A high resolution digital map of Thulê is now available from here: Thulê Map PDF.
Maps of each realm in Thulê (in A4/easily printable format):
A high resolution digital map of Thulê is now available from here: Thulê Map PDF.
Maps of each realm in Thulê (in A4/easily printable format):
A link to the new character sheet in PDF (100% quality): Character Sheet v 3.
An example of how to create your character, by DM Bluddworth:
Corrections made for MYFAROG 3E. NB! If you have purchased this game book from 1st of September or later, these corrections are already made in your book!
-AV for all helmets is now 1, but does only apply on a 1-3 (on a D6) for Sun Hat and 1-4 for Cap. It always applies for Full Helmet.
-Spelling mistakes corrected throughout the book (I found at least 6-7…).
-The “Tough” Talent now does not give +1 to Physical Toughness, but instead gives you +2 HP. Other than that, it’s the same.
-Wicker Shield now gives +1 DV as well. Only difference between Small Wooden Shield and Wicker Shield is now the Block value (25% vs 20%).
-Concussion weapons work better against ALL armour (-1 AV to anyone hit by a concussion weapon), instead of just against Mail Shirt, but AV can never be reduced to 0 (minimum 1). War-hammer is even better, with -2 AV.
-Only metal armour can now be improved by quality (page 111), and no more than +1 AV per +4 mod (so technically, a +1 to AV is the max). Dwarven quality still gives automatic +1 AV to all types of armour!
-Plate armour removed completely. This anachronism was too much (the others, like war-hammer, Dane axe and Halberd are still in).
-Using a rope when you climb now reduces the DD with -2 (-4 if it has knots).
-Ivory scale armour now has 2 (instead of 3) AV.
Page 109. Shields table missed something. 20 for Wicker shield is corrected to 15-20.
-To get a weapon with +1 to OV (MÊ or MI) you now need a +3 mod.
-Wrestling rule modified. Attacker now gets his Size as a mod to his OV and defender his Size as a mod to his DV.
Some other issues have been corrected, and should have been included from around September 7th at the latest (PDF was uploaded, approved for printing and readied the 4th of September).
-On page 63 the initiative mod for weapons were incorrectly listed as +1 (long-reaching), +2 (very long-reaching) and +3 (extremely long weapons). The CORRECT modifications for weapons to initiative are +2, +4 and +6 respectively.
-When you produce weapons of better quality (see page 111), you now allow only a+1 to damage for every full +3 mod! Otherwise weapons become way too powerful!
-The Ettin stone hearts for Frost Ettins are over-powered, in the sense that they make you invulnerable to incorporeal trolls, so the following changes have been made: Instead of “Cannot Rest” you get a “-4 mod to Stamina”. Instead of “cannot become Exhausted” you get a “+2 mod to Stamina”. Instead of “Cannot become Weary” you get a “+4 mod to Stamina”. Instead of “Cannot become Tired” you get a “+6 mod to Stamina”.
-Pony (page 123) is listed without capacity. Capacity is now “2.5 talents (135 lbs)”.
If you have any questions regarding MYFAROG you can ask me on Twitter (@WargarW).
Good Gaming!
V.
There are so many table-top RPGs out there, and they all have something to offer. Something special. Something unique. Even the D&D retro clones all have something different and unique to offer that official versions of D&D don’t have.
So what has MYFAROG to offer that other games don’t? Or what is it MYFAROG does better than other games? Let me list what I deem to be the “selling points” of MYFAROG:
Variable Degree of Success & Failure
Instead of just “fail” or “success” you can have variable degree of success and failure, and also a risk of critical failure. You can also semi-succeed.
Modular
The game is very modular, meaning that you can leave out things you don’t like without ruining the other aspects of the game. You don’t like e. g. Cut/Shock effects? Or those detailed modifications for Stealth? Fine! Just don’t use it. It wont break the game if you don’t. You can use only parts of the rules, and then when you know them by heart, include more and more to finally get the full MYFAROG experience!
Believability & Logic
Everything in the game is believable and it makes sense, so there is nothing in the rules themselves that is breaking immersion. You will e. g. never think that: “The Orc points a crossbow at me, and tells me to drop my weapons, or else he shoots, but why should I care? The crossbow does D8 damage and I have 34 HP”… Every mechanic, every modifier, makes sense, is well-researched and when it is relatable it does compute with what you know about the real world. E.g. gravity works like gravity would. When it is not relatable (sorcery) it is explained from the perspective of a world where sorcery is real.
Combat
Combat too makes sense and is believable. No, it’s not “realistic”, but it does make sense. A sword has a bigger chance to leave a bleeding wound than a club does. A club is more likely to knock you down or even knock you out than a sword is. An experienced fighter will be able to take a bit more damage before he dies, but he too can be killed by a single well-aimed blow. There is no “hand-holding” in the combat system. The risk of dying is at all times real, and players will always think twice before they enter combat. Oh, and some creatures will be very tough to defeat, even for a party of experienced characters. You will at least some times need to use your head.
Thoroughly-researched armour, shields & weapons
Instead of just copying the stats from other games, the armour, shields and weapons have been thoroughly researched. I have tried armours, climbing with them, fighting with shields, shooting arrows, throwing light javelins with spear slings, etc. etc. etc. MYFAROG is not based on theoretical knowledge only. The advantages and disadvantages of all weapons have been taken into account, and pretty much all weapons have unique advantages and disadvantages. Long weapons e. g. are harder to use in confined space, so in a narrow tunnel the short sword might well be better to use than a normal sword – and much better than a spear. Outside, when fighting under the wide sky, on the other hand, it’s the other way around. A flail is good against opponents with a shield, a dagger is easier to draw quickly from the belt, a lead-weighted dart cannot be thrown very far unless you can throw it high, a battle axe is more likely to do damage to a shield, an Angon (similar to the Roman Pilum) can penetrate your shield and do you damage anyhow, and get stuck and leave the shield useless for some time, etc. A small shield is good for carrying javelins in the shield hand, a large shield less so and it cannot be used on horseback either, but it is better for mêlée, and a medium shield is a compromise between the two.
Armour, shields and weapons are not designed to be “balanced” but to represent actual armour, shields and weapons with their real qualities. And yes, they are all good for something, and have an edge on the others in some way or the other – if nothing else for being less expensive than other armours.
Stamina & Survivalism
There is a system for fatigue, from fighting, from travelling and from lack of food, rest and drink. This means that you have to take into account e. g. that travelling from A to B might actually leave you exhausted, unless you e. g. leave behind that heavy armour or large shield, or simply rest before you enter the dungeon or castle or whatever there. But if you rest, then you might encounter something…. whilst still weary.
You also have to take this into consideration when you fight. E. g. fighting offensively might well wear you out too soon, and leave you exhausted. What if you don’t have the willpower to keep on fighting, and you have to lower your guard?
Or simple leave Stamina out. Unless you fight Wraiths and Ghosts and such, you can.
There are rules for freezing, starvation and finding shelters, and you can easily see MYFAROG as some sort of survivalism game. Because survival alone can be a challenge in Thulê, even when not attacked by all sorts of creatures.
Morale
Because horror and fear is so much a part of MYFAROG there is a morale system, where characters can become afraid and even can lose their minds and go insane. The level of fear influences the character’s performance. Characters can even panic and run away in fear. They are not totally under your control – just like you are not really in total control of yourself, in real life.
This makes the characters more alive, and gives them a stronger sense of ‘preservation’. You can push them into situations they would not appreciate to be in, but if you do they might well perform worse than you would want them to or even run away and thus refuse to do it.
Also, courage equals fortitude, in the sense that if you have much courage, you are also spiritually strong, so courage is needed for sorcery…
Yes, because sorcery is linked to the studies of the mind and spirit, the unknown and often death. It is scary!
Certain races, like halflings, are small and physically weak, but they have more courage than anybody else, and thus are more resistance to sorcery.
Sorcery
Sorcery (“magic”) in MYFAROG is based on mythology, fairy tales and real world beliefs. It is weak (compared to magic in e. g. D&D), but can be used for great effect. The sorcerer is not a fire-ball slinging piece of artillery, but one that can influence the weather and the people you meet, one that is better at healing and one that can enchant items, light up a dark dungeon or make a fire in an instant, etc.
There are human (and half-elven) spells, but also dwarven, elven, gnomish and orcish, and although often overlapping on certain points, they are unique for all races.
System built for Setting
The MYFAROG system (using mainly a D20 to resolve skill checks and combat) is designed for the setting, the world of Thulê, and covers every thinkable and even unthinkable situation that can occur there. There is a skill that covers what you want to do and everything you can do.
Also, the system is built for the setting, but is still perfectly compatible with classical fantasy settings (not least Tolkien’s Middle-earth). You can easily modify and use adventures made for other systems and use them with MYFAROG.
An accurate presentation of the pre-Christian Native European heritage
You actually learn a lot from reading the core rule book. Information about our own pre-Christian heritage is all over the book, intertwined with the system itself and seeping into every part of the game. You will learn what our high festivals were all about, originally. Why do we celebrate Yule (“Christmas”)? What is Easter all about? What is the meaning of the Equinoxes and the Solstices? What is Beltane? Etc. etc. etc. It’s all explained in detail in MYFAROG. With little exaggeration, MYFAROG will probably be the best book you will ever have about European Paganism, our traditions and our heritage.
Hamingja
The unique Hamingja mechanics have been introduced to MYFAROG to inspire players to do good and to cultivate the noble hero in themselves, both when they take the role of a character in Thulê and hopefully also in real life. There is a Native European Traditional aspect to it, as it is very much what our forebears believed; that your Hamingja was linked to you, and that it followed you through the ages. That is what it means in the first place; Hamingja from hamr-gengja: “To Walk in Shapes”. You walk in different shapes, in different bodies, and change body when it dies, to be reincarnated in a new one. Your luck remains. Your Honour remains.
Hamingja is your character’s accumulated Honour, abstracted with a number for game purposes. As a concept it is very similar to Karma, but it is not exactly the same. Your character can gain Hamingja when you play, from good deeds and heroic acts, and from acting in a just way.
Hamingja can be used for having good luck, but if you have Bad Hamingja, it gives you bad luck…
The Myth Master gives players Hamingja points when they perform acts that are significant, heroic and honourable and especially when their acts come at a cost for themselves. When they make a sacrifice for others! He likewise takes away Hamingja points from them, and give them bad Hamingja, when they perform acts that are coward, unjust, criminal or dishonourable and especially when done solely for their own benefit.
Mythology
European mythology is used to create the deities in Thulê, and they are common to all of Europe, so you learn about the different names used for the same deities all over Europe. E. g. Baldr. Yes, it’s the Norse name for Appollon, whom the Celts call Belenus and the Slavs Jarilo or Belebog. These are all the same deity though.
Setting
The setting, Thulê, is unique and based on a myth about a part of Norway, said to have been ice-free during the Ice Age even. So people might have lived there during the Ice Age, isolated from the rest of the world.
The area, Lofoten and Vesterålen in Norway, is further easy to find maps for, even digital and highly detailed maps, that you can use when you create your own myths (“adventures”) for MYFAROG. Only the scale is different, as explained in the rule book. Real world towns and villages are there, in the game, with translated names – most of them pretty cool names too, I may add. Like Densewood, Dwarfmount, Ettinisland Harbour, Lynxfoot Island, Riverwall, Rottenwood Bay, Spell Lake Forest, Wardenholm and Weather Island, to name a few of them.
Name lists
Speaking of names, you also have long lists of appropriate names for your characters, of both sexes, including a separate list for dark elves (dwarves) -made up of all the dwarf names from Norse mythology. Yes, every single one of them.
Ettins
Ettins are known from other games too, but the ettins in MYFAROG are unique and different from them all. They are based on fairy tales and mythology, and you have stone ettins, fire ettins, frost ettins and giant worms, and they are all special in some way – and highly dangerous. And horrible! They also have stone hearts, with numerous special abilities, that can be used by skilled craftsmen to make amulets with sorcerous powers. Giant worms (dragons) also have scales that can be used to craft dragon scale armour, the overall probably best armour in Thulê.
Ettin Phenomena
Then you have the ettin phenomena found in the world of the ettins. They cause all sorts of strange and dangerous effects for those who dare venture into that part of Thulê, and most of all resemble the anomalities of “Roadside Picnic” (the book).
Price
The core rule book has everything you need to play the game indefinitely. The 3.3 edition includes the supplements released for 2nd edition, with some things not fitting into the concept or setting left out, and all of this cost less than 10 bucks.
I keep the price so low because I can, and because MYFAROG is a game that more than other games (in % of the total buyers) introduce new players to the hobby. Men and women who have never played a TTRPG before. I know that because many in the RPG community boycott MYFAROG, because it’s not “politically correct”, and because most get to know about the game via Burzum (my band) and other non-game related sources. So with a low price tag, it becomes easier for them to take the chance and give it a try.
Yes, I can sell it for less than 10 bucks, because I make a living from making music, so I don’t need the money. MYFAROG is my hobby, what I love to do, and my main objective with it is not at all to make money from it. I want to spread the game to promote a hobby I love and to also promote our Native European heritage.
Versitility
Overall I would describe MYFAROG as a cross between AD&D, Rolemaster/MERP, STALKER the SciFi RPG, old RuneQuest and Call of Cthulhu. If you like any of those games you should like MYFAROG. You can play a style that resembles any and all of these games, if you wish, with the MYFAROG core rule book.
You can get MYFAROG 3.3 for 9.99 USD from here.
NB! MYFAROG 4.0 is not yet available, but will be in a few days.
MYFAROG 3.3 is now out, and it is different from previous editions (MYFAROG 4.0 is just 3.3 with some typos fixed and new cover artwork). I have removed some features, added others and modified a lot. I am very happy with the result, and for the first time I will actually strongly advice players to buy the newest version of MYFAROG. It is so much better! It is like a new game.
Removed:
–Life Stance
This was removed because the “Religious” part of the High Festivals were simply representing an ignorant and basically wrong version of our pre-Christian Traditions. Left is only the much more accurate (but still adjusted to the game) version of our own heritage.
–Alignment
Alignment was removed because it was complex and really unnecessary – and because “nobody” used it anyhow. It felt like something that just made manoeuvring in the book more hard.
–AV
This is a tough one. Since my debut in RPGs, I was a great fan of having armour absorb damage rather than make you harder to hit or harder to injure. But in combination with the 3D6 system (that is discussed below) it made combat too predictable and too easy for powerful characters. Not only would they never be hit at all because of the 3D6 system, but if by chance – or bad luck – they were hit after all, the AV would absorb all the damage anyhow. Frankly, it made little sense. And it was hard to fix this. Oh, believe me I tried, but I only managed to diminish this flaw of the system, never remove it altogether. Until now, that is.
Now the armour adds DV (Defensive Value) instead, and – yes this is noteworthy – because damage increases with a better hit in MYFAROG, armour actually still absorbs damage, but in a more logical and mechanically functional way. Also, the armour absorbs little or much depending on how well a character is hit.
E. g. a character with no armour and a DV of +10 is hit with an OV result of 14. So the result is 4 more than needed to cause any injury, meaning “Weapon Damage +1”. But had he put on a Gambeson (+2 DV) the hit would have been only 2 more than needed, and thus the damage would have been “Weapon Damage”. So the armour absorbed 1 damage. With an OV result of 20 the difference becomes bigger: “Weapon Damage +10″ if he wears no armour”, and “Weapon Damage +8” is he wears a Gambeson. So 2 damage was absorbed by the Gambeson.
If we take the same OV results, had he worn a Plate Armour (+6 DV), the difference would have been much bigger. “Weapon Damage +10” with no armour, and “Weapon Damage +1” had he worn a Plate Armour. Although if the OV result had been 26, then the result would have been the same. The Plate Armour would have given zero damage reduction. In such a case, you can imagine that the armour was bypassed, a weak spot was hit, an unprotected spot, so it had no effect. Full damage was delivered anyhow.
Because of the increasing damage system in MYFAROG, having armour giving you more DV actually makes sense – and it also makes combat faster and opens up for more narration. You no longer try to hit your opponent as such, but to injure him. If you fail to so so, you might well have hit him, or his shield or helmet, but you simply didn’t cause any damage.
In the end I am very pleased with this new system, and it works very well too. See more about this below.
–Playable Orcish races
Hamingja and Orcish races don’t mix. As simple as that. You are supposed to be good guys, heroes, and not Orcish filth. Go back to the Land of Shadow, Orcs! Begone”
–3D6 to resolve skill checks
AV was one problem with the old MYFAROG system, but the 3D6 too were a huge problem, and one I tried and tried to fix, but only ever managed to diminish. Yes! The 3D6 gives you more predictability. Yes! Critical results become rarer and don’t mess up play 5% of the time, but…
The 3D6 system has a major flaw. Once a character becomes good at something, he becomes insanely good at it. Every time a character became good at fighting, nothing could stand in his way. Because that +2 or +3 advantage he holds over others matters so much in the 3D6 “bell curve” system – and because you almost never cast a natural 17 or 18 in combat (needed to even hit the guy, most of the time). When you finally did hit, the AV would absorb almost all the damage anyhow. So no big deal.
See more about how this was replaced below.
–Toughness
Toughness and Resistance? Why not just lump it all together under “Resistance”? Well, I did. No it is all called Resistance. As simple as that.
Added:
–More playable Elven races
More is better. All the classical elves are there now, enabling you to easily use other settings for your MYFAROG game. And yeah, even though I love Thulê, because I have so little time to actually make adventures myself, when we play I often just take modules from other games and use them when we play MYFAROG.
–D20 to resolve skill checks
Yes. I used to detest any D20 system, because of the 5% chance for a critical hit and a 5% chance for a fumble. That’s way too high! When playing you end up with players not wanting to do anything, because with 4-5 players one of them is likely to cast a 1 when they try that actually rather easy jump across the abyss. So they choose to just fight and fight and fight their way around instead. It also gives everyone the same chance for critical failure! Whether you have an untrained and clumsy character try to climb a cliff or the most trained and dexterous character in the world do it, they both will critically fail 5% of the time. That makes no sense!
But…. with the 3D6 being too predictable, and with combat being broken by it when characters became good at fighting, I tried out resolving combat with a D20 instead, and it worked like a charm. With an automatically “at least damage / 2” result on a natural 19 and an “at least normal damage” result on a natural 20, and with an automatic miss on a 2 and a fumble on 1, it works really well.
Still 5% chance for a fumble, you say? Yeah, but most of the time when you fumble in MYFAROG you only miss your attack and stand a risk of falling (test Acrobatics).
See more about this below.
–Variable chances for Critical Failure
The problem with a 5% chance for a critical failure has been solved. In combat the extra roll on a fumble table fixes that, and with other skills the natural 1 doesn’t give you an automatic critical failure, but a “Critical Failure Risk“. When this happens you cast a D12 and if the result is lower than your skill proficiency (normally ranging from -5 to +10), then it’s just a normal failure. Otherwise it’s a critical failure. So the more skill you have, the less likely you are to critically fail. And yeah, this fixed the problem!
–More Creatures & types of Orcs
More is better. Lesser Goblins (≈Kobolds), Goblins and Hobgoblins, Snow Orcs and Snow Ogres, Black Orcs and Black Ogres, Ogres and Giant Ogres as well as Wild Orcs (≈Bugbears). Standard version, Leader and Chief, as well as Shaman version.
–New Weapons
Short spear and broad seax have been added. Also Dane axe is now a concussion weapon and sword scythe is a swords & daggers weapon.
Overhauled:
–Combat system
A lot of minor changes. With AV gone the Cut/Shock tables needed minor changes. Morale is now affecting you in periods of minutes instead of rounds. Shields are simplified. Armour is simplified. Wrestling is changed (size now matters! I have no idea how I could leave that out before…. ). Combat modifications changed for attacking multiple times (max 3 attacks per round!) and cover has been added as a factor for missile DV. Rules for helpless and surprised targets changed. Size matters more for missile DV.
–Spells
Not much done here, but some spells have been added and others changed a bit. More enchantments on weapons possible for spell casters, and I can add that this was needed, as enchanted weapons are needed for Incorporeal Trolls.
–Skill system
Well, it’s basically the same, only now you use a D20 instead of 3D6, but many minor changes have been made too. Especially to Tempo and Navigation. For the latter, getting lost is now much easier if you decide to keep on travelling in the dark hours.
–Travelling
Travelling has had a major overhaul and is now easier to use and also punishes those who wear heavy armour or carry loads of weight on their travels a lot more – which by the way might well push players to use horses and ponies more, or to travel lighter.
–Encumbrance system
It was meant to simplify things, but…. it just complicated things. Now a pretty standard old-school encumbrance system with a weight limit has replaced it. You carry a medium load when you carry more than your STR * 4, a heavy load when you carry more than STR *8, and the Flaw “Bad Back” and the Talents “Strong Back” and “Mule” can modify this. Physically weak characters will from now on probably not try to put on a plate armour, so to speak. That alone will make them carry a medium load and give them a -1 to MS and CS. Travelling will be very tiring. Strength matters.
–Character Sheets
Nothing dramatic done here, only an adjustment to the modified 3.3 edition rules.
–Talents
Nothing new as such, but some have been changed. E. g. Athletic and Fast now each give you a +10 to your movement if you run, sprint or dash.
–Sorcery
All spell-casters now use Int to determine if they can learn a spell or not, and how many times a day they can cast it, except Bards and Rangers who still use Cha.
–Armour
Medium armour gives you increased (+1 per hour) Stamina Point usage when travelling and heavy armour even more so (+2 per hour). Armour also has a fixed MS penalty, that can only be adjusted with the quality of the armour and Elf and Dwarf quality. Wearing anything more than light armour will give you a negative MS mod.
–Shields
Small, Medium or Large. As simple as that. DV +1 (+2 MI) for S, +2 (+3 MI) for M and +2 (+4 MI) for L shields. Otherwise, they are like before. Small shields can be used with a sling and you can carry more javelins and such in your shield hand than you can with larger shields. Large shields cannot be used on horseback. Etc.
–Character Role skills
The over-skilled elf is now divided into different types of elves, all of them less skilled than the old elf of older editions of MYFAROG.
You can get the new and vastly improved edition (3.3) of MYFAROG for 9.99 USD from here.
NB! 4.0 is not yet available, but will be available in a few days!
Ask me a question about the rules on twitter (https://twitter.com/WargarW) and I will answer it here and tweet about it when I answer.
Latest Qs and As on top.
Q:
A:
This is a PDF that you can have for free, for use with MYFAROG 4th edition. It’s my PDF, so you have no right to sell it or share it with others or use it in any other way to make money or whatever.
I have not yet made the character sheet for this, but I will – hopefully soon – and when I do it too will be available here.
Enjoy:
PS. The file might be uploaded several times, if I spot typos or make improvements. This file was uploaded the 8th of October 2020.
Yes, the ultimate edition of MYFAROG is now ready. All the flaws of previous editions fixed, much added (not least creatures) and the price is of course the same! You can get it from here.
Two booklets, The Creatures of Thulê I & II, in PDF form are now available for FREE for those interested (see below). These make up the “Creatures” section in MYFAROG, only ILLUSTRATED (by Stefan Cvetković, see his author page here)
If you want PHYSICAL COPIES of these booklets, you can get them from Amazon. To buy The Creatures of Thulê I click here and for II click here.
The purpose of these booklets is to of course give you illustrations of all the strange (and some of the ordinary) creatures in MYFAROG, but also to enable the Myth Master to run a game more easily. Instead of having to take notes or flip back and forth in the core rule book every time an encounter occurs, he can now have the creature stats easily available in separate booklets!
I release these as free PDFs as well, because I think I owe this to all those who purchased the core rule book. Ideally, I would have included images in there too, but at least for now I don’t have the software to do that.
The Coming for MYFAROG has now been re-released and is again available on Amazon, with additional and extensive rules for the use of vehicles, by Jeremy C. Bartus.
MYFAROG has been a work in progress since its first inception back in 2015. Some things worked better than others, and many things have been vastly improved upon over the years. Originally, I really wanted to use 3D6 for skill resolutions, and therefore stuck to it for a long time. Too long, I think, because it never really worked as intended. Modifiers mattered too much, and results became too predictable. When I finally gave up on the 3D6 and started using a D20 (basically a percentile die [D100] in 5% increments), for the 4th edition of the game, all the problems with the 3D6 were solved (and I felt stupid for not doing so earlier), but some new problems arose.
With 3D6 a natural 3 worked fine as an automatic failure, because it occurs only 0.46% of the times you roll the dice. Likewise, a natural 18 worked fine as an automatic success, for the same reason. With a D20 though, the natural 1 and 20 each occur 5% of the time, and you have the same chance to get a 1 or 20 as you have to get any result between 1 and 20.
Now, going from a 0.46% chance to auto-fail or auto-succeed to a 5% chance changes the game dramatically, and not in a good way. Those natural 1s and 20s occur during play all the time.
After some time, suffering from this flaw, this has (finally, in October 2022) been solved for the MYFAROG system and let me explain how. Yeah, I want to tell, because I am really proud of this solution.
Instead of an auto-fail or auto-success on a natural 1 or 20 respectively, you now get a result called “Critical Failure Risk” when you cast a 1 and an “At worst Success Chance” if you cast a natural 20.
Page 33, MYFAROG. Changes are underlined in green:
What is a Critical Failure Risk and a Success Chance? Page 33, MYFAROG:
What this means in effect is that a character with little skill (e. g. +0) have no chance to succeed at very difficult tasks (where you have to roll a 20 to succeed), but the more skilled characters actually have a chance to succeed, and the more skilled they are, the higher the chance for success. The 5% chance to auto-succeed (or achieve a semi-success) (by casting a natural 20) has been reduced to between 0% of 5% (for characters with +0 or less in skill proficiency) up to 83% of 5% (for characters with +10 in skill proficiency).
You see, in MYFAROG your skill proficiency can normally (without racial modifications or sorcerous or high-quality items at your disposal) not get any higher than +10. You can get +3 for your attribute modification, +5 if it is a Character Role skill, and +2 for Talents.
A highly skilled character is thus less likely to fail critically (not least when performing a task he otherwise is very likely to succeed with). Which of course makes sense.
NB! This is an updated rule in MYFAROG and is present in the version that is for sale on Amazon. If you have an older edition, where this rule has not been included, you can update your book directly, by using the information you get in this blog post!
This post was written 24/10/2022. It has not since then been updated.
The corrections/changes listed below have already been made in the version of MYFAROG 4E that is currently available for sale on Amazon.
Many of the corrections in this list are old, so if your copy has a few pages updated/corrected, it does not mean it has all pages updated/corrected. The corrections are listed by page, not date.
The purpose of this post is to enable all those who have older copies of MYFAROG (4E) to make corrections in the book they already have, so that they don’t have to buy another book to get an improved version of the game.
P. 7 The maximum Hamingja you can now have is your character’s experience level + his Cha, but never less than 1. So charismatic characters can accumulate more Hamingja than others.
P. 8 The Hamingja cost for gaining an extra talent, to know an extra spell for Bards and Sorcerers, to be able to pick your character’s race and to modify your character’s size has been reduced to 1 for each. An NB has also been added, making it clear that you can spend your Hamingja points at any point during character creation! So e. g. if you roll for race and get one you don’t like, you can then decide to actually spend 1 Hamingja point to pick the race you want.
P. 13. Modifications for attributes have been changed slightly. 20-23 now gives you a +3 mod, but 24+ gives you +4.
P. 14 Dwarves now have the special ability to “know approximate direction and depth when underground”, instead of the “knows true north when underground”. Gnomes now have that ability too! Further, Light Elves can sense sorcery (but not Ettin phenomena) when within 60′ of it on a 1 (D6) for Half Elves, 1-2 for Grey Elves and Wood Elves and 1-3 for High Elves.
P. 15 High man maximum age is changed (from CON * 6) to CON * 12.
P. 16 Pre-requisites removed for the following Talents: Animal Friend, Careful, Shooter and Tracker.
P. 17 The Thrower talent gives +1 Missile when using thrown weapons, and that includes slings.
P. 19 The “Hyper-sexual” flaw has been removed. A roll of 39-41 will make a character Gullible and 42 Haemophilic. Further, female characters cannot become Haemophilic, and will instead get the flaw Gullible. Also, the Gluttonous flaw now gives you +1 Cold Resistance (on level 1, no changes for level 2 or 3). That extra fat will help keep you warm. See errata for page 36.
P. 20 The “Limp” flaw- You suffer from a -5 penalty to Tempo and -1 to Travel speed.
P. 27 Human and Half Elf females can now learn three skills (instead of two) from the listed skills and males two (instead of one).
P. 33 See the blog post called “Natural 1s and 20s in MYFAROG” under the “errata” category for more on that.
P. 35 In encumbrance level, a Medium or Heavy load will now prevent a character from dashing and sprinting (for medium load) and also from running (for heavy load).
P. 36 There is now a -2 DD to Acting if the target has the flaw Gullible.
P. 57 Initiative modifications for weapons updated. All the weapons from the list of initiative modifiers on p. 69 have been included here on p. 57 as well. I. e. warhammer as a long-reaching weapon and Dane axe, longsword and halberd as very long-reaching weapons.
P. 60 Footnote added to morale table next to “Mod to all skills”. These modifications do not apply to Dodging, Perception and Tempo. So even if you are e. g. “Nervous” you do not get a -1 to any of these skills. Further, not only Dwarves and Warriors, but also Orcs, will be able to carry out a charge as a formation.
P. 62 Orcs too are now allowed to attack from the 2nd line in a formation. See footnote 6 under Special Attacks & Manoevres.
P. 68 Halberd now has footnotes 5/12/13 (instead of 5/9/12) and minimum Str is +1 (instead of +0). Minimum Str for Pike changed to +0 (from -1) and for War scythe to -1 (from -2).
P. 71 Slings are now listed as Thrown weapons. Naturally, you don’t throw the slings, but neither do you shoot with them, and in effect you just use them to throw projectiles farther and harder. They are listed as “thrown” because of the Thrower talent. See correction for p. 17 above!
P. 118 A cow now costs 1 g (instead of 12 s).
P. 124 Spell-casters can now cast each of their known spells Cha * 2 (instead of Cha) times (for Rangers and Bards) or Int * 2 (instead of Int) times for all others.
P. 133 The Rain spell now has a range of the whole region where the spell-caster is casting the spell.
P. 134 The Rose Rune spell only applies unless the spell-caster allows a creature to enter.
P. 135 The spell Awareness has a mod to all Perception skill tests for the duration of the spell. The spell Gjallarhorn will affect all enemies within 1440′ (for Mighty).
P. 152 NPC Spell Casters & Levels changed to: If an NPC is a spell caster and can only cast “Weak” spells his level (to determine the effect of the spell) is 4 and he can cast each spell 2 times. If he can cast “Normal” spells his level is 8 and he can cast each spell 4 times; if he can cast “Strong” spells his level is 10 and he can cast each spell 6 times; and if he can cast “Mighty” spells his level is 12 or more and he can cast each spell 6 times. NB! Same change has been done to the relevant “creatures” book.
P. 160 Halfling has Missile OV of +2, +5 (for leader) and +9 (for sheriff). Changes also made in relevant “creatures” book.
P. 161 High Elf has Missile OV of +3, +6 (for leader) and +10 (for chief). Changes also made in relevant “creatures” book.
P. 162 Wood Elf has Missile OV of +3, +6 (for leader) and +10 (for chief). Changes also made in relevant “creatures” book.
P. 191 Freyja can also cast all elf spells, but bards cannot (normally) learn those spells anyhow (they can still only normally learn those listed as known by Freyja under Water Spells.
P. 194 Formatting error corrected. “Shieva, Lada” font size is now same as for other names.
As the title says, MYFAROG is now available as a hardcover book from Amazon (link here). It is other than that the same as the softcover version of MYFAROG. Naturally, all corrections, updates etc. are also in the hardcover version. Urah! Urah! Urah!
The Creatures of Thulê III is now out and available from here.
This booklet contains 30 new creatures, but also a new encounter table (including all the new creatures as well as all the old ones). All rules for travelling and random encounters have been included here as well, to make it easier to myth master the game! You can see this booklet as a mix between a monster manual and a partial Myth Master’s screen. NB! This book has no artwork (unlike book I and II in the series).
As you might have noticed, the civilization we live in is coming to an end. Slowly but surely it has gone down the drain, after it peaked in the 70ies, and it is now in free fall – and it is just a matter of time before it smashes into rock solid ground. The different services we used to enjoy before are declining or even cease to exist. The publishing service I use for the MYFAROG books are no different. Normally I would have been able to update the file within some hours, before anyone even noticed that the book was out. This time it took two weeks. Not only that, but they told me the file had been updated when it had not, so I started to promote the book (via my wife’s Twitter account) before it had been updated. Sigh.
In short, anyone who purchased this book before the 9th of December has a copy with several mistakes in it. Grammatical mistakes, but also a few mistakes in the data. Although I can explain why this happened, as I did above, I naturally have to take all blame for this myself. This is my fault. So I will offer the full errata here, but also offer to send you a new copy to all those who purchased the book before the 9th of December.
If you did purchase “The Creatures of Thulê III” before the 9th of December, you can send me proof that you did (to my e-mail: ancestralcult.shop@gmail.com) with the subject “NEW COPY”, along with your address and telephone number (I need that because I will order a new copy for you directly from Amazon, and they ask for phone number). If you are happy with just making some corrections in the book you already have, see the errata below.
On the good side, there is no need for an errata for the book currently (since the 9th of December) for sale on Amazon, from here.
I am sorry for the inconvenience and wish you all a happy Yuletide!
V. V.
Errata for those who purchased “The Creatures of Thulê II for MYFYAROG” before the 9th of December (2022):
NB! Grammatical mistakes and formatting errors are not included in the errata.
P. 23 Acid Slime is not an “Animated object”, but belongs in the “Poisonous Creatures & Giant Insects” category.
P. 24 Ant Soldier can also do D4 mêlée damage (not just acid damage).
P. 28 Page (“on p. 14”) reference on top of page is for the MYFAROG core rulebook.
P. 30 “other Stone Trolls” is supposed to be “other Stone Ettins”.
P. 32 Ice Ettin delivers “D10 + (2 + D6 Cold Damage)” instead of D6 (2 + D6 Cold Damage)
P. 33 Fright mod for Sky Drake is not – -7 but -7….
P. 33 Sky Drake can spit an electric bolt 60′ (not 100′ as stated in the book).
That’s it, actually. It is not that bad, but the grammatical errors are horrible and numerous, so this errata looks good compared to what it had done if those had been included….
The MYFAROG character sheet in PDF (100% quality):