The Hunt > Alt. Rules and Systems >
When a character is endowed with any amount of mythic power, they become a
mythic hero.
As a character is endowed with more mythic power, they reach higher tiers of myth.
Mythic Power | Mythic Tier | Mythic Abilities |
---|---|---|
1 | 1st | Sacrificing, Mythic Enhancing |
10 | - | Endowing |
14 | 2nd | - |
16 | - | Bestowing |
18 | 3rd | - |
22 | 4th | - |
26 | 5th | - |
30 | 6th | - |
34 | 7th | - |
38 | 8th | - |
42 | 9th | - |
46 | 10th | - |
Mythic power can be sacrificed to to accomplish last ditch efforts of great importance. In sacrificing mythic power,
heroes give up an amount of mythic power to achieve something, possibly lowering their tier, abilities, or even
losing their status as mythic.
Breath of Life: Sacrificing one unit of mythic power, the hero can return someone to life, fully restored as
if by true resurrection. The creature
resurrected must have died no longer than one year ago. This can resurrect even constructs and undead creatures.
When resurrecting undead creatures, it must be stated whether the creature is resurrected as living or undead.
This can also resurrect a creature who is currently undead, in which case the undead creature is immediately
destroyed and then returned as living. This is a full-round action.
Mythic heroes can use their mythic power to enhance other actions. This can have varying results and effects, but usually scales with how much power they spend to enhance that action.
Mythic power can be endowed to other people or objects. It takes 1 minute to endow one unit of mythic power to someone or something else. A mythic hero cannot endow their power if it could cause them to lose the ability of endowing.
Endowed objects contain mythic power that can be used by any mythic hero. Additionally, anyone - mythic or not - can use
an endowed object to "endow" themselves with the mythic power inside. This takes 1 minute per unit of mythic power
and, unlike regular endowing, happens all at once instead of gradually.
Endowed objects are difficult to destroy.
Additionally, endowed objects with at least four units of mythic power count as epic for overcoming DR/epic.
Mythic power can be bestowing upon to other people or objects. It takes 1 minute to bestow any amount of mythic power to
someone or something else. Unlike endowing, a mythic hero can bestow any amount of their power even if it would
make them no longer able to bestow or even if it makes them no longer mythic. Bestowed power cannot be retrieved under
normal circumstances, does not make a character mythic, and is not accessible for use under normal circumstances.
When bestowing, a simple command can be given to the target person or object.
The target attempts to and/or gains bonuses to achieve the command and gets penalties when acting against the command.
This effect is greater the more mythic power is bestowed at once.
Bestowing a person or object with the same command multiple times has diminishing returns.
When you bestow something with draconic mythic power, they also gain an innate commandment for each draconic mythic power.
If dice are involved, a base effect die is chosen on the Dice Effects table and each additional mythic power past one increases it by two steps.
Further bestowing with the same command uses the same base effect die and each additional mythic power past one increases it by half the steps of the previous bestowing.
Bestowing the a command requires at least one mythic power less than the amount to move one step (min 0).
If a passive bonus is involved, (TODO: scale with existing bonus?/grant enhancement bonus)
If an active bonus is involved, (TODO: flat bonus? thinking about using the dice progression chart for this too)
The more specific a command, the greater the effect.
"Specific" refers to narrowing possible situations in which to perform the command.
The more complex a command, the less the effect or more uncertain the activation if it is a non-intelligent item and
the greater the effect if it is an intelligent item.
More mythic power can be bestowed to mitigate this effect.
"Complex" refers to anything that requires discernment of relationships, classification, or time.
Non-intelligent items can identify specific things that were "nearby" at the time of bestowing.
The item attempts to accomplish the command as much as it can, using an action once every time increment.
The time increment is based on the command and amount of mythic power bestowed.
The item can also be prompted to accomplish its command more often by a user.
For example, an unattended flail with the command "hurt [base 1 increated to 3d6]" may try to hit things for 3d6 damage once a round,
but when swung as part of a full round attack, the attacker can give up the 1d8 of the flail on each attack
to instead use the 3d6 from the flail for each attack.
When doing this, the original average damage must be equal to or higher than the base die of the command.
With equivalent steps in complexity and specificity, complex scales significantly faster than specificity.
For example, "hit enemy" is more specific than "hit target," but for a non-intelligent item, it is also more complex, so
your effect would be less desirable.
Some forms of complexity are negligible to intelligent items.
For example, "hit target when they're hostile" is more complex than "hit target" but also more specific and is equivalent
to "hit hostile target" which is more specific than "hit target" and not more complex to an intelligent item.
On the other hand, "hit and parry target" is as specific but more complex than "hit target," so the effect is greater for an intelligent
item as it distinguishes between hitting and parrying (rather than trying to do both at the same time which is what a
non-intelligent item would try) but the effect is split across hitting and parrying (not split at full efficiency).
In that case, bestowing "hit target" and "parry target" separately with half the mythic power each would be
about as or more effective for both non-intelligent and intelligent items
(I really hope that's how the numbers work out for intelligent items at least).
On the other hand, "hit enemy in a gap in their armor" is more complex and as specific as "hit enemy,"
but not split across two actions. In cases like this, to get the effect an intelligent item would need to pass a DC
and/or chance roll of some sort to get the effect.
A non-intelligent item would just get a decrease and variation in its effect since it can't/struggles to identify what a gap in armor is.
Honestly, basically, specificity and complexity are the same in most cases and increasing it increases the effect for
intelligent items and decreases the effect for non-intelligent items since it's really hard to increase specificity without introducing
complexity.
When mythic power is bestowed on a non-intelligent object, the object attempts to perform the command using its available physical means.
The magnitude of change the object can undergo to perform the command is proportional to the mythic power bestowed to it.
(TODO: how this works. 4 points grants mage hand?)
This effect can be turned off as a free action and turned back on as a standard action as long as the user knows roughly what
the command was.
When mythic power is bestowed on a non-intelligent object, the activation will vary based on the command and the nature of the object and
the effect will vary based on the abilities of the person or object.
The effect cannot be turned on or off.
Base | Step 1 | Step 2 | Step 3 | Step 4 | Step 5 | Step 6 (max) | Example (assuming intelligent item) |
---|---|---|---|---|---|---|---|
— | 1 | 1d2 | 1d3 | 1d6 | 1d10 | 2d8 | |
1 | 1d2 | 1d3 | 1d4 | 1d8 | 2d6 | 3d6 | Hit |
1d2 | 1d3 | 1d4 | 1d6 | 1d10 | 2d8 | 3d8 | Hit object |
1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 | Hit target |
1d4 | 1d6 | 1d8 | 1d10 | 2d8 | 3d8 | 4d8 | Hit target creature |
1d6 | 1d8 | 1d10 | 2d6 | 3d6 | 4d6 | 6d6 | Hit target enemy |
1d8 | 1d10 | 2d6 | 2d8 | 3d8 | 4d8 | 6d8 | Hit hostile target enemy |
1d10 | 2d6 | 2d8 | 3d6 | 4d6 | 6d6 | 8d6 | |
2d6 | 2d8 | 3d6 | 3d8 | 4d8 | 6d8 | 8d8 | |
2d8 | 3d6 | 3d8 | 4d6 | 6d6 | 8d6 | 12d6 |
The way this table works is that each of the first three mythic steps are one step on the dice progression table, and each of the last three mythic steps are two steps.