Mythras
3rd PrintingBest For
Groups who want gritty, tactical, and realistic combat in a skill-based percentile system, particularly for historical, mythic, or low-fantasy settings.
Core Mechanic
Roll d100 under your skill percentage. In combat, degree of success vs. opponent determines Special Effects: tactical maneuvers like Disarm, Trip, Bypass Armor, and Bleed. Action Points govern actions per round, damage applies to hit locations.
The d100 core rolls under a skill, but combat is where it opens up. Degree of success buys tactical Special Effects like disarm, trip, or bypass armor, tracked against an action-point economy. Magic comes in several full systems, and Passions and Cults add social and devotional rules. It is a deep, interlocking game that rewards study.
- Free to tryQuickstartA free starter you can actually play
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
Tactical Special Effects combat system, classless skill-based progression, five distinct magic systems, adaptable to many genres, free intro version (Mythras Imperative)
Considerations
Steep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creation
Rules license ORC
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