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Mythic 6.1 and The Armory work continues

To start off, it's been a bit bumpy for me. Having to help my family more because of getting covid, my mother losing her job, and now I have covid. My shoulder injury seems to be fully back even after the surgery and physical therapy, and I have no idea if I will have to lawyer up to continue to get the help I need. 

So it's been a bit bumpy, as pretty much all of this has happened since the last Patreon update.


Now onto what's going on with 100DOS.


Mythic 6.1 is currently in the works, So far this is only a ton of fixes and minor updates. Incorrect math being fixed, tons of typos and grammar issues, and some old returning rules given new life. Oh, and I HAVE been doing what you all love most, that's right, adding MORE content.

The majority of work being made on 6.1 is based on user feedback, so just know that nothing is too small or insignificant when it comes to feedback. 


Everyone's favorite horribly balanced melee attack has been added back in. Trip returns as a fully reworked Advanced Melee Action, allowing players to be complete jerks to others. Now your Spartan can properly bully that scrawny Elite.

Initiative rules have been fleshed out just a bit more. It's easier to track and now helps GMs with outliers and other rare circumstances. There is also a new step-by-step process added to help players speed up their Initiative.

A few weapons didn't have the proper damage values, this has been fixed on a handful of weapons spanning the entirety of the armories. For example, one Spiker had too much Damage, then some UNSC weapons didn't do enough for their stats. Oh, and the ONI Hard Sound Rifle was supposed to be Charge (5). This has been added back in.

Those Cyclops melee weapons can now be taken for any Walker vehicle.

There are new vehicles that have been introduced. Currently I have the Pegasus and Bumblembee. There may be a couple new vehicles on top of these, but we'll see how I can fit them in.

Walker vehicles now have engine enhancement rules and how it interacts with walker vehicles.

Decompression rules have been added into the environmental rules. This includes 3 tiers: Slow, Rapid, and Explosive. Each one will do some serious damage to players in their own ways. Just don't be close to the epicenter of an explosive decompression event. Your sealed suit will only protect you from so much of the Special Damage it'll cause, let alone the pure Damage to Wounds.

The rest are just a ton of fixes and updates. Nothing being done in 6.1 will cause you to need to worry about checking over your character or changing your stats in any meaningful way. At most you'll need to change a single stat on one of a select few weapons.


The Armory

And now onto The Armory. I know I've talked about this one returning. A lot. But we're finally here. I've been commissioned for a modern military expansion to Mythic and will be working alongside them for the extra content they will want. 


Currently I have a few new goodies being introduced to The Armory. First is the new Armor/BDU creation system. This system spans from World War 1 all the way to Near Future and Futuristic. GMs and Players will be able to create their own unique sets of Armor for any era. 

First, you're able to choose between Armor Type, ranging from Type I to Type IV, and then Type V-A and Type V for futuristic games. 

From there you can choose the variant the Armor is, from Undercover and Concealable, to Up-Armored, Heavy, and Super Heavy. You have 7 options in total.

And then you have the Armor Plating type. There are currently 7 plating types for regular games, and then 2 near-future and 2 futuristic options based on real science. Plating is installed onto each Armor Location, based on choice. Each type has a weight, a Plating Modification, and Breakpoints. Meaning that your Plating will eventually break and need replaced.

Next, you have Armor Layering. Armor Layering offer various types of protection, like EOD Layering, Flak Layering, Fire Rescue, and more. Each of these will offer special modifications to your armor, but generally comes at a cost of weight, price, and sometimes Agility.

AND FINALLY, Permutations. The Armory offers a full unique slate of era-specific and proper permutations. These work the same as Mythic's UNSC Armor Permutations.


From there, I have a vehicle building system that teaches players how to build vehicles for ANY situation. From motorcycles to jeeps, busses to trains, infantry fighting vehicles to tanks, from helicopters to bombers. There are 14 base templates for both Land Vehicles and Aircraft. A total of 28 templates to get you started.

Then you modify your template with the Vehicle Time Period, how to set its characteristics, and a vehicle pricing system for tabletop-only players with no access to the public Armory spreadsheet. This will create drastically different pricing from what the Spreadsheet will offer, but it's better than nothing for those with no access, such as people who are playing locally with no laptop or computer available to them.


Character Creation has a new toolset for turning a generic Soldier Type (Military, Agent, Militia, etc) into a more varied and unique Soldier Type. These are options similar to what UNSC Soldier Types get in Mythic, but with a different type of balance to make up for you being allowed to create your own Soldier Type. The experience prices are a big higher with some differences in Traits they give.


And finally, the original Traps and Hunting rules from 100DOS 1.0 returns. These offer ways to set traps and prepare for hunting, as well as rules that show how to hunt and the difficulties that can come from them. GMs may use these for more survival-heavy style games.



That's all for now. I can barely sit anymore, so it's probably time to go lay down. Thanks for all your support, it means the world to me. I'll be back soon with more information on these projects. Especially when I start feeling better.


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