Halo mythic pdf download






















Publisher: Web published. Year: Product Code: Beta 1. View Corrections Link Image. No items found. No images found. No videos found. No threads found. No posts found. Title Hot Recent. Sort: Pg. Relationship: Periodical Articles Podcast Episodes. No lists found. RPG Item Rank:.

Personal Comments:. Your Tags:. Add tags Tags separate by space :. Web Links. No Web Links Found. Free Actions may be performed in addition to any other Actions made in a characters turn.

There is no limit to the number of Free Actions a character can take; The GM should use common sense to set a reasonable limit for the turn. Free Actions include dropping an item or speaking a few words. Actions dont do anything of themselves, but they are used to clarify what a character is attempting. With time and the countless firefights, your character will acquire new feats and find strength once unknown to him.

You have many races in which to choose, each with their own limitations and abilities. When choosing each race, remember that there are guidelines of which to follow. They took control using religious affairs and by controlling Forerunner Artifacts; leaving the task of conquest to the Sangheili to insure that no one would impose their rule. Mgalekgolo Hunters : The Lekgolo are a race of Worm-like creatures that combine to form large, intelligent assemblages known as Mgalekgolo.

These gestalts are fully clad in large lumbering plates that are nearly indestructible. Ironically the Mgalekgolo gestalts are the least common of Lekgolo forms, but the ones found most in combat. The Covenant Empire once invaded their home planet and threatened to glass everything unless they joined. Unggoy Grunts : The Unggoy are the most common and one of the lowest ranking castes in the Covenant Empire.

Needing Methane Gas to live, they must carry large methane tanks on their back. They are crab-like bipedal creatures forced to join the Covenant Empire after their planet was sent in to something similar to an ice-age caused by overindustrialization.

The Unggoy are used for the majority of labor in the Covenant Empire. Kig-Yar Jackals and Skirmishers : The Kig-Yar are bird and reptile like saurian species that are used as marksmen and mercenaries for the Covenant Empire. Known as mercenaries, the Kig-Yar fights for weapons, food, and other commodities. Their cousins, the Skirmishers, are lighter in build but faster on foot.

Together, the Kig-Yar species make fast and dangerous opponents who are bloodthirsty. Long in the past, the Covenant Empire fought and nearly enslaved their race as engineers but then began employing them. They follow a Queen and female worker society. Huragok Engineers : The Huragok are an artificial species once created by the Forerunners.

Only the San Shyuum originally learned to converse with them and kept it that way for a long time before other individuals learned.

Huragoks were used as repair workers and suicide bombs. They were forced to wear collars with bombs on them, and if they disobeyed, the collar would be set off. Later on, around , the UNSCDF formed a fifth branch of the military known as Spartans, a military branch based specifically around the genetically altered super humans. Humanity is a big part of the Halo Universe, predating the Covenant during the time of the Forerunner. Before the Covenant Wars, Humanity was at war with itself once again in shape of the Insurrectionist Wars.

Insurrectionists: Starting in , the Insurrection wanted freedom from the UNSC and Mother Earth control, claiming that they needed no ties to Earth or any large controlling Government.

Even during the times of and on, these Rebels are resurfacing after the Human-Covenant War. The Covenant worship the Forerunners and the Halo Arrays, with the aliens known as the Sangheili leading the other races through on spiritual expansions and explorations. During , the Covenant Empire was destroyed, forming splintered groups.

Sangheili Elites : The foremost leaders of the Covenant Empire, this race are a proud, strong, and intelligent warrior people. For almost the entirety of the Covenant Empires existence, the Sangheili formed the military and spiritual backbone.

The Sangheili are proud, nearly to the point of being suicidal. Their sense of honor is the most upheld element of their culture. Later on, during many of the Sangheili broke away from the Covenant Empire after discovering the lies planted within. This was known as the Great Schism. Jiralhanae Brutes : The Jiralhanae, otherwise known as the Brutes, were the most recent addition to the Covenant Empire, around the time of the late th 20 century.

These ape-like creatures are a carnivorous mammalian species that are beyond aggressive and eat the flesh of their enemies, especially after a hunt. During the Great Schism, the Brutes began an uprising with the help of the Prophets to overthrow and destroy the Elites. Within the Air Force are a number of major commands tasked with similar administrative and operational roles. This project was ONIs answer to the newly arising Insurrectionist threat that was being established in the outer colonies.

These augmentations were not as powerful and adverse as what was eventually done in the Spartan II Program, and it also didnt have the horrible side-effects that plagued the many members of the Spartan II program. The program was later disbanded and deactivated during The Spartan II program was the first in a series to meld advanced exoskeleton-based technology to help form a superior soldier. Originally intended for subjects, there was only a budget allotted for suitable candidates.

These candidates were children of the various planets of UNSC controlled space. The children were then abducted from parks and schools, one by one, and flash clones were used to replace them.

These Flash Clones were made from experimental technology, and all of which died from natural causes due to having no immune system and organ defects. The children were put through training at the age of five and six. During their training, ONI put the children through hormone treatments. At the age of 14, in , the children began undergoing biological augmentation treatments of which only 33 survived without any adverse side effects. Now, the newly made Spartans were fitted and given Mjolnir armor; at about this time, the Human-Covenant War ad already begun.

Similar to the original selection process of the Spartan II program, orphans were selected from the various Human-Covenant based orphanages. Using these vengeful orphans from fallen Colonies, they were to be cheaper to arm, train, and augment. The children were chosen from a larger pool of candidates as to collect more children than in the Spartan II program.

There were teams of Spartan IIIs comprised of incredible soldiers. These special teams were known as Noble Team and the Headhunters. This did not happen due to Ackersons death and Halsey becoming ONIs scapegoat who was arrested after returning from Onyx.

These new soldiers were successfully augmented such as the Spartan IIIs were, without the need of children and hormone treatments. Armed in dropping pods fired from ships and stations in orbit, these pods crash to the ground as the ODST swarm out and begin taking the enemy by surprise. Marines are well trained and well equipped and ready for duty. UNSC Air Force personnel have superior airpower and piloting skills compared to any other branch, giving them an edge in high-speed and aerial combat.

In conjunction with the Navy and Air Force, the Army has the means to transportation and equipment needed to support ground combat and garrison duties. Navy UNSC Personnel are usually found aboard the ships and orbital platforms that orbit high above Earth and her colonies. The combined number is then added to the already listed Characteristic number for each Characteristic. The base number added to each result depends on race and type, so players must check the pages of each soldier type to find their unique Characteristics.

Credits are used throughout the game, and must be kept track of. Any experience gained is added on to whatever is left over from character creation. Characters may swap cR, purchase items for each other, and even, if chosen by the GM, share a cR pool, instead of having a different pool for each character.

Later on in the timeline, new armor becomes available. The Friend or Foe tag comes standard in every character and has software to work with every single eyepiece, goggle, and VISR system. Each Soldier Type offers a different form of gameplay and roleplay that players may use. These differentiations between the Types are also in balance and design. It is unwise for a GM to allow a Spartan in a Civilian party due to balancing the enemies and players, though allowing a Policeman or a Civilian or two in a game of Army and Marine Soldiers is more acceptable.

A GM must realize how different these Soldier Types may be and how to handle the mixing of them. These tags broadcast ally location to teams and parties. VISR, Tactical Eye pieces and goggles, and Ocular implants, as well as infantry helmets all pick up these broadcasts as location tags, radar signals, compass direction tags, and map tags. These will allow radars, maps, compasses, and your HUD to know the direction and distance of allies.

These also can broadcast tagged enemies once tagged. To tag an enemy, they must be in sight and mostly visible. Once tagged, the FOF system will track the enemy tag and mark it as hostile. The same can be done to Neutral parties as well. Bio-signs are also broadcasted by FOF Tags, and can be viewed by anyone receiving the tag. All Covenant receive these tags automatically, as well. Every race has its own price that subtracts the starting cR by a set amount.

Whatever is left after the cR cost of the soldier can be spent on equipment and abilities. Once you are finished spending your cR on upgrades and equipment, you may begin playing.

Every soldier type comes with starting equipment, usually armor, a weapon, and starting abilities. This package comes free with the soldier and does not need cR to get.

We are the apex predators. If so, the Pilot counts as beginning with experience and cR. These cannot be stacked on the same Characteristic. You will be the protectors of Earth and all her colonies. Make more of them. And make them cheaper. Were back to using consenting adults now, like we did in the Project Orion. Cost: cR and experience. Spartan IVs gain two free Skills that begin as Trained. Treat this character as if from another branch of the Military. Nothing holding me back.

AI still get Wounds rolled and may still make physical attacks. These physical attacks are shown as the power an AI can use against another. Strength, Toughness, and Warfare Melee are all used for AI warfare, where multiple AIs are in battle against each other in battles of memory and processing power. AI cannot purchase utilities, but can give away cR earned or purchase ordnance. Many Skills and Abilities will not work with an AI, so make sure that your character will benefit from the purchase.

AIs get full control of most technology and equipment they are able to sync with. AI are able to connect to any wireless connection, any computer with any sort of informational port, and any computer on a shared network with another. Covenant Mgalekgolo They're all scary and angry and they like to smash things Mgalekgolo get the Built Tough Trait at character creation.

This gives the Grunt the ability to respawn two times after death. When the Grunt is out of lives, the character is gone. Where do I sign up? Covenant Sangheili On the blood of our fathers, on the blood of our sons We swore to uphold the Covenant! Ultra: To begin at the rank of Ultra, the player must spend Experience.

The character also gains the Combat Harness associated with Ultra. Covenant Jiralhanae Soldier Hunt to kill and kill to eat. War just makes it easier. Chieftain: The character may spend all of their beginning cR and all Experience to begin as a Jiralhanae Chieftain.

The Chieftain trades all starting weaponry, including grenades, for a Gravity Hammer. Covenant Yanmee Unmutual Pretty smart for a giant roach Yanmee get the Flight and Four Arms Traits automatically from character creation.

Yanmee get the Crawler Trait automatically from character creation. Yanmee gain the Natural Weapon Trait from character creation. Yanmee always count as having an armor of 12 from Natural Armor, but cannot wear armor and keep their ability to fly. Covenant Huragok They may smell bad, but damn if they arent great with technology. Huragok get the Techo-Organic Trait automatically from character creation. Covenant Kig-Yar Skirmisher Faster than you can blink. Insurrectionists begin with less cR and experience and are given lesser equipment at character creation.

Anything that does not bear the [I] in the weapon lists means the weapon costs twice the amount as it would have. This cR cost modifier stacks with enemy weapon lists, bringing Covenant and Forerunner weaponry at a x6 cR cost. There are many uneasy allies within the Halo Universe, and there are few instances in which the Insurrectionist will actually ally themselves with the UNSC, even in times of danger.

There can be Insurrectionists that eventually join with the ranks of the UNSC during times of trouble and hell. Armed with what they are given and can muster up, the GM must realize that this will be difficult, and that they will need to work with a more scavenging and survival state of mind.

Insurrectionist Army Infantryman Fight for your planet, dont let some invisible Government tell you what to do. The Insurrectionist Army infantryman begins with 20 points that thy can allocate to their Characteristics as needed. No more than 10 points can be put into a single Characteristic.

Insurrectionist Marine Rifleman Fight for what you believe in, or what youre being paid for. The Insurrectionist Army infantryman begins with 30 points that thy can allocate to their Characteristics as needed. No more than 5 points can be put into a single Characteristic. Insurrectionist Air Force Infantryman Theyll never see it coming. This vehicle is the Sparrowhawk and is counted as the groups transportation.

Insurrectionist Technician Ill have it fixed in a jiffy, Captain. Cost: cR The Insurrectionist Technician gains four skills of their choosing that begin at Trained.

The Insurrectionist Army Technician gains 20 points that may be applied to Perception and Intellect as they please. Insurrectionist Commanding Officer You think we will let them tell us how to live our life? What is your freedom worth?

Purchasing anything from anything Covenant, Forerunner, or Ancient Human is impossible. UNSC Purchasing is at double price for anything else. Human Civilian Im not just going to sit idly by and watch everything go to hell. Cost: cR and Experience The Human Civilian gains two free trained Skills and one free Ability with an experience cost of and under.

UNSC Purchasing is at triple price for anything else. That means thisll only be a fair fight for a short time. When moving and shooting, characters only take half penalties. Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield.

The Navigation Skill is a characters ability to plot courses and find directions. The character with this Ability may test Perception or Investigation to negate the effects of Surprise. Investigation covers many sections in Halo Universe. Make sure to pay attention as to see how and what Investigation covers and effects. When taking normal Called Shots, the character only takes a penalty to hit.

When taking sub location Called Shots, the character only takes a penalty to hit. The ability to speak and read Covenant Languages. The Technology Skill permits the character to use and repair equipment and vehicles. Stops two per degree of success extra. The character does not need to take Fear tests for the normal horrors of the battlefield such as the first time seeing dead bodies or a powerful enemy. Medication is the generalization of being a medic and owning knowledge of biological and medical sciences.

Characters making Social Tests against higher ranking characters take no penalties. This talent can be lost if the character becomes untrustworthy. Appeal is the aptitude of charm and social abilities. The character only takes half penalties when evading extra attacks. Disarming has a character rolling WFM to take hold of a weapon and attempt to disarm it.

When the character makes a Charge movement, the character moves extra meters equal to the characters Agility Modifier. BENEFIT Athletics is the acrobatic and tactical movement skill that allows characters to make balanced and poised movements and acrobatic tasks a character must make on the battlefield. The Survival Skill allows characters to endure hash situations and use smart thinking and a quick eye to find answers to bad situations.

Interrogation allows a character to extort information from an opponent with both mental and physical means. The player gains the Pilot Choice Skill of their choosing, but must drop Athletics if Space is chosen.

After Wounds, Experience, and Luck are chosen, the character should be one of a kind with different sets of skills and abilities. Different races and Soldier Types have different set wounds. The tougher the character, the more wounds the character should have. Every character starts with blood that must be tracked. Luck is what separates the dead from the living. To figure out how much Luck and extra Wounds their character begins with, players must roll 1D10 and check the chart.

To find out how luck to use Luck, check out the Luck section of the book on page 3. During these times, it is less about what town, but what planet and colony. A player must openly select what colony and home world the character is from using a roll of 1D A roll of shows the character hailing from the Outer Colonies.

If the character is on the renegade Insurrectionist side, a roll of shows that the character hails from the Outer Colonies. A roll of has the character home world in the Inner Colonies. Colonization finished in roughly Dependent of time, it may not be possible for players to choose certain Outer Colony planets as their home world.

Once the Outer Colonies were beginning their colonization, the UEG Selection Process became much more varied and the standards lowered. Those in the Outer Colonies only cared of valuables and income, Outer Colony settlers were selected from pardoned criminals and the poor. Outer Colonists began only caring about their own means, slowly delving in to more illegal actions.

This began movements to escape Earths control over the planets to do as they please with what they had. By , a majority of the Outer Colonies were glassed, many of which began reterraformization around through Every character begins with Experience, no matter of race and type. Experience is spent on Skills and Abilities for characters, as well as the ability to increase Characteristic Modifiers.

The amount of starting Experience for a character is , no matter what Soldier Type or Race. When a character begins late in a game already in progress, the GM should allow this character to begin with extra experience to catch up. When beginning with extra experience to spend, the character should also get extra Luck to catch up as well. For every experience extra, the character should gain one point of Luck. Each bump purchased costs experience. Characteristic Modifier Advancement A Characteristic Modifier Advance is an increase to the amount of a certain Characteristic of the character.

There are multiple levels at which a Characteristic can be advanced. A player can only bump the characters Characteristic eight times, each time becoming more expensive.

A character cannot gain the same Advancement twice, and the player cannot skip to an advancement without purchasing the previous bump. The prices of the advancements can be found in the Characteristic Advancement Table below. A Characteristic cannot be advanced more than eight times. A player may advance any Characteristic as long as the experience is spent.

A character cannot purchase more than four advancements in any Physiology Characteristic. Special Ranks do not gain bonuses over their similar rank. An E-4 Special does not gain bonuses over the E-4, as the same as any Special beyond what is past O The more rank someone has over someone else, the more Bonuses they will gain on an Opposed Test. This only works for those within the ranks of a Military faction. These tests can only be made against those with lesser ranks.

A player is not allowed to use these Command Tests to control another players character, but to assert their authority. For every Degree of Success on this test compared to the other, the GM or player must track how many were gained.

If the player ignores the Command of the higher-ranked character, of the GM allows it, could be taken to Court or High Counsel. This ranking system is purely based on honorable kills made by the characters. To rank up, beginning at 20 Kills for the first rank from Minor, every rank after is the previous amount of kills with an edition Certain kills are worth more than others, such as killing a Spartan II. Spartan IIs are worth 10 kills and anyone with the rank of E-7 and up are worth 4.

Once a Covenant character reaches their max standard rank such as Zealot, Captain, or Major, they are finished. After the final rank, every amount of kills it would take to reach that last rank will give the character cR instead of an increase of Rank. An honorable kill would consist of fairly defeating someone in combat. Doing such things as shooting down a vehicle full of people or dropping a bomb on a city will only give you the amount of kills as you would get for killing the highest ranking person killed in the act.

Characters must finish their first two Missions, and eventually reach 50 Kills before gaining their Energy Sword. The Energy sword is only obtainable by purchasing Bloodline at character creation. These are used to tally up Dissention Points, where one is gained for every Degree of Success. These Dissention Points are only gained if the character still ignores the commands of the Commander. When these are brought to Court, the GM and players decide whether or not the Command was important enough to count.

If not, the points gained by the action are ignored. There are modifiers that go into how many Dissention Points are gained from an action to take into account, as well. Covenants also share a similar organized ranking system through Minors, Majors, Ultras, and so on. A character with rank above another will always be a little more important, and will have more power.

These ranks also give bonuses and penalties to Social Skills of all characters. At character creation, players decide rank through agreement, usually starting with one character being the team leader around Sergeant Rank, and the rest fitting in half E-2 and E-3, as very few Privates are given field duty. Civilians are not held by these Ranks, but would most likely do what a Soldier says due to knowledge, training, and fear for their lives.

GM discretion is advised for non-soldier characters that have order and knowledge. Through survival, achievement, and GM plot, characters are allowed to rise through the ranks, gaining more bonuses.

Very little should the entire party be given promotion. Promotions are also given through honor, and are not thrown out to anyone who makes it back a single mission. Ignoring a command that could put everyone in danger. Ignoring a command that was wrongly made. Ignoring a command that is not important. Ignoring a command that could help someone.

Ignoring a command that could save lives. Ignoring a command that could win the battle. The chart listed below shows possible actions for set amount of Dissention Points that a GM may use once all modifiers have been tallied. The less Dissention Points, the better, and if a character has been lucky enough to go into negatives, the Commanding Officer is then begun to be questioned. The trial is thrown out, as nothing happens.

The character is warned. The character is subjugated to a Firing Squad, and put to death. If a GM sees fit, the character may sit in jail for the rest of their life. A skill is the resourcefulness and competence in the battlefield.

Skills are a primary aspect of allowing unique options for a player to complete tasks and to overcome the challenges of a battlefield.

Passing or failing a Skill Test determines the outcome. Over time, characters earn Experience Points, which can be spent to acquire new skills or improve existing skills. A trained skill means that the Skill being tested will not gain any penalties. Each advancement in the skill comes at a cost specified under the skill. Basic means anyone can use the skill, even if they do not have it trained. Using a Basic skill you do not have trained only means you will be using it at a penalty.

Advanced Skills are similar, but instead of a penalty, the user will be at a This is to show that the character has little intelligence on the subject. When a Skill Test is required, it will be set by the GM based on either on the actions of the player or as a response to the actions of another or game event.

The outcomes of these skills are either success or failure, shown by the roll. Skill Tests can vary widely and are covered in detail in the descriptions of each Skill. When a character makes a Skill Test, the character is technically making a Characteristic Test. If the character rolls equal or less than the Characteristic being tested on a 1D, then the roll was successful.

If the roll is higher, the test fails. More detail on using and testing Skills can be found on page 2 of this Handbook. The GM must apply modifiers to the Skill Test to represent the difficulty of the task, such as a bonus or penalty. Abilities, Equipment, and Armory can all alter chances of success when making a Skill Test, and can be found under their respective sections of the Handbook.

When there are multiple modifiers going in to play when dealing with a Skill Test, every modifier must be applied. Penalties and Bonuses may counteract each other.

A list of example Modifiers for each Skill are found in the first section of the book and some are listed in the individual Skill descriptions below. These sections spotlight creative and alternate uses of the Skills as examples.

If a player wants to attempt something not specified in game, the GM, by no means, should not allow the action. This list shows each available Skill with its selected Types.

Appealing allows players and characters to sway the reactions of others with good words and facial features. A character with the Appeal Skill can attempt to alter any situation dealing with social interaction.

Appeal can be used to attempt to change a characters opinions and to convince characters and players to attempt something else. When Appeal is used against someone, it is an Opposed Test, which is opposed by Interrogation Courage. The character is friendly with the character attempting the test. The character is a part of the same squad or commanding unit.

The character does not care or has nothing in common. The character does not want to be bothered The character is suspicious or had bad interactions with the character attempting the test. The character is hostile. The character is an enemy with no intention of listening. If a character is to deny a command given, an opposed test must be rolled, with a straight Courage Characteristic test being the opposed test.

The Command Skill Test also uses the same type of example modifiers shown in the Appeal Skill Description a page back. If a command is suicidal or not in the best interests of the overall picture, the test automatically gains a penalty. The GM may allow a command to be ignored by those who have other ideas or plans. If two opposing commands are being made to counteract each other, the GM may allow the characters to choose whom to follow, or have the two commands roll as an opposing test.

The use of the Cryptography Skill allows characters to encrypt and decrypt codes and frequencies, as well as hack and bypass systems. Most things sent through the UNSC is encrypted and given a password so only those with the code can view the files.

Skill Tests are not required to either leave or read basic messages and codes, but are necessary to communicate or decipher complicated messages. Athletics have two sections, Agility and Strength based movement. Athletics Concealment Another use for Athletics Agility is to move silently amongst the battlefield.

If a character is attempting to move silently, they roll Athletics. For every degree of success, the opponents gain a on their hearing check. The Deception Skill is when a character attempts to lie to a character or player. A character using this Skill attempts to lie through either actions, words, or even in other social situations. Examples of using the Deception Skill: Attempting to disguise an item. This is different from Camouflage as you arent attempting to hide the item, but you are trying to trick someone that it is something else.

Attempting to distract someone. This could be by keeping someones attention or lying of something to quickly move the opponents eye from what is actually happening. This can be used as a Sleight of Hand.

To tell someone orders, but to twist the words to show another meaning. Deception skill is opposed by an opponents Investigation. Deception also follows the same Modifier Example table as listed under Appeal. The Camouflage Skill is used to hide items and equipment or to conceal the characters person.

Use of the Skill requires an appropriate environment to mask whatever is in question. Camouflage is opposed to any opponents Investigation Skill, and if the character does not have Investigation, Perception. Camouflage represents an active effort to foil an opponents investigation attempts and to hide in order to attack.

The Demolition Skill allows characters to utilize explosives in whatever situation needed. The character with proper Demolition knowledge knows how much explosive needed to take something out. Using Demolition also covers manufacturing explosives at a modest penalty Usually around The Demolition Skill can also allow a character to defuse and disarm explosives. Command is the ability to effectively lead others in to combat and to direct actions and attacks.

Command deals with any character gives an order to another. When a character is commanding someone of a. The Evasion Skill is the act of dodging and parrying attacks as a reaction. Evasion Is usually used as a Response Action when an. Evasion can also be used when avoiding falling rubble and other environmental dangers. A character can make an Evasion Test with each attack made against the character. With each Evasion Test made in the same Round, the next test gains a Penalty.

These Penalties stack, so the first Evasion will be at a basic Evasion Test, the second roll will be at a Penalty and the next at , and so on. The more tests made, the more the character scrambles and attempts to dodge peppering fire or close-combat assaults.

The Gambling Skill is used to deal with any sort of gaming and betting. Browse 1 Image ». PDF Version Beta 4. Web published.

Fans: 0 Become a Fan. Description Edit History. Browse 1 Image » wrong image?



0コメント

  • 1000 / 1000