Abydion, the Fifth City
Substitute culture => district. Profession may be chosen freely, but seriously consider your guild’s recommended professions. Characters automatically begin as a Common member of their starting guild.
Because families are de-emphasized in Abydian culture in favor of guild connections, you may choose to either roll family background normally or to just roll on the Reputation and Connections tables (RQ6, p34) to determine how many contacts/allies/rivals/enemies you have, then create an additional three close friends within your starting guild (in lieu of parents, siblings, etc.).
Use tick-based advancement rather than awarding set numbers of experience rolls
Tick stats when winning an opposed roll against a higher-stat opponent by 2+ DoS (success vs. fumble or crit vs. fail/fumble)
At the end of each session, each player present may add a tick to any one Passion on one of their characters. Passions are rolled for increase/decrease at the end of each session.
Check skill advancement once per year in Winter Phase.
Prior to rolling ticked skills in the Winter Phase, choose one from list:
1) Tick three additional skills
2) Tick one attribute (not SIZ after age 21, only INT/POW after age 35)
3) Learn a new professional skill at base level
4) Learn a folk magic spell and tick one additional skill
5) Learn a higher magic spell
Characters with an available instructor can make a training roll each season that they are not adventuring? Or a set number in Winter Phase? Not sure of the best/most natural/least intrusive way to handle training.
Magic is nominally available to all characters, although those with low POW will have substantial difficulty using it outside of areas with high ambient magic levels. Any character with POW 13+ may start with Folk Magic as a guild professional skill and each guild will have a handful of Folk Magic spells available for their members to learn. Higher magic is learned only from dedicated guilds (cults) or other specialized sources.
All five forms of magic described in the Mythras core rules are present in some form. While characters have Magic Points, they are not normally expended when using magic. If, for some reason, a character’s Magic Points are less than their maximum value, they will recover at a rate of one per day. If their Magic Points are boosted above the maximum, the excess will be lost at a rate of one per hour. If maximum Magic Points are reduced, the reduction of current Magic Points is immediate. Characters reduced to 0 or fewer MP fall unconscious until their MP returns to a positive value.
Folk Magic, Sorcery, and Mysticism do not use Magic Points directly and are instead powered by gathered etheric energy
Animism works much like in the core rules, with the exception that the energy expenditure for use of Binding skill is paid with gathered etheric energy rather than with Magic Points. Animism is not normally practiced within the city of Abydion itself, instead being primarily the domain of barbarian tribes.
Theism works pretty much the same as in the core rules, with the exception that Devotion skill can fluctuate based on character behavior, somewhat like a Passion. A character may have Devotion skills for multiple deities; most notably, there are priests within Abydion who serve all of the Five Lords of Saturn. A character’s Devotional Pool reduces their maximum Magic Points until spent. Unspent Devotional Pool is added to MP when determining whether a character falls unconscious.
Etheric Energy: Any given location has a certain amount of magical power flowing through it, termed Etheric Flux (EF). Characters have a basic Etheric Capacity (EC), calculated as MP/3-3, and may gather up to EC+EF points of etheric energy (EE) to power magic. If this is insufficient, they may exceed this limit at a cost of 1 MP per extra EE. This energy is gathered at a rate of (casting skill / 50) EE per combat round or (casting skill / 20) per minute, rounded down in both cases. If this is insufficient, the energy may be gathered more quickly in exchange for suffering 1d3-1 damage per extra EE to a random hit location as a single hit. (i.e., Three extra EE is a 3d3-3 hit to one location, not three 1d3-1 hits to separate locations.) The decision of what spell to cast must be made prior to gathering energy and the spell must be cast or aborted immediately after power is gathered; it cannot be held for a later casting. The Casting Miscarriage Table (Monster Island 130) may be invoked based on the casting skill roll and on whether the caster exceeded their EE capacity and/or power draw rate. Each point of energy drawn has a 1/6 chance of reducing the area’s EF by 1; characters who do so frequently within settled areas are likely to receive unfavorable attention from locals who are unhappy about the reduced availability of magic.