are no ogres or trolls either, for the same reason. Well, there are trolls, but just not trolls like we usually think of when we hear the word troll. A troll was originally a name for malevolent spirits; the word itself means «song» (as seen in no. tralle), originally «spell» or «sorcerous song», as these spirits were assumed to have been summoned by a (failed?) spell. So in MYFAROG a troll is a malevolent spirit, and they take many forms, some corporeal and some incorporeal. Most of you will identify the MYFAROG trolls as simply different types of undead creatures; sea wraiths, wraiths, wights, ghosts, náir (sg. nár), spectres, shadows et cetera.

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The modern troll is really just a stone ettin, and naturally there are stone ettins in Þulê, and a wide variety of other ettins too, in different shapes and sizes. None of them particularly pleasant; different types of water ettins, stone ettins, fire ettins and of course worms (≈wingless dragons). All these terrible creatures have an ettin stone heart, that can be used by craftsmen for sorcerous purposes.

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The Land of Þulê chapter provides the GM with random encounter tables, random events tables, weather and wind tables (if he cares to use such things), a brief description of the 9 different native realms of Þulê (each one with a cultural expression most similar to the one of a real ancient European people), all the native tribes are named and their seats are listed, units of measurement, trade and rules regarding travel, dehydration, justice (i. e. laws, outlawing, duels and such), hunger and so forth, naturally all available for the GM to use as he sees fit, if at all. The creatures themselves, both those mentioned here and others too, will be described in The Creatures & Phenomena of Þulê chapter, as will the ettin phenomena.

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The ettin phenomena are strange phenomena that occur in Etunakaimas (“the world of the ettins”), and are inspired both by science fiction, not least the Cthulu Mythos, and European mythology. Etunakaimas is made up of the parts of the world dominated by the ettin powers; the deepest forests, largest bogs, the not inhabitable places of the Earth and the tallest mountains, where man has very little influence. Everything is different in Etunakaimas, the trees are twisted and grotesque, some animals grow larger and both animals and men more aggressive, the temperature is lower, the wind stronger, the clouds darker, the sky blacker and then you have these phenomena to deal with as well. It is a highly dangerous place, and naturally this place is said to be growing and consuming the rest of the world, threatening the human settlements. What or even who is responsible for this? I let the GM decide.

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The land of Þulê is of course heavily influenced by the natives’ sense of honour, and the natives are very religious or traditional as well, so much care is given by them to the high festivals and temples, customs and traditions. But – alas! (or for gamers: rejoice!) – it is also torn by conflict, as new human races arrive from distant lands, as refugees fleeing the growing ettin power, as invaders or as merchants.

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Errata, Updates & Changes

Reviews, Previews & Overviews of MYFAROG 1E


MYFAROG 2.6

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The latest update to MYFAROG (from 2.5 to 2.6) is now available from Amazon. The whole game has had a ‘make-over’ and many things have changed, mechanically, but in other ways too. The changes were made mainly to fix a problem with characters becoming too powerful at high levels, and even at medium levels, but many things have changed to improve upon the game and its setting itself. Unfortunately, this means the older (pre-2.6) versions of the game is no longer fully compatible with 2.6. Also, version 2.6 is 160 pages (earlier versions were 124 pages), because many things previously found only in the supplements, and because many new things (e. g. the Wood Elf as a new playable race) have been added. Everything from the supplements ‘Men & Monsters’ and ‘Skills’ are now in the core rule book, as well as several options that used to be in ‘Curses & Gifts’.

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Thanks a lot to Robin J. for the fillable PDF character sheets for 2.6!

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Thanks to Jeff C. for reminding me to make a myth master’s screen for 2.6 as well:

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If you want to keep using an older version of the game, but use future supplements, you only need to make some minor changes (some of them can be seen from the new character sheet and many from the new myth master’s screen):

The Character Role skill bonus is now ‘1/2 the level’, instead of ‘the level’, and max bonus is +5.

The Trained skills bonu is now ‘1/4 the level’, instead of ‘1/2 the level’, and max bonus is +4.

Talents give +1 to skills, not +2.

 

All skill mods are changed. Although not exactly like that, as a general rule you can modify all existing DD mods by /3.

When made available again, the different (old and new) supplements will be compatible with version 2.6.


MYFAROG Reviews

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First one, by Andrew Knapp. I can’t reblog this, but I post a link.


Thulean Place Names in Alphabetic Order

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Here is a PDF with the place names in alphabetic order, as can be found in the MYFAROG rule book, but I have also added a list where the real place names are first, in alphabetic order, so that you can more easily look the names up on real world maps.

The PDF: thulean-place-names-in-alphabetic-order

PS. This post will be removed after some time, but the PDF will be found in the “Character Sheets and Myth Master Aids” section.


Legionaries in MYFAROG

The Fumble Tables & Critical Hit Tables from The Coming’

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‘The Coming’ is soon coming back, and in that context I release the Critical Hits tables (that can be used for the default MYFAROG setting as well) and  the fumble tables for firearms and heavy weapons. On request from Jeff C.

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I will remove this post after some time, and when I do you will be able to find these tables in the PDF section (Character Sheets and Myth Master AIDS).


The Coming (2E)

A Free MYFAROG Adventure


When Night Falls

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Myth module M1, “When Night Falls”, is the first official Myth (adventure) for MYFAROG. It takes the Adventurer Party to Bearhillside to find out what has happened to a missing family. Included in this Myth; a castle, ancient towers, forgotten caves and an abandoned mine…. Beware of ettins and trolls!

M1 When Night Falls is made for MYFAROG 2.6!

A Review:

Here is a direct link to a the real world map where this myth takes place. Remember that Osvoll = Riverwall. Here is a link to Bearhillside. Thrall cabins can be seen in the dark green area just north-east of the “castle”.

For those who also want a digital version of the maps in the booklet, here follows PDF semi-High-Res maps for the myth (for the Myth Master’s eyes only!):

Area Map

Bearhillside

The Abandoned Mine

The Antediluvian Structure

The Cave-in

The Reservoir

The Second Ancient Tower

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Available from AMAZON.


Optional Experience Points Rules for MYFAROG (Second Edition)

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Gaining experience points is a great way to reward players and allow character development, but experience in real life is gained mainly from failure. If you do something and do it well, if you succeed and know what you are doing, you don’t really learn that much. If you fail though, you might see what you did wrong, you might see what you instead should have done, and thus… you learn more.

Having a more realistic XP reward system, where failure is rewarded as well, or even more than success, is not without problems though. It can be misused by players, but like always: if you don’t like this rule, or feel that it can somehow be problematic for your group, just ignore it and use the perfectly functional default XP reward rules found in MYFAROG.

What is different?

You now also gain XP for failures, but you also gain less XP from successes.

The following table replaces the XP table found on page 20 in the core rulebook.

OPtional XP Rule TABLE

XP rewarded for testing skills where the result is tested against a table (e. g. Foraging), is done as before. No change there.

Good gaming!

Optional Rule for XP modification based on Character Int

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Because of my optional rule for XP, posted here a few days ago, I was reminded of the fact that in the draft for MYFAROG 1E there was a rule where Int modified the amount of XP you got, because — simply put — smart people learn more from both failure and success than dumb people.

“It is human to fail, but a shame to remain in failure.” 

The rule was not included because it just complicated things for not a very good reason, and also — frankly — it mainly makes it suck to have a character with low Int, and Int is already pretty important in MYFAROG, being the attribute modifying the most skills.

The rule was pretty realistic though, and I figured some of you might like it and want to use it, so here it is:

The amount of XP gained each Saturday is modified by Int * 5%. 

E. g. if you have Int +1 you will get 5% more XP each Saturday. If you have Int -2 you will get 10% less. If you have Int +4 you get 20% more. Etc. 

If you want Int to have an even bigger impact on your character’s ability to learn, you can modify Int by 10% instead. Some times I get the impression in real life that the mod is at least 20%….

It’s your game, so you are of course free to use or modify this rule as you see fit.

Good gaming!

Dumb characters for smart players?😉

The MYFAROG Forum

Reviews, Previews & Overviews of MYFAROG 1E

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