Mythras

This fantasy game of long lineage uses percentile (aka d100) mechanics. There are no character classes, there are a variety of magic types, and basic magic is potentially accessible by all characters. Combat is detailed, using hit locations and a variety of modifiers for positioning and tactics.

The immediate predecessor to Mythras was known as RuneQuest 6th edition. But as sometimes happens in the tabletop RPG industry, ownership changes and licensing arrangements shift. So some changes were made to RuneQuest 6, and the game was released as Mythras. If you’re looking for a generic fantasy system with proven mechanics and a grittier feel than d20 fantasy, Mythras may be a good fit.

Three Things About Mythras

  • Cultural Influence: In Mythras a character’s cultural background (such as Barbarian or Nomadic) determine initial skills, available magic, and fighting styles.
  • Five Distinct Forms of Magic: Folk magic, animism, mysticism, sorcery, and theism can all be used in a single game world if desired.
  • Fighting Styles: Combat skills are built around styles of combat rather than proficiency in individual weapons, and the rules provide a variety of maneuvers such as charging and evading.

The Mythras cover page homage to the original RuneQuest cover, with a picture of a spear-wielding woman fighting a beast. The Mythras Imperative cover shows a magic-wielding woman facing down (or summoning?) a disparate band of creatures.

Reviews

Note that these are reviews of the immediate predecessor to Mythras, but between RuneQuest 6 and Mythras, the rules have not changed materially.

  • “Yet whilst RuneQuest Sixth Edition retains much that made the original so very different from RPGs of its era, The Design Mechanism has streamlined the rules and worked hard to make the game easier to run.”Pookie UK, Reviews from R’lyeh
  • “Overall, I felt like RuneQuest 6 was not just a good expansion and update of a classic gaming system, but also a good game all on its own.”Shannon Appelcline, RPG.net

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