Beruflich Dokumente
Kultur Dokumente
Contents
Editor's Pit
Publisher's Statement
07
08
09
10
Steps in HP Creation
Creating a Great Heroic Persona
CHOPS: Complete Heroic/Other Personas
This month: The Explorer
Vocational Change
HP Age Table additions
SEC, Birth Rank, and Inheritance
SEC-Based Adjustments
Special Quirks
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
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-- Frank Mentzer
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 03 of 29
********************
PUBLISHER'S STATEMENT
Entire contents (c) Copyright 1993 Trigee Enterprises
Corporation, all rights reserved, unless otherwise stated
and provided for in writing. Mythic Masters is a trade mark
of Trigee Enterprises Corporation. Aerth, Changeling, City
of Ascalon, Dangerous Journeys, Epic of Aerth, Journeys,
Mythus, Mythus Magick, Necropolis, and Unhallowed are trade
marks of Omega Helios Limited and used with permission.
Subscription: Mythic Masters* Magazine is available in the
U.S.A. by subscription at the rate of $50 per 12 issues (in
Canada: $60 in U.S. funds). Subscriptions will begin with
the earliest available back issue, up to a maximum of 3 such
issues, and continue from that number onwards for 12 issues.
Single copy: $5.00 (in Canada: $6 U.S.). This publication is
mailed by United States Postal Service, Third Class Mail.
Forwarding postage is not guaranteed. Publisher declines
responsibility for issues lost in the mail. All
subscriptions and single copy orders must include name,
address, and check or money order for the appropriate
amount. Send your order to:
Trigee Enterprises Corporation, Dept. MMM
Post Office Box 388
Lake Geneva, WI 53147
Advertising: Advertising in this publication is by special
arrangement only. Please contact the publisher.
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 04 of 29
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DIMENSION HOPPING
Game System News from Gary Gygax
There is a lot of talk lately about the Dangerous Journeys*
Multigenre Roleplaying Game System in general, and the
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...the DJ Patois
by Gary Gygax
One of the first things noticed by gamers being introduced
to the Dangerous Journeys* Game System system is the
terminology. It is radically different from the standard RPG
jargon. Not a few have commented with alarm, even expressing
disapproval. How can a game alter the accepted norm, the
dearly embraced patois of roleplaying gaming -- that which
distinguishes the aficionados from the mundanes that
surround them?! Easily, and for a good reason too.
It is probably obvious to all readers that the new
system does that and more. It isn't anything like any
others. There are superficial resemblances, of course,
because it is roleplaying, after all. In order to achieve
the game form there have to be certain forms that establish
it as that sort of game. Yet beyond those the system begins
to diverge, often radically, from other RPGs. This is
obvious in the Mythus* Fantasy Roleplaying Game component,
and the divergence will become greater as more portions of
the system are brought on line over the coming years. It
could be that certain criticisms of the system, and the
reluctance of some gamers to try it, stem from the clear
differentiation between it and the rest of the pack. Those
imposing books are daunting to the dilettantes and casual
participants who believe that shallow milieux with minimal
rules enable easy play and empower those employing such
devices. Wrong.
What these sorts of games do is limit the scope of play
to the particular genre and milieu and force conformity
through lack of choice. True, very able game masters can
expand the setting and possibility of actions by
participants by creation and innovation, but that occurs
despite the vehicle, not through it. On the other hand, the
Dangerous Journeys Multigenre Roleplaying Game System
furnishes the participants with knowledge. Knowledge is
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Influence
Debating
Demagoguery
Misinformation/Disinformation
Oration
Persuasion
Propaganda
Salesmanship
Law (41 STEEP for one Sub-Area; add one S-A
at 51, 71, and 91 only)
Civil
Criminal
Government
Matrimonial
Probate
Tax
Lip Reading & Sign Language (see rules)
Magick
Black School
Elemental School
Gray School
Green School
White School
Perception (Mental)
Anticipating
Detecting
Noticing
Understanding
Subterranean Aerth
Flora & Fauna, Lower Levels
Flora & Fauna, Middle Levels
Flora & Fauna, Upper Levels
Lower Levels (the Deepdark Labyrinths )
Middle Levels (the Midglooms Mazes )
Sapient Dwellers in Subterranean Aerth
Upper Levels (the Shallowshadow Byways )
Weapons, Military, All Other
Common Assault Weapons
Common Defense Weapons
Exotic Weapons
Missile Engines, Counterpoise
Missile Engines, Tension
Missile Engines, Torsion
Siege Engines, Proximate
PHYSICAL TRAIT K/S AREAS
Acrobatics & Gymnastics
Climbing
Jumping
Landing
Swinging
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Tight-rope Walking
Tumbling
Vaulting
Arms & Armor (one Sub-Area per 10 STEEP)
Forging Other (non-sword) Edged Weapons
Forging Non-Edged Weapons
Forging Swords, Knives, & Daggers
Making Bows & Arrows & Fletching
Making Crossbows & Quarrels (bolts)
Making Chain Mail
Making Lamellar (banded and splinted) Armor
Making Leather/Cuir Bouille and Studded Leather Armor
Making Padded and Quilted Armor
Making Plate (fitted) Armor, Pieces of Plate Armor
and Metal Shields
Making Ring & Scale Armor
Making Wooden & Leather Shields with Metal Reinforcing
Combat, Hand-to-Hand, Lethal
Hands
Feet
Bagh Nakh
Billy
Brass Knuckles
Knife, Small
Hook
Nunchacku
Sais
Tui Fa
Combat, Hand Weapons
Axe
Club/Mace
Dagger/Knife
One-Handed (1H) Swords
Pole Arm, Cutting
Pole Axe
Shield
Spear/Pole Arm, Thrusting
Two-Handed (2H) Sword
Whip/Flail
Combat, Hand Weapons, Missile
Axe/Club/Hammer
Boomerang
Blowgun (blowpipe)
Bow
Crossbow
Dart
Knife/Dagger
Net
Sling
Spear/Javelin
Throwing Star
Criminal Activities, Physical (One slot per 10 STEEP)
Ambushing (lurking in wait to surprise and attack)
Cheating (cards, dice, etc.)
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Juggling
Balancing Self & Items
Fire "Breathing"
Knife (et al.) Throwing
Sword Swallowing
Tossing & Catching Objects (Juggling per se)
Music
A Cappella
Horns
Keyboards
Percussion
Stringed, Bowed
Stringed, Plucked
Woodwinds & Reeds
Perception (Physical)
Hearing
Noticing
Searching
Tracking
Police Work
Evidence Analysis
Evidence Gathering
Interrogation
Shadowing (following)
Stakeout
Riding
Camels
Difficult/Unbroken Animals
Elephants
Horses, Mules & Asses
Mounted Combat
Racing
Teamstering
Seamanship
Combat & Boarding
Command
Hull
Masts, Spars, & Rigging
Oared Vessels
Sailing
Signalling & Multi-vessel Operations
Supply & Cargo
Vessel Identification
Weather
Sports
Individual Non-Violent Sports
Individual Violent Sports
Mounted Individual Sports
Mounted Team Sports
Team Sports
Weapons Special Skill (One slot per 25 STEEP,
one weapon per slot per 10 STEEP)
Blind Fighting
Fast Draw
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Florentine Fighting
Specific Target
SPIRITUAL TRAIT K/S AREAS
Animal Handling (One slot per 25 STEEP)
Arachnids
Avians
Bovines/Ungulates
Canines
Chiroptera
Crocodilians
Equines
Felines
Insects
Loxodonts
Oophidians
Porcines
Simians
Ursines
Buffoonery (One base plus one slot per 10 STEEP)
Amuse
Belittle
Confuse
Distract
Enrage
Feel Assured
Pay Heed
Question
Re-evaluate
Suspect
Trust
Value
Divination (One slot plus one per 21 STEEP)
Augury (intestines, organs, etc.)
Omens (birds flight, clouds, etc.)
Lots (random pattern fall/occurrence)
Dreams
Water Patterns (moved, poured out, etc.)
Fortune Telling (One slot plus one per 41 STEEP points)
Card Reading (includes Tarot cards)
Crystal Gazing (ball, shiny surface, etc.)
Numerology (number combinations)
Palmistry & Phrenology (hand lines & head bumps)
Rune Casting (including I-Ching)
Tea Leaf Reading (includes any dregs in a vessel)
Heka Forging (slots automatically gained by STEEP)
Enhanced Objects
01-20
Enchanted Mechanisms 21-30
Heka Reservoirs 31-40
Detection/Information Items 41-50
Defensive Armor 51-60
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Offensive Weapons
61-70
Casting Storage 71-80
Skill-Bearing Items 81-90
Spirit-Holding Devices 91 +
Judgement
Animals
Background
Business
Occupation
Situation
Multiversal Planes & Spheres
Abyssal Planes & Spheres
Aethereal Planes & Spheres
Alternative Material Planes & Spheres
Astral Planes & Spheres
Dimensional Relationships and Planes & Spheres
Elemental Planes & Spheres
Empyreal Planes & Spheres
Negative & Positive Planes & Spheres
Nether & Pandemonic Planes & Spheres
Shadow Planes & Spheres
Temporal & Panprobable Planes & Spheres
Nature Attunement
Animal Relationship
Exotic Places
Growing Things
Natural Cycles
Personal Relationship
Phaeree Folk & Culture
Culture of Borderer Races
Culture of Seelie Races
Culture of Unseelie Races
Races of Borderer Nature (Subterranean/Neutral Phaeree)
Races of Seelie Nature (Exterior Phaeree)
Races of Unseelie Nature (Interior Phaeree)
Priestcraeft (see rules)
Balance
Gloomy Darkness
Moonlight
Shadowy Darkness
Sunlight
Street-Wise (examples only)
City Petty Bureaucrats/Officials
Ecclesiastical Bureaucracy/Hierarchy (by pantheon)
Gypsies
Mercenary Bands
Nomadic Hunters
Nomadic Pastoralists
Prisons/Penal Servitude
Rural Agrarians/Peasants
Rural Aristocracy
Rural Freemen/Gentry
Rural Outlaw Bands
Ships, Merchant
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Ships, War
Urban Beggars
Urban Merchants
Urban Police/Authorities
Urban Shopkeepers
Urban Tax/Tariff Officials
Urban Underclass (slums)
Village Elders
Villagers
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 08 of 29
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New K/S Areas & Changes in Existing K/S
MENTAL TRAIT K/S AREAS
Agriculture (addition): There are six Sub-Areas for this
Area:
Animal Husbandry (including Groom work)
Crop Farming
Floraculture
Horticulture
Micoculture: The growing, harvesting, and preparation of
various forms of edible mushrooms and fungi.
Vitaculture
Appraisal (addition): The are minor changes in the Sub-Area
coverage:
Animals
Artworks (objects d'arte, painting, sculpture, etc.)
Buildings
China/Pottery
Crystal/Glassware
Furs
Garments/Cloth/Fabrics (from Garments alone)
General Goods/Workmanship
Gold/Precious Metals
Handicrafts (brass, copper, leather, etc.)
Jewelry & Gemstones (from Jewelry alone)
Land
Rugs & Tapestries (from Rugs & Fabrics)
Woodworks & Furniture
Criminal Activities, Mental (addition): Acquisition of SubAreas is at the rate of one per 10 STEEP points, or fraction
thereof, of the individual. Thus, a persona with 21 STEEP in
this Area would have three Sub-Areas, with a fourth gained
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********************
UPDATED K/S STEEP CROSS-FEEDING & FEEDING LIST
by Gary Gygax
This is the most recent version of the K/S CROSS-APPLICATION
list originally published in Journeys* Journal #4. It
includes all changes and additions since the original was
written in the Fall of 1992. Unless otherwise indicated,
10% of STEEP in the named K/S Area is applied. Items in
braces (e.g. {a} ) are footnotes; see conclusion.
(c) Copyright 1993 Omega Helios Limited. All rights reserved.
<--> There is a cross-application between the K/S Areas
indicated
--> The K/S feeds the other but is not fed in turn
<-- The K/S is fed by the other but does not feed it in turn
Acupuncture <--> Medicine, Oriental
Acrobatics/Gymnastics <--> Dance --> Escape <--> Juggling
<-- Yoga
Agriculture <-- Biology <-- Nature Attunement (Growing
Things)
Alchemy <-- Chemistry
Animal Handling <-- Judgement (Animals) <-- Nature
Attunement (Animal Relationship) <--> Zoology
Apotropaism --> Exorcism
Appraisal <--> Gemology, Rarities
Arms & Armor <-- Smithing & Welding
Architecture <--> Fortification & Siegecraft
Astronomy --> Navigation
Biography/Genealogy <-- Current Events
Biology --> Agriculture <-- Nature Attunement (Natural
Cycles)
Boating <-- Seamanship
Botany --> Herbalism
Charismaticism{a}
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Hunting & Tracking --> Botany --> Ecology/Nature Science <-Nature Attunement (Personal Relationship) --> Survival <-->
Zoology
Hunting & Tracking STEEP = use of Criminal Activities P
(Sneaking S-A if higher)
Hypnotism{a} <-- Yoga
Impersonation <--> Disguise <-- Thespianism
Influence{a} --> Leadership <-- Philosophy <-- Writing,
Creative
Jack-Of-All-Trades <--> Jury Rigging <--> Mechanics
Judgement (Animals) --> Animal Handling
Judgement (Background) <-- Etiquette/Social Graces
Judgement (Business) --> Economics/Finance/Investing
Judgement (Occupation, Situation) <--> Street-Wise
Juggling{d} <--> Acrobatics/Gymnastics
Jury Rigging <--> Jack-Of-All-Trades
Law{c}
Leadership{a} <-- Influence
Legerdemain{c} <--> Escape
Literature --> Etiquette/Social Graces
Linguistics --> Foreign Language, Native Tongue, Trade
Phonecian
Logic --> Criminology
Mathematics <--> Cryptography
Mechanics <--> Jack-Of-All-Trades --> Weapons Military,
All Other
Medicine, Oriental <--> Acupuncture
Medicine, Veterinary <-- Nature Attunement (Animal
Relationship)
Mediumship{a}
Metaphysics <--> Pantheology
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Law
Legerdemain
Military Science
Police Work
Political Science
{d}: Juggling adds 10% STEEP to one of the following, at
player's choice:
Combat, Hand-to-Hand, Lethal
Combat, Hand-to-Hand, Non-Lethal
Combat, Hand Weapons
Combat, Hand Weapons, Missile
Criminal Activities, Physical
55
K/S Totals
It is at this juncture that you should total the base
STEEP and ATTRIBUTE additions to get to final K/S Area
totals for the Heroic Persona. Now you have a much better
picture of things. Now go to the K/S Cross-Applications List
(page 21 of this magazine) and see what adjustments apply to
the STEEP scores you've recorded. There will be a lot of
additions! When you've completed this step, you can record
all of the information on the Profile by Trait,
alphabetically, with Sub-Areas immediately after their
parent Areas.
Housekeeping (pause & stretch first)
There is much more work to do. If not already done,
give the HP a name. Note Avoidance bases using the total
CATEGORY Speeds for Mental, Physical, and Spiritual
Avoidance. If Physical Speeds are 32 or greater, note a
Dodging factor. Complete the information as to height,
weight, etc.
Possessions
Now go to the financial section and begin filling in
information there. Mount and weapons are a good start,
especially since the latter must be based on Combat and
Hunting/Tracking K/S. Use the mount BUC value in Net Worth
as an allowance towards buying a really good horse; simply
include its value as a base for getting a different animal.
If there's plenty of wealth, the weapons should be of
Exceptional or even Unsurpassed sort. Armor too should be
noted, with consideration as to quality.
Time to go to the Weapons portion of the sheet and fill
in the data there, as you are now aware of the exact nature
of the arms possessed by the HP. All of the applicable
ATTRIBUTE and STEEP details are ready too, of course. Polish
off that section by noting number of attacks, bonuses, etc.
Return to and complete the Possessions & Equipment
section. Remember that most things count as only one-half
cost towards Net Worth, but Bank Accounts and such things as
gems, gold, etc. are at full value. If this is a purely JM
creation, develop the necessary and logical things (keeping
in mind that the HP is for a player or general campaign
use), and employ such broad categories as "furniture",
"casual clothing", "dress clothing", etc. This is fairly
easily managed. When a specific item is needed, find and
note its cost, and subtract the amount from what's available
in the general category. Total things up and make
adjustments to see that everything balances. Leaving a
little extra in Bank Accounts is fine, but not too much;
better to have reserves in general categories than cash.
Background
Don't complete the Special Connections portion until
the HP's background and history are as fully done as is
reasonable. Do that now.
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by Gary Gygax
M TRAIT: 93
P TRAIT: 109 S TRAIT: 93
EL: 72 WL: 81 CL: 98 RL: 10 EL: 72
MD Now:
MM CAT.:
45
MMC 18
MMP 16
MMS 11
MR CAT.:
48
MRC 18
MRP 15
MRS 15
PD Now:
PM CAT.:
56
PMC 21
PMP 18
PMS 17
PN CAT.:
53
PNC 20
PNP 17
PNS 16
SD Now:
SM CAT.:
45
SMC 18
SMP 15
SMS 12
SP CAT.:
48
SPC 19
SPP 15
SPS 14
Mis./Disinformation
Oration
Persuasion
Linguistics 34
Native Tongue (French) 56
Navigation
30
Perception, Mental
35
Anticipating
Detecting
Understanding
Subt. Aerth 32
Flora & Fauna (Upper)
Sapient Dwellers (Upper)
Upper Level
Surveying/Topography 30
Trade Phonecian 56
PHYSICAL
Boating 34
Combat, HTH, L 31
Feet
Hands
Tui-Fa
Combat, HTH, NL 31
Combat, Hand Wpns.
31
(1.5 attacks/CT)
Dagger/knife
One-handed swds.
Shields
Combat, HW, Missile 31/34 (ROF x 2/CT)
Bows (+3 for Hunting)
Crossbows
Daggers/knives
Spear (Hunting) 15
Drawing 31
Escape 31
First Aid
31
Handcrafts/work 27
Hunting/Tracking
31
Mountaineering 25
Perception P. 36
Hearing
Noticing
Tracking
Riding 55
Camels
Difficult/Unbroken Animals
Elephants
Horses, mules, asses
Mounted Combat
Racing
Teamstering
Seamanship
35
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Command
Hull
Masts, spars, rigging
Speleology
30
Subter. Orientation 34
Survival
36
Swimming/Diving 28
Travel 38
Weapons Spec. Skill 33
Florentine
Dagger, One-handed sword, Shield
Specific Target Bow, Crossbow, One-handed sword
Armor, Weapons & Attacks:
Handedness: Right (has Florentine K/S)
Armor Type & Protection Factors: 1/2 Plate Armor
(Exceptional Quality) 20 points average protection.
SF penalty 1.
Heka Physical Armor:
HTH. Lethal: Attacks SF
DT
PD/Attack
BAC
HTH, Non-Lethal: SF
BAC + + PMC =
Disable 3/5 Overpower or Stun first, then roll STEEP
Overpower (BAC) 5
Roll STEEP to succeed
Stun
3
5D6 to exceed opponent PNC
Hand Weapons Sub-Area
Sword, rapier sword 10
Dagger dagger 5
M
Spiked Buckler shield 3
Spear, 7'+ boar spear 5
WP
M
2
M
C
C
4
P
4
4
S
Type
C/P 4d6+6
2d6+6
P
1d6+6
P
3d6+6
PD
Weapon
Reach BAC Dur
Sword, rapier 3
44
1/50
Dagger 1
39
1/50
Spiked Buckler 1
37
1/50
Spear, 7'+ boar 3
23
5/40
Msl. Weapons Sub-Area
WP
T
S
Type PD
Bow, comp., l. bow 7
y
5
P
4d6+6
Crossbow, h., plt
crsbow. 6
N
2
B
4D3
Knife dagger 3
Y
2
P
2D6+6
Weapon Range & ROF BAC
Bow, comp., l. 30-330 @ 1 45
Crossbow, h., plt
3-27 @ 1 40
Knife 3-15 @ 2 37
Perception & Neural - Attack Bonus
(Perc., P. + STEEP + PNP + PNS) 90/93 = +3/4
STEEP PD Bonus: (41 onwards) = 0
PMP Physical Damage Bonus: (18) =
+6
Avoidance: M 26 P 33 S 26
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Automatic:
Astrolabe
400
Sextant 700
Seafaring garments
1,000
Wilderness garments 1,000
Casual garments 1,200
Dress garments 5,500
Books 12,000
Maps & charts 11,000
Drawing/mapping equip. 1,000
Jewelry 5,000
Loose gems
10,000
Gold Ingots 10,000
Shares in Shipping
10,000
Shares in Tavern
10,000
(Monte Carlo)
QUICK-SCAN PERSONAL PROFILE
Date of 1st Game Adventure:
Age Then: 25
Current Age:
Sex: Male
Race: Aeropan (W)
Complexion: Fair but tanned
Height: 6' 1"
Weight: 200
Build: Muscular, wiry
Hair: Black
Hair Style/Length: Long, often qued in back
Eyes: Gray, large
Ears: Protrude a bit
Nose: Average
Mouth: Strong
Distinguishing Marks:
Usual Dress: Sturdy but well-made traveling garments. When
appearing before important people he likes brocaded doublets
with puff-and-slash ornamentation.
Birth Date: 2 Sept. 9
Birthplace: Bourg Sylvanus, Savoy
Citizen: Savoy
Current Residence:
Blazon: (Family: Three sheaves of grain on a green field.)
Family SEC: 7
Honors:
Pantheon: G-R (R)
Deity: Janus, Mater Matuta, and now Vulcan
Devotion: Average [Balance]
Politics: Inactive, anarchistic
Conformity: Non-, semi-uncaring
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Special Connections:
1. Master craftsman
2. Crime lord
3. Spice merchant
4.
5.
6.
OTHER Misc. Notes:
Background
Roland de Bresse is the second son and youngest child
of Leo de Bresse (62), a rich Savoyard landlord and current
magistrate for the city of Annecy and Guia Thuile (58).
Roland's older brother Sir Hugo (age 37) now runs the
various manors and estates for Leo, primogeniture and entail
being the usual in Savoy. Hugo was knighted for his
outstanding service both in warfare against and negotiations
with the Milanese some three years ago.
Two sisters, Elaine (35) and Isabella (31), both
married and living in western Savoy, are also senior to
Roland.
As the youngest child by six years, Roland was both
somewhat "spoiled" and resented. He was tutored until age
12, attended school in Geneva until he was 17, returned home
for a year, and was finally packed off to college in Turin
because of some scandalous behavior there, which precluded
his return to Geneva. Roland loved the outdoors and physical
activity from his earliest years, especially favoring
riding, hunting, mountain climbing, swimming, and treks into
the wilds seeking caves to explore.
After two years of study in Turin, and more troubles,
his father wished to place him into a friary of Saturn. The
priesthood is always a parental choice for younger sons, but
it was far from Roland's liking! Instead he wheedled his
maternal uncle Umberto, a prosperous spice merchant and ship
owner dwelling in Monte Carlo, to accept him as an
"apprentice" in the spice trade. It required less than a
year for uncle Umberto to decide that "Orlando" wasn't cut
out to be a clerk or merchant, but needed the discipline and
activity of shipboard life. At age 20 Roland voyaged to
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MYSTICAL MANIFESTATIONS
Addenda & New Material for the Mythus* Fantasy Game Rules
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 14 of 29
********************
Vocational Change
The player or JM may opt that his or her fledgling Heroic
Persona has previously changed Vocations if the HP is
beginning play at age range 5 (36-40) or older. Change is
always assumed to have occurred between age 25 and 35 in
such a case.
The new vocational TRAIT area must have a total of 91
or more. The change in interest does not affect basic K/S
Areas, but it does allow the allocation of Age-related STEEP
(see below) to the new TRAIT K/S Areas, as well as changing
the cost in APs for STEEP in TRAIT areas once the HP is in
play. In this regard take away one Bonus K/S from the former
Vocational TRAIT area and add it to the new one.
Example: a persona who was schooled as an Apothecary is
assumed to decide to switch major interest to Herbalism at
age 26, and at that time began working to be a Healer. This
is a TRAIT change from M to S, and it is assumed that the
latter was at least 91. In developing the Profile, no
changes in past K/S Areas are made. The K/S "bundle" for the
Healer is compared to that of Apothecary, and the critical
missing abilities are noted. Then, when the HP's personal
K/S abilities are chosen, the K/S Areas of Exorcism,
Priestcraeft, and Religion must be acquired as Bonus ones in
the S TRAIT (if the Journey Master dictates, and of course
this is urged) possibly along with Divination and Toxicology
as well, if there are sufficient slots available. The object
is to approximate as nearly as possible the major
requirements of the new Vocation's K/S Areas through filling
in with Bonus selections. If that can't be done, then the
change should probably not be allowed.
Note: Even an HP with a highly dedicated Vocation can
be allowed a change, as long as the second Vocation is
likewise dedicated and more specific. A Wisewoman could
become a Priestess, assuming a full-practitioner success, or
a Philosopher might become an Alchemist -- an even more
dedicated (and related) calling.
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
SEC
Inheritance:
Major Moderate
9
8
7
6
5
4
3
2
1
Minor
Moderate Inheritance
Minor
Age
Chance to
Ranges Inherit Amount of Inheritance*
1
2
3
4
5
7
8
9
10
Inheritance Amount
Multiplier
B
1
1
1
C
E
4
3
3
2
2
1
1
1
2
-1
3
-2
4
E
F
+9
+8
+7
+6
-- -2
1
-4
2
-6
3
-8
4
Connecting
> Spiritual
This function can be attempted once per game day. The
individual establishes a short-term, one-time Special
Connection with an appropriate selected individual. Those
more than 1 place above SEC Level will not be affected by
this Special Quirk, but there is no downwards limit.
Language Ability
> Mental
Didn't Sir Richard Burton speak no fewer than 23
different languages fluently? This function can be tried
once on any new accent or dialect or language heard for an
extensive period (one or more hours/days/weeks). Failure
means that there is no chance of ever getting/speaking the
accent/dialect/language in question. The limit of possible
accents/dialects/languages gained is the average of Mental
reasoning and Mnemonic Capacity. In this case we have three
separate Special Quirks:
Accents: The HP is able to perfectly accent his speech
to suit the desired accent. Note that this is not actually
speaking a previously unknown dialect or language, but
rather the mimicking of unusual, regional or local speech
sounds and patterns of a known language.
Dialects: The HP is able to employ a dialect of a known
language, even though it is actually almost a different one
than that of the known language. However, the individual
must know the root language of the dialect to enable the
learning of one of its dialects. Ability conferred in
gaining the dialect is of a skill equal to that of the root
language.
Languages: The HP is able to learn to speak the
language in question. The STEEP conferred is equal to the
persona's Mental Mnemonic Power. If full capacity (reading
and writing) are to be added, the HP must purchase these
abilities at the cost of 1 APG per speaking STEEP ability
(MMP), and all must be purchased at once. One week of time
is also required ( after purchase) to command the reading
and writing facilities.
Gimmicks
> (D%)
Use the second method, adjusting an initial d% roll, is
used to find the chance of successful operation of this
Special Quirk. This can be used only once per game week.
Success indicates that the HP is able to cobble together
some little thing that will serve to rig up something or get
him out of a scrape or difficulty. Examples are a gadget to
cheat or foil cheating at some mechanical gambling device; a
mechanical device or alteration to a machine or apparatus so
as to temporarily bypass checks or improve operation or
performance; or something useful to the individual to get
past, into, or through something, viz. a Gimmick to convince
an attendant that the HP (and his associates) are really
inspectors.
Lucky > Spiritual
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by Gary Gygax
Vocation
Courtier
TRAIT
Mental
SEC Range
4-8
SEC at Start 6
This Vocation is rather self-seeking and seemingly otherwise
dishonorable. However, if one has the right motives and the
abilities to go along with them, then playing this role can
be most beneficial and grand indeed! Of course, this means
that the player considering the Vocation for his Heroic
Persona must choose his additional K/S Areas with extreme
care, so as to have a speciality -- military, foreign,
economic, or whatever. To have the frame of reference for
this Vocation, think of such words as: audiences, attention,
favor, influence, invective, plots, cliques, patrons, and
enemies.
K/S : Base STEEP : ATTRIBUTE
Appraisal : 12 : MMCap s
Biology/Genealogy : 12 : MMCap
Charismaticism : 12 : SPCap *
Combat, Hand Weapons : 12 : (PMCap + PNCap /2) s
Criminal Activities, Mental : 12 : MMC * s
Cultured Palate : 8 : PNCap s
Current Events : 16 : (MMPow + MRPow /2)
Dance : 8 : (SMCap + SPCap /2) *
Deception : 12 : MRCap *
Domestic Arts & Science : 8 : (MMCap + MRCap /2) * s
Drawing : 8 : PNCap
Espionage : 8 : (MMCap + MRCap /2) s
Foreign Language : : MMCap *
Choice : 4
Choice : 4
Gambling : 12 : (MMCap + MRCap) s
Games, Mental : 12 : (MMCap+MRCap/2) s
Geography/Foreign Lands : 8 : MMCap
History : 8 : MMCap
Hunting & Tracking : 8 : PNCap
Influence : 20 : MRCap s
Leadership : 8 : SMCap
Literature : 8 : MMCap
Magnetism : 8 : SPPow
Music : 8 : PNCap * s
Poetry/Lyrics : 8 : SMCap *
Political Science : 12 : (MMCap + MRCap)
Sports : 8 : (PMCap + PNCap) * s
Thespianism : 12 : SPCap
Writing, Creative : 8 : SMCap
284
TOTAL
by Gary Gygax
History
The form of this standard magickal device is accredited
to the Albish dweomercraefter Ignatz of Oxford (c. 400 AAF).
Ignatz supposedly Heka-forged and enchanted the initial
model after which the two specialized versions now generally
known to us are patterned. He is said to have based his work
on ancient lore gained from certain Aegyptian papyri he
obtained. This might be true, for the engraving upon these
devices is similar to hieroglyphic writing. Naturally,
legend says that the original done by the great
dweomercraefter was more potent by far. Be that as it may,
here are the two forms of the 'Eyes now available to us.
BUC Value: Either one 50,000; pair 120,000.
Command
Each device has its own particular command word. Unless
this is known, the object will not function.
Hawkeye
Description
This is a small sphere made of pure, pale aquamarine.
It has engraved upon its surface a right eye in the
Aegyptian mode, and on the opposite hemisphere four glyphs
of unknown origination that motivate and empower it.
Powers
In daylight the Hawkeye can "see" from as far and high
as 2,000 feet what a human eye sees as 20 feet. At the
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Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 21 of 29
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THE DAILY DEITY
(Supplemental information for the Dangerous Journeys* game
system.)
Greco-Roman Pantheon
by Gary Gygax
( Imported from Other Planes )
( Delivery every Millennium )
( Editor: None necessary )
( Publisher: Force of Will )
( Subscriptions: Meditate )
Did I just hear a groan of discontent? You say that you know
all about the Greek and Roman gods, right? Wrong. What you
know is probably cursory -- or at least tainted by Earth's
misinformation about the deities of Aerth associated with
this pantheon. This you will readily ascertain for yourself
as you peruse the listing.
Of course the material herein is by no means equal to
that easily found in a work addressing the Greco-Roman
pantheon in detail; this is an initial listing of no great
depth. This is done for three reasons. First, there isn't
space in this magazine to cover the details. Second, the
lists are preliminary only and will be augmented and
embellished. Third, I haven't time to begin to manage a full
treatment now, for that must include all manner of other
information on temples, the ecclesiastical hierarchy,
services, vestments, and so on. Nonetheless, the listing is
invaluable as it is, for many of the states bordering or in
the Mare Librum and Western Aeropa adhere to this pantheon.
There will most certainly not be room for the whole of
the material in this issue, so stay tuned, so to speak, and
get it all in time. Coming after this is completed will come
the Atlantlan pantheon. Frankly, I'm covering those two for
good reason. There are two intrepid writers now laboring to
complete works to cover the pantheons of Babylonian,
Kalevala, Kelltic, Persian, Phonecian, and Slavic sort. The
City of Ascalon* setting and the Necropolis* campaign
scenario cover enough of the Aegyptian pantheon to serve
well enough for a bit in that regard... I think.
But I've been wrong a time or too before, so I am now
asking you, Attentive Reader, to let me know of which
specific pantheons and/or deities you are most in need. I'll
Pleiades) are:
Alcyone
Celaeno
Electra
Maia
Merope
Sterope (Asterope)
Taygete
Atropos: Shadowy Darkness (malign, ordered). Lesser goddess
of the withering away. One of the Morae (Fates). Sister of
Clotho and Latchesis.
Auge (Auga, Augae): Moonlight (benign, chaotic). Minor
goddess of childbirth.
Aura: Moonlight (benign, intermediate) Titan and minor god
of light reflections and personal radiances. Patron of
mystics. Son of Astraeus.
Aurora: Sunlight (benign, ordered). (Roman: Eos) Minor
godess of the dawn. Daughter of Hyperion & Thia (thea).
Married to Astraeus. Mother of the wind and star gods.
Former lover is Tithonus.
Auster: Balance (agathocacological, intermediate). (Greek:
Notus) Minor god of the southwest wind.
Autolycus: Shadowy Darkness. Demigod and patron of thieves.
He is able to change his appearance as well as that of the
things he has stolen. Son of Hermes & Chione.
Autonoe: Moonlight. Demigoddess. Daughter of Cadmus &
Harmonia. Sister of Agave, Ino, Polydorus, and Semele.
Auxo: Sunluight. Demigoddess of summer growth. One of the
Horae
Azir: Moonlight (benign, chaotic) Minor goddess an Titaness.
Protectress of those of the pantheon traveling in Afrik.
Sister of Aeuropa, Afrik et al.
B
Bacchae: Moonlight. A nymph-like demigoddesses servant of
Dionysus. One of the four Maenads. The other three are:
Clodones, Mimallones, and Thyiades.
Bacchus: Shadowy Darkness (benign, chaotic). (Greek:
Dionysus) Major god of wine, revelry, etc. Son of Zeus &
Semele, daughter of Cadmus.
Bellona: Balance (malign, chaotic). Greek: Eny. Lesser war
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Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 22 of 29
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THE TOWN CRIER'S GONE MAD!
by Gary Gygax
(c) Copyright 1993 Gary Gygax. All Rights Reserved.
Hear Ye, Hear Ye!
Scurrilous Insults and Attempted Assassinations Most Foul!
Hear Ye, Hear Ye!
You have been insulted a lot lately.
Maybe you don't know it, maybe you do. I for one am not
going to let it happen without putting up a bit of a fight,
as they say, delivering some well-aimed return fire on all
our behalf. I often wonder what motivates some critics and
those who publish their so-called critical reviews. Is it
honest opinion? Or is there some hidden or not-so-hidden
agenda at work? More importantly, I wonder what fans of the
derided work think... what feel those who happen to disagree
with the detractor when they read something nasty hurled at
what they happen to like?
There has been a fair amount of scurrilous material
printed lately regarding the Dangerous Journeys* Game System
and the Mythus* Game. The most evident has been that piled
onto the pages of a couple of otherwise unremarkable gaming
publications. Now I don't get angry when somebody says
something bad about me or my work. Being an author means I
have to put myself in plain view for all to target for potshots. I'm fair game. If I was afraid to stand on the work I
do, I'd never have the courage to get it published. It is
obvious that nothing ever published has or will please
everybody. Diversity of taste is, in addition to being the
spice of life, what makes the marketplace. Similarly, to
knock something is fair enough. In a nation where we still
have a fair degree of latitude when it comes to freedom of
speech, that's one's right. Yet, when the material is
evidently aimed at besmirching, not enlightening, I examine
motives, sometimes wondering why it was done, sometimes
seeing the obvious motive.
When material of so-called reviewers is published with
open admission as to not having actually read or played the
game being criticized, this is an obvious attack, not an
impartial (let alone informative) review. It makes all the
readers of the publication into fools if they accept such
rules, and so forth, not the books or me! Not that the
system is perfect, not by a long shot. It will get better
with your input, of course, and right now I happen to think
it's better than any other roleplaying game system out
there. If you agree, show the flag whenever you can. In that
regard I'll do the same. Look for me at the big convention I
started twenty-four years ago (not twenty-five, mind you;
they can't get anything right). I'll be running some totally
free-wheeling demos where participants won't even have to
put an HP together first before playing, and we'll use
Advanced rules too. Piece of cake. By the way, if you do
show up too, don't just take up space; come on down and run
some demos, too.
The clapper's about worn a hole in the side of the
bell, so I'd better stop sounding the ding-dong. By next
issue, though, you can be sure that I'll have a new gong to
beat, so be ready when next you hear the familiar call...
"HEAR YE, HEAR YE!"
The opinions expressed in this column are solely those of
Gary Gygax and do not necessarily reflect those of the
Publisher, Editor-in-Chief, or any of the other staff of or
contributors to this publication.
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 23 of 29
********************
SUPPORT YOUR CHOSEN GAME SYSTEM
If your Game Supplier doesn't have what you want, WE do!
Dangerous Journeys* Multi-Genre Roleplaying Game System
Mythus* Fantasy Roleplaying Game
$ 26
Mythus Magic* (Volume II of the Mythus game)
Epic of Aerth* Companion Volume 22
Mythus* Game Master's Screen 9
Necropolis* Campaign Scenario 20
Aerth* Bestiary Sourcebook
Soon!
City of Ascalon* Boxed Campaign Sourcework
24
Soon After!
Robotics:
non-functional & special
Time Travel: Extreme DR
WEIRD SCIENCE-FANTASY
Androtics:
functional
Computers:
functional special
Cybernetics: functional
Diseases:
incr. effectiveness
Dweomercraeft/Magick: unique system (B) & special
Electric Circuitry/Batteries: functional
Electronics/Power Armor:
functional
Genetic Engineering: developed
Gunpowder/Explosives: functional
High-Tech Weapons:
functional
Mutations:
functional
Probability Travel: Hard DR
Psychogenics: immunity possible
Robotics:
functional special
Time Travel: Extreme DR
SUPERNATURAL
Androtics:
functional
Computers:
developed
Cybernetics: functional
Diseases:
functional
Dweomercraeft/Magick: unique system (C)
Electric Circuitry/Batteries: functional
Electronics/Power Armor:
functional
Genetic Engineering: functional
Gunpowder/Explosives: functional
High-Tech Weapons:
functional
Mutations:
functional
Probability Travel: Difficult DR
Psychogenics: developed
Robotics:
functional
Time Travel: Hard DR
Explanations of Line-Crossing Effects
Android Becomes Living
This means that once an android has entered the genre's
milieu, it assumes full human status (or whatever set of
genetic characteristics the JM deems applicable). Some
abilities might be gained or lost thereby, but for the
duration of its stay in the milieu it is then not an android
but a person. The change might or might reverse upon leaving
the genre milieu, at the JM's option.
Developed
The particular consideration has reached an advanced
state of design or development in the genre.
Difficult DR, Extreme DR, etc.
A modifier, or further modifier, must be applied to any
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Unique System
The letter in parentheses following this term indicates
the rules system governing employment of the K/S Areas in
question, as well as other ones that might enable the
practice of casting. Note that system (A) applies to the
Mythus game and is most powerful, (C) to the Unhallowed game
and is least potent. (B) applies to the Changeling game and
is intermediate, functioning specially by enabling fantasy
persona heka capacity and supernatural tool use.
(c) Copyright 1993 Omega Helios Limited. All rights
reserved.
* Trademark; All Rights Reserved.
********************
Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 26 of 29
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CHANGELING* Weird Science-Fantasy Roleplaying Game
Installment #1: Genre & Milieu
The Changeling* Weird Science-Fantasy Roleplaying Game is an
independent genre module which is a part of the Dangerous
Journeys* Multi-genre Roleplaying Game System. It draws the
majority of its rules and systems from the Mythus* Fantasy
Roleplaying Game and Mythus Magic book, as well as from the
Unhallowed* Supernatural Roleplaying Game. You will need
these volumes to play this game.
The genre expressed in the Changeling game is virtually
a new one to roleplaying. Weird Science-Fantasy uniquely
blends real technology and likely future advancements in an
amalgam with imaginary science, and then enlivens that with
the totally fantastic and the magickal. This mixture enables
the participants to employ all of their imaginative
creativity, to let their minds run wild as they develop a
group expression of the basic milieu to form something never
before experienced in roleplaying. This genre has a
compelling allure if you revel in fantasy, are captivated by
science fiction, and can't resist the appeal of the wildly
imaginative.
And there is more! It might be hard to believe, but
there is, indeed, a greater breadth to the genre than
revealed above. This is because of the milieu developed for
the game. To explain this, it is necessary to examine the
particular setting of the Changeling Weird Science-Fantasy
Roleplaying Game.
The game is set in a universe parallel to our own, with
a solar system pretty much duplicating our own as well. The
center of the milieu is likewise a parallel place, a world
called earth by its people. To avoid confusion, we must call
it Urth. The world of Urth is more advanced than our own,
though. This is dealt with in more detail in the Backstory
that follows. When we venture to the universe of Urth we
must not only travel across the dimension of probability but
go up in time's dimension so as to arrive in the future and
the Urth cosmos.
The milieu of the Changeling game is not confined to
Urth. It includes the solar system and possibly reaches
beyond. In addition to the homeworld there is a ring of
great satellites around Urth, and the labyrinthine Luna
(moon) base, the colony planets Marz and Venuz, and more.
1861
1866
1901
1914
1926
1950
1952
1963
1977
1981
1990
2017
Androids produced
2025
The Cataclysm
Some 250 years have passed since that last terrible event in
2138 CE, and it is now 2394 CE on Urth. But before we are
can enter the milieu as it now exists, we need to know what
happened during those two and a half lost centuries.
The Cataclysm and After
Without going into burdensome details, let alone the
minutiae of all that happened, let us examine in precis what
happened after the cataclysmic passing of the cosmic cloud.
Urth
In the year 2138 planet Urth and its whole solar system
entered the nebular cloud of cosmic material, just as had
been predicted and prepared for on the homeworld by Computer
Prime. That cloud's reaction with the sun caused the
emission of strange and deadly radiation to bombard the
whole solar system. This reaction was known as the Nebular
Flux. The darkening effects of the cosmic dust and gas
didn't screen heat radiation from the planets, for the
brighter burning of the sun compensated for the absorption.
The cloud passed in little more than a month, but its
effects changed the course of history on Urth and the entire
solar system forever.
Urth was shielded from the radiation. The computers had
been empowered to devise, robotically build and emplace, and
even control the screens protecting the planet. In 2124 CE
humanity was frightened, and as might children, the leaders
gave over authority and responsibility to the "parental"
Computer Prime. They allowed themselves to be hidden away
from all the rest of mankind, those less fortunately
shielded, willingly being isolated after the threats and
then attacks from their colonies. "No room on paradisiacal
Urth for more people. Rely upon your own ingenuity," came
the terse advice from the leaders. Thus, at the beginning of
the following year began the War Against Genocide (as the
colonial forces named it; Computer Prime did not bother to
give it a name). The ensuing attacks by Marzian and Venuzian
space forces were repulsed. Only the computers and their
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through force what the home planet had refused. When it was
realized that the War Against Genocide was hopeless because
of the power of Computer Prime, the Marzian government
frantically began its own attempts to construct shields to
screen the cosmic cloud's radiation. They were not
physically defeated by Urth's computers and robots; they
merely ran out of time to fight. Although the resources of
Marz were scant, and its population tiny in comparison to
Urth, the people of the colony wrought a virtual miracle.
They managed to construct planet-wide polarized fields, and
their defense succeeded in protecting all Marz -- its human
colonists and the newly established flora and fauna -- to a
great extent. Some few genetic mutations occurred, but
Marzians had already been advanced proponents of genetic
engineering anyway, and they were able to deal quickly with
most of the difficulties which arose in the time after the
cloud's passing.
Marz colony formally declared its independence, created
a constitution, and began to deal with the problems that lay
ahead of it. It had become an isolated little world with
only its own resources to rely upon. More of the great solar
collectors were built, and things were looking better and
better, when the first of the Luna robot raiders attacked!
Once again Marz was embroiled in war. The colonists gritted
their teeth and fought back. They would manage to develop
their world even as they fought the crazed machines and
constructs of Luna. It is a struggle that has continued ever
since.
Now the leading foe of the robots and androids of Luna
is Marz Federation. It has a burgeoning society,
interplanetary cruisers, a tough military, and cybernetic
soldiers. These intrepid folk battle the Lunar forces, seek
allies on Venuz, penetrate veiled Urth, and more.
Mercure
Nothing more than probes and robotic missions have been
sent to this planet, for it is too hot and the bombardment
of solar radiation makes it too dangerous for biological
life. The Luna robots, however, sometimes exploit the planet
for certain resources they need to maintain their warfare
against humanity.
Asteroid Belt to Neptune
(and Interplanetary Space)
In the last few decades before the Nebular Flux
occurred, Urth and Marz were active in exploring and
exploiting the outer portion of the solar system. Mining on
the asteroids and some of the moons of the great planets
(Jupitar, Saturnuz, Uronuz, and even Neptun and Plutow) was
being conducted by government and colonial agencies, and by
private enterprises as well. Interplanetary vessels were
built at an increasing rate, but then the approach of the
cosmic dust cloud was discovered, and resources were devoted
to protection -- and warfare.
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Mythic Masters* Magazine
Volume 1 #1 September 1993
Computer Textfile Format
Item 29 of 29
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Coming Next issue (V1#2):
Feature: Combat & Weapons
Changeling* Game installment #2
Witchcraefter EP and WitchFinder Vocation
And the usuals...
The Daily Deity
Dimension Hopping
Mystical Manifestations
Enchanted Equipment
The Town Crier
Subscriptions (12 issues): $50 per year for
Paper; Electronic version $30 per year
* Trademark; All Rights Reserved.