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Mythic 6.0 Beta Updates

Mythic 6.0's Beta has been made public for anyone in the Discord. It has been for a little bit, but I had forgot to post it here, too. There has been a ton of feedback and updates following the Mythic 6.0 sign-up beta from before. I will go through some here.

But first, you need to join the Discord and go to the Mythic-6 channel. Under pins will be a link to the Mythic 6.0 Beta, alongside the other beta/alpha/released splatbooks and expansions. 

100DOS/MYTHIC DISCORD 


SKULL

Skull is a splatbook with 100 game-modifying Skulls, like those from the Halo franchise. 76 of them are canonical to all of the games, while the rest are made to help fill out the list and offer even more scenarios, events, and modifications. 

Skull also offers some fun, over-the-top modifications that can drastically change how the game is played, and playtesting showed heavy favorability to using the rules that let GMs add skulls mid-game with a D100 roll.


Mythic 6.0 Beta (changes are only after the 6.0 private beta)

Mythic 6.0's beta has been going well. We ran in-house games and even used them to test other splatbooks. New players were allowed to join and that also helped give more feedback on the handbook and the system from people playing for the first time. It was helpful in realizing what rules were messy, misplaced, or even missing from the game. It also helped bring in a ton of feedback, in general. From there, we have a pretty sizable changelog. I'd like to cover the bigger changes.

Permutations

Permutations have been updated with how they work. Limbs are separate from each other, and Permutations now list if they take up permutation slots on separate limbs. This also comes with a minor overhaul on how many slots are taken up. There are also a good handful of new Permutations, consisting both new permutations and items that used to be under Equipment. 

This includes a lot of your pouches, webbings, or other things that exist to be put on armor. 


Bracing

Bracing has been completely overhauled. Bracing weapons now gives more types of benefits, as well as benefits for things like dual-wielding and one-handed wielding weapons. The benefits for bracing have also been changed to better assist using different types of weapons.


Dual-Wielding/One-Handed Wielding

Using multiple weapons, things like dual wielding, have been updated, as well. A general cleanup in rules, as well as simplifying HOW it works. This is most apparent for Characters with the Four-Arm trait.


Abilities

A ton of new Abilities have been added, my last count was 13 new Abilities. With this, two Abilities were removed (Dual-Wielding Range and Dual-Wielding Melee) so that they could be combined into one ability, Akimbo.

The new Abilities include Action Figure Hands, Gunboat Diplomacy, Not Enough, Take The Bait, Faster Than Reloading, Guarded, and more. These all exist to supplement gameplay styles that had no Abilities to benefit them. 

A multitude of Abilities were updated, improved, and repriced. This will help lower the cost of lesser-benefit Abilities, improve the wording or rules, or change how the Abilities work to help benefit the player more or to not step on the toes of another Ability. Some also had to be reduced in viability from being too strong, or needed a limit built-in. These came with price reduction if the limits were a big enough change.


Passive Camouflage and Passive Perception

This one is more of a change than most and heavily alter HOW Camouflage and Spotting work. Because of this, I hope to get more testing done with these rules before they are released.

Passive Perception now sets pre-decided Degrees of Success that the Character automatically succeeds with for spotting, but it's based on the Investigation Skill for how much you'll actually get. Most Characters would have about a "Succeed with 0 Degrees" or "1 Degree" unless they invest in Perception and Investigation.

There are also limitations to Passive Perception based on the distance it can be used, which is based on the Character's Perceptive Range. Meaning that if a Character wants to actually, actively look for another Character, they will have much better overall benefits that go out further and can gain much higher Degrees of Success.

Passive Perception gains no benefits from other Tests or Bonuses. This is stated in how the rules work, meaning that Passive Perception for spotting a Character will not gain any bonuses from hearing them. You must use an Active Perception action, instead.

Similar to Passive Perception, Passive Camouflage offers passive automatic Degrees of Success, but only if the Camouflage Skill is Trained or better. The benefits are also lower overall, meaning that Characters shouldn't want to always rely on it, but it exists to help Characters move and do what they need and gives the GM a bar to set  for both players and NPCs to notice each other without needing a bunch of rolls.

Overall, with the new way that Passive Perception and Camouflage work, and the new way that the Active versions of these work, there is MUCH less rolling involved. Players will generally have ONE Investigation Test, Athletics Test, or Camouflage Test to make in an encounter, and will only get more attempts based on time and the outcome of previous attempts. The new rules also allow to completely halt spotters from constantly re-rolling to find a hiding Character based on if they begin to stack Degrees of Failure, which then gives the hiding Characters time to either escape or make their move.

Though there are then ways that would allow them to get another chance before the time is up, based on if the Character stepped on something loud or caused an instance that was actually audible. It's overall easier to follow, but offers just a bit more going on for those who want it, else you can just use your Passives and move on.


Prometheans

Promethean players and Characters will have more options to choose from, as well as cleaner Traits and more armor and variant choices. Now you get to choose armor types of Cavaliers to match benefits and types from both in-universe and concept art. Cavaliers will be much more involved with their choices, at the cost of rebalancing how their armor works so they're no longer so impervious. 

Prometheans also get to choose to have armor that is overall weaker, but comes with a nice and hefty energy shield.


Missing Character Creation Rules

I've made sure to re-implement or rebuild some aspects of Character Creation, such as a section explaining Faction Training, and another for Support Points and how they're gained. Luck's Character Creation section was removed and the information needed to know about Luck in Character Creation was added to the updated and reworked Starting Resources section.



If you haven't played since 5.0, the amount of changes feel endless, like I couldn't even bring everything up, not even close. Even the changes from the original 5.1 beta are just staggering. But I feel this is a good place for the system and game going forward.


Please give your feedback, as much as possible. Nothing is too small. This includes opinions, suggestions, new content, and fixes. The more feedback I get, the better. And these last few weeks has been some of the best feedback I've ever received in terms of player and GM involvement. Thank you, all.


Now, thank you all for your support. It helps me get through these rough times. I'll have more updates soon, as we're gearing up towards a final edition. I just don't want to rush the release as this feedback has been too good to pass up. So, the more we get NOW, ths better the game can be and the quicker we can get to release, as well.


Thank you all, see you next update (or in the discord).


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