Design Mechanism published a mighty tome called Mythic Babylon this summer. It contains magic system additions and everything necessary to play a role playing campaign in Babylon – of course including creatures.
I have added a few of those into the Mythras Encounter Generator so it will be as easy to generate those than any others. There are also few additional abilities for beasts – Good and Bad Omen, Melammu – a form of frightening splendour and See Ghosts. These have been added as abilities to the MeG.
I have also added tag “Mythic Babylon” for existing creatures that I have created that might be encountered in Babylon.
Sorcery Calculator has been updated to handle invocation skills up to 400% and shaping skills of up to 400. These major skills are usually available with orchestrated casting of certain sorcery schools for the invocation but might be available also for some superbly potent individuals.
This now also includes the alternate names for spells in Monster Island sorcery.
Some of the spells do not have enhanced effect beyond 120 in skill but almost all do.
Protected by minions these highest level sorcerers are truly potent opponents as they should probably also be played like the most intelligent enemies in the realm.
Some spell examples with the skill and shaping chosen
I have started to update the older spirit encounters in MeG. Part of them were created pre-Mythras RQ6 and quite a few of them in the early days of MeG feature development.
I am starting with sickness spirits.
So what changes – Spirits will use newly refactored Spirit Abilities feature and use all of the Spirit Abilities from Mythras (3rd printing). They will use them by having them as “Spirit Abilities” feature in individual spirits. For the sickness spirits this will mean that they have Covert, Manifestation and Disease feature with references to the rulebook where necessary. All of the artefacts of older rules and MeG feature workarounds are updated to the current feature set. For example in earlier rule sets there was onset time for sickness to start, now that does not exist in current rule sets for spirits.
For each of the sickness spirit intensity levels from 1-4 there is added a randomised Disease condition available for sickness spirit (for that intensity level). For example for Sickness spirit intensity 1 there will be only one disease condition randomised.
For higher level intensities there is created all the variations of disease conditions. For example for level 2 there is sickness spirit intensity 2 (1+1) and sickness spirit intensity 2 (2) – first one will have two randomized disease conditions for level 1 and the second spirit will have only one with disease condition level 2.