The combat special effects for offensive and defensive have been updated to V1.3. This now contains all the effects from Mythras Imperative and the ones from RQ6 updated to Mythras Imperative way of working. Some tweaks to existing ones have been added. Added also house rule for Shift Location that seems to be popular. Mythras Imperative contains really neat Prepare Counter Special Effect that I cannot wait to start using.
Here is the portrait mode for Offensive Special Effects and here the same for Defensive Special Effects.
This has also been updated to RQ6 Charts and Tables page
Published by
hkokko
Name
Hannu Kokko
In private life
I enjoy roleplaying games, photography and seeing new places and cultures. Retired from working life.
In working life
While there worked with large scale agile software development and architecture close to my heart and practiced daily. Large scale here is anything involving up to dozens of teams working for the same release.
Continuous integration as a cornerstone of making agile development feasible and to help keep the rhythm has been in my focus for quite a bit My latest job before retiring was working as a software development leader, at Elisa as CTO, Smart Energy Solutions. As a secondary occupation a Principal Consultant at Kohilleen Consulting - RD leadership consultancy business.
In private life
I enjoy roleplaying games, photography and seeing new places and cultures.
View all posts by hkokko
One thought on “Combat Special Effects – Mythras Update”