Mythras Encounter Generator (and its previous branding) has been in existence now for about 9 years – since 2013. I wrote my first post about it in September 9, 2013 and it had been in existence a few months before.
MeG has generated 649 256 NPCs since the early days.
To ease the work of hard working (and lazy GMs) in Mythras Mythras Encounter Generator can now generate more Cthulhoid creatures… Here are the next part of MeG updates for Weird of Hali. Just ten more of the Weird of Hali creatures remain without statistics in MeG – will be rectified in near future.
This update contains nine cthulhoid beings to generate
The new Destined supplement for Mythras is full of interesting material. There is one new special effect there that could be added optionally to your normal special effects. That effect is Distract and it has been added to the normal special effects charts. It is similar in tone to Press Advantage but it is different in tone and has a different tactical effect when Press Advantage is not useful.
Its selection is now in both of the visual (mind map) style sheets and also to the normal Offensive/Defensive Special Effect quick reference sheets.
Progressive Folk Magic provoked a few questions both in live play and in reddit and I added clarifications based on some of those in the new version of the Progressive Folk Magic V1.1. The mechanics themselves are not changed.
“You could constrain Progressive Folk Magic so that one can only buy a spell if one has the right level of folk magic skill already. Each level of the spell after initial purchase should also be considered a new deeper level spell for buying or accessibility purposes (who teaches it). You may need to buy them in order.“
Folk magic is described as petty magic available usually to most folk. This has led to design decisions that folk magic spells in RAW are ‘fixed’ in strength and placed low in the ladder of magical strength. It can also be stronger like it was in history of the game. If you want variable folk magic spells from AiG you could use these rules. To keep the relative strength of the magic systems aligned the spells variability is controlled by the Folk Magic skill level required and INT required.
Bear in mind that this makes the folk magic spells significantly more powerful (and also weaker in the lower end of intensity) and take this into account on your campaign’s magic levels.
You might also want to constrain the intensity attainable per spell to certain cults and/or cult levels. So for example Healing intensity 1-3 are available to everybody and Healing 4 to shamans of any cult. Healing intensity 5 or higher is only available to Healing cult or Healing Cult’s Priest level. If you use progressive version of the spell it replaces in its technical effect the RAW version.
Caster does not have to use full intensity available.
The spell table shows how each of the spells are modified by intensity. Those spells not on the list stay fixed as they are.
With this system for example:
Bladesharp adds dice bonus to blade weapon damage. Only dice bonus is magical. For example intensity 4 would give +1d4 added damage and cost 4 MP. It would require 61% in Folk Magic skill and at least 10 INT
These rules distilled from AiG are used with permission and are slight modification in presentation from the original.
The MeG contains currently 3966 published templates for NPCs and monsters for various campaigns – the content is crowdsourced and it is easy to find creatures or add new ones. There exists also tools to get the info in json format and insert that into roll20 or Foundry
The encumbrance calculator makes it easy to calculate the effect of encumbrance. This can be especially important when the players want to use heavy armor but their character or drag along multitude of equipment.
The following changes are in the new version:
Sheet has new look and feel.
it shows the selected worn armor, its ENC and APs
it shows the selected carried armor
it shows the selected weapons
it shows the selected equipment
and finally it shows the amount of loot ENC carried
The ENC limits are shown in a different way.
The effect on skills is shown and highlighted in more compact way.
With the CON added it shows how often to roll for endurance outside the fights.
Same, more importantly, shows how often you need to roll for endurance within the fight.
All the armor / material combinations from the standard book are included. The name informs the material.
If you select more from the worn armor than human has locations – it will give a warning message at the top. Same goes if you forgot to select all.
The armor rows show selectors for Milieu eras (prehistoric, ancient and so on) – so you can select the appropriate armor.
Material examples for each armor piece show various materials and there is a link or explanation for armor kind.
It should be now quite effortless to calculate the encumbrance.
The link is here Unfortunately it requires now Excel 2019…
I updated the Encyclopedia of Mythras Combat Style Traits to include the styles from Weird of Hali (from Aeon Games), Diadochi Warlords and Stupor Mundi (from Alephtar Games) Now it contains altogether 103 Combat Style Traits for fantasy campaigns
Here are Combat Style Cards for playing Mythras in Mythic Rome.
Created all weapons for Mythic Rome and combat style cards for all of the combat styles in Mythic Rome
There now exist combat style cards for the following Mythic Rome styles
Mythic Rome overall
Mythic Rome Pre 4th Century
Roman Cavalry – Pre 4th Century
Roman First Class Infantry – Pre 4th Century
Roman Second or Third Class Infantry – Pre 4th Century
Roman Fourth Class Infantry – Pre 4th Century
Roman Fifth Class Infantry – Pre 4th Century
Aequi or Volsci Warrior
Mythic Rome 4th Century
Hastati and Principes 4th Century
Triarii 4th Century
Rorarii and Accensi 4th Century
Leves 4th Century
Samnite Heavy Infantry
Samnite Light Infantry
Heavy Gallic Infantry
Light Gallic Infantry
Gallic Charioteer 3rd-1st Century
Gallic Cavalry 3rd-1st Century
Heavy Macedonian Phalangite
Light Macedonian Phalangite
Mythic Rome 3rd Century
Hastati and Principes 3rd Century
Triarii 3rd Century
Velites 3rd Century
Roman Cavalry 3rd Century
Mythic Rome Carthage 3rd Century
Iberian Swordsmen (Scutarii)
Iberian Skirmishers (Caetrati)
Mythic Rome Late Republic
Auxilia Gallic or German Cavalry
Auxilia Mercenary Archer
Auxilia Balearic Mercenary Slinger
You can find the description for combat style cards here and the combat style cards themselves are here (see folders with names starting Mythic Rome). Altogether there should now be almost 450 Combat Style Cards for various periods. If you find that something important is missing that has been published, please inform.