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lawrence.whitaker last won the day on April 21 2018

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About lawrence.whitaker

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    Co-Owner, The Design Mechanism, Co-Designer of Mythras, RPG writer for 30 years
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    Grafton, ON, Canada
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  1. It's a proof copy. I'll post the usual availability announcement when it's ready for sale.
  2. Mythras has maintained exactly the same modularity. It also has very good rules for Passions and Cults too, which should be relatively easy to use with RQ:G.
  3. That's fair enough. The way you'd phrased things, it seemed you may have misunderstood the way differential levels work; we've had the question a couple of times before, hence my wanting to clarify.
  4. Combat Traits are designed to be an integral part of the Combat Style. Thus, as long as certain conditions are met, the Trait works. For your Taunt Trait, you might want to adapt the Intimidating Scream Trait; being outnumbered in Mythras combat isn't a good thing, and if you have a mechanism that actively ensures a character will be out numbered, then I doubt they'll last very long...!
  5. Yes. It's still happening. The book is going through editorial.
  6. It was a shitty internet connection at my end, sadly. Such is the cost of living in rural Canada.
  7. Yes it is. There are two series: 'The Adventures of Luther Arkwright', and 'Heart of Empire', and both are graphic novels. There is a Big Finish audio version of Luther Arkwright, featuring David Tennant as Arkwright himself, and very good it is too.
  8. Isn't this a thread about Mythras? In the Mythras section?
  9. There are effects that can be used against an opponent who fumbles, but you still have to have generated a success to trigger it.
  10. Nothing happens. Both sides failed. Effects are only awarded for success.
  11. That isn't quite how they work. You need to score a level of success better than the opponent, with each level gaining an additional effect. Thus, if A and B both attack and parry at a normal success, there is no effect awarded. If A scores a regular success, and B fails, then A gains an effect. Mythras has Fumble>Fail>Success>Critical as its succession path; Specials aren't used.
  12. Our latest setting for Mythras is Worlds United, John Snead's view of a 1950s where the Martian invasions described in HG Wells' seminal novel, and Orson Wells' radio play, truly happened.The invasions brought destruction, certainly; but they also brought new technology, and opened up the Solar System for expansion. While the Cold War simmers on Earth, Mars and Venus are now colonies, and humankind is turning its eyes towards new worlds for exploration. Characters in Worlds United are adventurers, heroes and explorers, with campaign power levels ranging from the mundane, through the pulp heroics of Science Fiction's Golden Age, to the superhuman levels of heroes such as Doc Savage or the Lensmen. Players can choose from Earth, Martian or Venusian humans, or something more exotic, such as the Ophidians or Lizardmen of Venus. Professions too, range from the expected to the unique - such as Venusian Dinosaur Wranglers, or psychic investigators. And, despite having been vanquished, the malevolence of the octopoid Martians, with their fearsome war tripods, are not far away. Can the United Worlds crystal weaponry and gravity-nullifying machinery take on the war engines of the octopoids in a third battle for the Solar System? Will political tensions on all three worlds threaten the peace first? Worlds United is a setting book, and requires either the Mythras rules, or Mythras Imperative for optimum use. Despite being self contained, it is fully compatible with Luther Arkwright (the multiverse-spanning campaign setting based on the graphic novels of Bryan Talbot), and contains notes on how to slot the period into an Arkwright Parallel. The book contains comprehensive character creation, new backgrounds, powers, rules for Ophidian science, crystal weapons, a range of creatures native to Mars and Venus, and much more. Featuring art by Dan Barker (The Guide to Glorantha, Tales of the Reaching Moon, The Road To Hell), and cartography by Colin Driver (Mythic Britain, Monster Island, The Guide to Glorantha, Paladin), Worlds United is a welcome addition to the Mythras line. At 128 pages, Worlds United is available in both hardcover, softcover, and PDF via DrivethruRPG and friendly local game stores. The book is printed on premium paper, and contains colour elements throughout. Hardcover: $39.99 (includes free PDF) - Note, hardcover is only available via DrivethruRPG Softcover: $34.99 (includes free PDF) PDF: $15.99 TDM Webstore: http://thedesignmechanism.com/store.php#!/Worlds-United/p/133842505/category=5186110 DrivethruRPG: https://www.drivethrurpg.com/product/264521/Worlds-United
  13. As others have mentioned, Mythras is a viable proposition. To address some of the OP's requirements: -I want cult membership to be a resource for the PCs, but not the all-encompassing subculture that it can become in Glorantha Mythras has a chapter dedicated to Cults and Brotherhoods, but they're designed to be usable across many settings and eras, and so aren't as pervasive (or as detailed) as the Gloranthan cults. Nevertheless, the advice on using them and creating your own, is comprehensive. Further supplements, such as Mythic Rome and Mythic Constantinople, build on these basics considerably, offering historical interpretations for GMs to integrate into their campaigns. --I want to keep magic reasonably simple but leave room for the fireball-throwing secular wizard type if that's what a PC wants Mythras has 5 magic systems. Folk Magic are everyday, low-level cantrips that are simple in function, but can be delightfully creative. Theism channels the power of gods; Sorcery manipulates the fabric of reality; Animism handles spirits in a comprehensive and unique way; Mysticism allows for individuals to unlock inner potential to superhuman levels. --I'm probably going to throw some definite 'you're not in Kansas anymore, Dorothy' elements [for example, no horses or cows, but substitutes they've domesticated since their arrival] Our supplement 'Monster Island' has a plethora of 'Not In Kansas' elements to bring to a campaign; from some truly grotesque monsters, through to detailed cultures not out of place in a Clarke Ashton Smith story. Mythras is essentially setting agnostic, so you don't need to strip anything out, although you will want to build carefully using the tools the rules provide. Our Mythics range offer a huge amount of background detail, especially concerning Rome and medieval Constantinople (including dozens of cults, religions, organisations and factions) that should assist in your goals. Couple all this with a fun, innovative combat system and lots of GM advice, and you should have everything you need. Classic Fantasy, as mentioned, may help in convincing D&D players of the merits of the system as it presents a neat way of replicating class, levels, and D&D style magic (including fireballs), tailored to the Mythras rules. Lots for you to ponder.
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