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.
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.
Any suggestions for improvements (or corrections…) on the character sheet are welcome (contact me on Twitter please: @WargarW).
PS. The file might be uploaded several times, if I spot typos or make improvements. This file was uploaded the 8th of October 2020.
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: Spell casters are not listed with a LEVEL in ‘The Creatures and Phenomena of Thulê’. So how can I know for how long their spells will last, when they are listed as lasting for example “1 hour PER LEVEL of caster”?
A: The Myth master is supposed to use the “Weak”, “Leader” and “Chief”, or similar categories, as a guideline. If in doubt, you can “reverse engineer” the stats of the spell caster’s CR skills, to see approximately what level he is meant to be on. I guess I should make it a bit more clear in the future….. (If the CR skill proficiency is 0 then the level should be 1, if CR skill is 4 then level should be around 8, if more than that, level should be 12 or more).
Q: How do I engage in mêlée if I am for example 40′ away from my enemy?
A: Normally you will both just walk up to each other until you are within mêlée range, and then mêlée starts. If not, one (or both) can charge into the situation, or perform a tactical advance (5′ to 15′) if closer to the enemy. The rules for charging and tactical advance will then of course apply.
Q: Are there any “attacks of opportunity” in MYFAROG?
A: Not as such. If you have won the initiative, you can move out of a mêlée before your opponent can attack. If he has the initiative on the other hand, he will be able to attack you before you can move.
Q: When you use magic items, will the Rune Lore DD for doing so go down for each time?
A: Yes, according to the rules for “Practising” (page 34 in 4E) the DD goes down by 2 every time you do the exact same thing, to a maximum of 6. So it will become easier to use a sorcerous item for every time you succeed, to a certain point. Note that when the DD goes down, so does the XP reward for performing the task.
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.
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 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.
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 and Resistance? Why not just lump it all together under “Resistance”? Well, I did. No it is all called Resistance. As simple as that.
–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.
Short spear and broad seax have been added. Also Dane axe is now a concussion weapon and sword scythe is a swords & daggers weapon.
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.
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.
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 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.
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.
Nothing dramatic done here, only an adjustment to the modified 3.3 edition rules.
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.
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.
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.
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 (4.0) of MYFAROG from here.
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.
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 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.
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 (“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.
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.
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.
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.
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 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.
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).
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.
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 4.0 from here.
A link to the new character sheet in PDF (100% quality): MYFAROG 4.0 and 3.3 Character Sheet
A high resolution digital map of Thulê is now available from here: Thulê Map PDF.
The calendar is available here: Calendar MYFAROG 4.0.
Maps of each realm in Thulê (in A4/easily printable format):