# halo mythic release 1.4

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halo mythic players book

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• Mythic Roleplaying in the Halo Universe Release 1: XIV (1.4)

• A

PRODUCTION

• SECTION ONE: PLAYING THE GAME The following section summarizes the mechanics of the Halo Universe roleplaying game. This section also covers player abilities and interaction with the environment and others. The first thing to know is the games use of dice.

USING GAME DICE Halo Universe uses a newer variant of the Basic Roleplaying 1D100 dice system. When using this system, the users need at least two ten-sided dice. These dice can be acquired through online stores, game and hobby shops, and even through bookstores. Some weapons in this system will take what people call a Dice Pool. Dice Pools are where a plethora of dice will need to be rolled at once to determine larger amounts of damage. This can be handled by rolling and tallying up damage with whatever dice is available to the player at the time. The GM and each player will need a pair of D10s. There are Percentile dice that are a pair of D10s, one showing the ones and the other being the tens. Halo Mythic uses two different types of dice rolls, the D10 and the Percentile roll. It is important to note that when the rules say roll 2D10, this is not the same as rolling a percentage roll. When rolling 1D10, 2D10, and so on, you simply add the results of each die. Meaning when you are told to roll 1D10, you roll a single Ten Sided die, and when told to roll 2D10, you roll two Ten Sided die. Some times rules require a roll of 1D5. To make this kind of roll, you simply roll a ten-sided die and divide the results by two, rounded up. An easier way to remember this is the following chart.

D10 D5 1 1 2 1 3 2 4 2 5 3 6 3 7 4 8 4 9 5 10 5

Percentile Example

Tens Ones Result 2 7 27 7 0 70 0 0 100

WHAT IS ROLEPLAYING?

control the character within the RPG. Rules are provided to permit shoot-outs, powerful battles, chase scenes, and even parties and investigations. These rules require one of two things, dice rolls and roleplaying while performing an action. Dice rolls add the factor of chance while roleplaying adds the human element of performing simple actions or narrative exploration. At the beginning, RPGs like Halo Universe appear to have many rules. However, you will spend enough time with the system to realize that the rules are simple and easy to remember. To adjudicate these rules, the GM makes his decisions and decides how difficult something should be. The GM usually does not control a character; he instead controls the game itself. The Gm runs the game and presents a story as it unfolds about the characters. Consider the Gm a roleplaying referee and narrator.

WHAT YOU NEED TO PLAY When you are ready to start playing, you will need the following equipment.

This Handbook The included character sheets Around three or four, or more, hours of gametime Some ten-sided dice or a dice roller program Paper and Pencil or Laptop A GM and two or more friends Snacks, Drinks, etc.

You should easily be able to find ten-sided dice. If at any point you are unable to find these dice, there are online dice rollers. Wizards of the Coast offer one available on their website. If you cannot find it, you can use a search engine to locate it. If you have access to a printer, you can make copies of the character sheets given with the game. Make sure to print them out for each player. You can help visualize the actions and progress in the game by finding suitable miniatures to portray characters. MEGABLOCK offers a large variety of Halo-based figures, vehicles, and block sets that can easily be used to build a battlefield and portray character locations. These can be found online and at your local toy stores.

• COMBAT Warfare Ranged (WFR): Warfare Ranged is the measurement of the characters ability to use ranged-based weaponry in combat. Warfare Melee (WFM): Warfare Melee is the characters ability to use melee-based weaponry and hand-to-hand combat. MENTALITY Intellect (INT): Intellect is the amount at which characters know and the wisdom the character owns. Perception (PER): Perception describes the ability to survey their surroundings. Courage (CR): Courage reflects the characters ability to withstand horrors and fears and to keep a clear state of mind. PERSONALITY Charisma (CH): Charisma is the characters ability to interact with other characters and players. Leadership (LD): Leadership is the characters ability to lead forces and take orders.

CHARACTERISTICS, MODIFIERS, AND BONUSES Each Characteristic has a number between 0-100 and above, with higher numbers being far more useful than lower numbers. With each characteristic, there is an accompanying Characteristic Modifier. The Characteristic Modifier (Mod) is the tens digit of the Characteristic. For example, a Charisma Characteristic of 54 would have a Characteristic Mod of 5. Characteristic Mods are used in a multitude of situations. Character Mods are abbreviated with the Characteristic, so a Characteristic Modifier for Strength would be STR-M and Agility would be AG-M.

TESTS AND DICE ROLLS Tests are the most fundamental way of establishing a characters success and failure. As a player performs essential and more difficult tasks, a roll must be made. These rolls affect the story and the characters progress and the partys all-around situation.

SKILL TESTS Skill Tests are the most common roll a character will make during the game. Each Skill is managed by a characteristic. For example, the characters Intellect Characteristic affects the Camouflage Skill. To make the Skill check, add any relevant modifiers from talents and Skill upgrades, and then make a percentage roll. If the result is equal or less than the modified Characteristic, the roll is successful. If the result is greater than the modified Characteristic, the test has failed. Success is more likely when the character has the skill trained. The more the skill has been trained, the more likely the character will succeed.

THE CORE MECHANIC Determine the Skill or Characteristic to test. Add or subtract any relevant modifiers to the Skill or

Characteristic. Add all of the modifiers, both positive and negative, some will negate each other.

Once you find the final number, make a percentile roll (1D100).

If the percentile is less than or equal to the Skill or Characteristic being tested, the test succeeds.

If the percentile roll is greater than the Skill Characteristic being tested, the test fails.

If the result of the percentile roll is a Natural 1, the test succeeds, even if the total modifiers made the Skill or Characteristics less than 1. Likewise, if the result is a Natural 98-100, the test fails, even if the total modifiers made the Skill or Characteristic greater than 100.

SIMPLE UNTRAINED MODIFIERS If a character is attempting a Skill that has not been trained, the character will suffer a -20 penalty to the roll in addition to any other penalties.

CHARACTERISTIC TESTS At times, there is the need to roll straight from the base Characteristic. This usually represents the fact that no training or education could assist the character in this situation, usually pertaining to rolls of pure physical Strength or Toughness. The Core Mechanic is still used. First, the GM must determine the appropriate Characteristic or the test. If the roll is less than or equal to the Characteristic after the modifiers are applied, then the test is successful. If the roll is higher than the Characteristic, the test fails.

DEGREES OF SUCCESS AND FAILURE For some tests, it is enough to know whether a char

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