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Mythic 6.0 Changes, Updates, and a New Splatbook

Okay, some changes, updates, and new features brought over from the Medieval Ages and Armory alpha tests. And I remember nothing of what I might have brought up in previous posts. 


First, a new splatbook has been made! It introduces Halo's Skull system into 100DOS, which can be used for more than just Mythic games. It introduces ONE HUNDRED different game modifiers, with over 75 of them being canonical based on the skulls of every Halo piece of media that have used them. 

GMs can use the new Skull Splatbook to introduce new modifications to how the game plays, create unique scenarios and events, make the game easier or harder for the players, etc. 

There is also an available tool to roll for skulls to be added, similar to skulls being added between each wave in Firefight.

This will be available when Mythic 6.0 releases, though if you ask me in the Mythic/100DOS Discord, I'll be happy to give you the list before the splatbook releases.


I've reintroduced medical tools that have been removed. These reintroduced items that were removed for the beta, and then rebuilt to fit the new Special Damage system. Alongside this, a lot of medical tools were updated for both UNSC and Covenant to make them more worthwhile to take and to give medics a bit more of an edge while on the battlefield. Though, some did get a reduction in capability in order to not make other options unviable or too strong. 

Bone-Knitting Polymer was one that returned, which will work nicely with the fact there are now rules to break bones.


Weapon training was completely reworked. The training packages have slightly modified prices and they offer different weapons. I made sure to take the new weapon category system into account to cover all possible weapon name listings. Which, isn't any more than existed previously.


Going further into the weapon categories I talked about, it's nothing too big or different than we already have. Every weapon has a listed Type, this Type is now 1:1 with any possible listed training, including the updated system that shows how you can mount attachments on your weapon.


And now onto your attachments. Every weapon type lists the rail mounts the weapon gets for humans. The total amount of rails have been decreased across the board to be more in line with actual UNSC equipment. You're now able to purchase and attach more rail mounts, which cost 15 cR per. The new system also goes much more in-depth about what might take up an entire rail mount, how many things a weapon type can mount, etc. 

It's not complicated, it's just based on if your weapon is [DW[, [OH], [TH], or [HW]. There are also rules about mounting on the wrong rails, such as mounting a scope on the side of a rifle, or putting an underslung somewhere that would throw the weapon off-balance.


Sniper Rifles have always had a rule listed in each weapon entry for getting penalties at close range. This rule has been removed from each and replaced with the Long Barrel Special Rule. Long Barrel Special Rule is applied to all Sniper Rifles, Machine Guns, and Heavy Machine Guns. 

Long Barrel Special Rule has less overall penalties to the user and gives the penalties much closer than before. The biggest drawback to using them is that Opponents now gain a +20 Bonus to Evasion when within their Melee Range. And with the user of the weapon now gaining that -10 Penalty To Hit and no benefits for close range, it gives the Opponent much more of an edge.


I've also removed the table that listed weapon reload times. This is listed as a per-weapon basis, and information like this can now be found in the dev sheet that is available to everyone.


I've introduced several new Abilities, and would like to introduce even more. So far, I have introduced Ask Nicely, Field-Tech, Far-Sight, Smooth Talker, Quickscope, and Grand Entrance. I want to add more non-combat Abilities, but those are difficult to come up with, for me. Here are some quick blurbs of what each of these new Abilities do.

Ask Nicely: When using more than 1 Support Point at a time, have a chance to reduce it by 1.

Far-Sight: Character makes a Perception Test alongside an Aim Action to attempt to increase their Perceptive Range multiplier by 1.

Field Tech: Allows a Character to make simple electronics and items out of scrap metal.

Grand Entrance: Allows a leader character to give orders and give allies the option to use the leader's Leadership Modifier when figuring their Initiative. 

Quickscope: Halves the To Hit Penalty from Long Barrel Special Rule and reduces the Opponent's Evasion Bonus.

Smooth Talker: Roll Charisma to attempt to change another Character's Disposition. Can be used to change that Character's Disposition against another Character, as well.


Medieval Ages' Weapon Type information system has been introduced to Mythic. What this does is tell the player exactly what their weapon can do in combat, outside of their normal attack types. This covers players wanting to use their weapon outside of its normal role, such as using a rifle as a club or melee weapon, or even throwing your handgun at someone. 

It now lists using each type of weapon as a melee, using melee weapons outside of their intended attack type such as attacking with a sword hilt or using the flat of a blade. It lists using ranged weapons as a club, and even throwing each type of weapon and what it does. 

No more guesswork needed on what you can do with a weapon, the types of damage it might do, or if you can use weapons in a way outside of their intended use. 


I nerfed headbutting. It was comically strong because I thought it was funny, now it's more inline with other melee options.


The grunt/unggoy players out there will be able to find their methane jump and other methane rules under the methane tank equipment information. Everything was placed under once place and now it's more clear what the methane tank does.



That's everyone, for now. Thank you all for your support! Like always, weirdly, Mythic's next big release is slated for late January, early February. Depends on how things go with my injury and if I need time off. If I end up needing surgery, there is a chance it will take longer.


And thank you for supporting me. The patreon support has allowed me to get a little bit more money to keep going, because workmans comp does not pay well. And there is always a chance it'll completely vanish now that there is a chance they could try and claim my injury was magically somehow genetic. (muscle damage and tearing is genetic, everyone knows this!)



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