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A forum for the free & unmolested IIIII DDDD EEEEE AAA SSS
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Dangerous Ideas is an electronic-only (unless you print out a copy for your-
self) forum for any and all players and Journey Masters who use or merely
enjoy the Dangerous Journey Multi-Genre Game System and the Mythus Fantasy
Role-Playing Game, written by Gary Gygax and Dave Newton, now unfortunately
owned by T$R. Note that almost everything discussed in this more-or-less
periodical is in one way or another related to Dangerous Journeys and the
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are totally used without any kind of permission whatsoever. That's okay,
since no one here is planning on stealing any of their business, making any
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out there has a problem with this: tough. I really don't have time to deal
with the pathetic attempts by certain professions to make a living...
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TABLE OF CONTENTS:
============================================================================
AN NEW WIZARD'S MUSINGS: Here's what will hopefully become a regular feature.
Anyone else willing to create 'regulars' will get preferential treatment from
me! :) Creating a background in which your submissions are immersed makes it
a lot more interesting and a lot more fun!
[To understand the following in its appropriate context, consider that the
persona described herein was run in a low-magic world. The gentry played
with magick (household and entertainment castings), but never on any
significant level, and the darker arts were actively suppressed by the
various churches, which also showed a low amount of prayer magick. In a
more magick-oriented world, where wonder is commonplace, the approach
Aleksandr takes to magick might not be as impressive or useful.]
_____ _____
/ ^^ \|/ ^^ \ From the Library of
/ ^^ ^ ^^ | ^ ^^^ ^ \
/ ^^^^^^ ^^ | ^^ ^^^ ^^ \ ALEKSANDR GERASIMOV
/__---~~~~~~~\ /~~~~~~~---__\
~~~~~~~~~~~~~ ~~~~~~~~~~~~~
Aleksandr Gerasimov was born to a fairly rich merchanting family, who saw
fit to see him well-schooled. He quickly developed a love for philosophy and
magick, resulting in a solid 'classical' education and an attraction for the
Art, as he is wont to call it. He does not believe in Good or Evil, having
proved (to himself) the incapability of their existence. He believes that the
ends can be beneficial or malevolent but sees no harm in the knowledge, only
the action.
In his first grand adventure, he discovered (along with several
companions) a small stash of magickal writings, including several works on
necromancy and black dweomercraeft. The school he had attended ignored the
existence of the Black Art, and to him this discovery was particularly
fascinating. He quickly and secretly absorbed the work, resulting in a
passing knowledge with this dark skill.
During the day, for the next several months, he slowly constructed a
dweomercraefter's dream, a shop wherein various reagents and other magickal
components were traded, but in the nights, instead of sleeping, he researched
and read and practiced until he felt he was, after all, ready to prove
worthwhile to his boon companions.
Aleksandr sought a subtle approach, that of intimidation and quiet menace,
rather than outright destruction and devastation (though he would certainly be
willing to back up any threat).
DARKEYES CHARM:
Time: 1 AT per 10 STEEP Other Heka Costs:
Area: Self R&D: Nil
Distance: 0 Other: Nil
E/F/M: With the application of this Casting, the caster's eyes go utterly
black, devoid of any feature other than a menacing and void-filled stare.
Those subjected to a stare for one CT will feel uneasy and inferior to the
caster, and a continual gaze will eventually result in all but the self-
possessed and strong-willed groveling before the unblinking, black, and
menacing gaze. Obviously, nothing else can be going on, and combat is
generally too quickly paced to allow a caster the chance to transfix an
opponent.
WITCHFIRES CANTRIP:
Time: 1 AT/STEEP Other Heka Costs:
Area: One object R&D: Nil
Distance: Touch Other: Nil
E/F/M: This Casting causes little 'witchfires' to run over the object. The
fire is illusionary, shaped out of the stuff of shadow, but it appears to
be dancing along the object for the duration of the Casting. They cause no
damage, but touching them does not dispel them. Obviously, creatures without
sight will not even notice them, even if touched, as they have no substance
whatsoever. This is purely a visual effect, intended to be combined with
other visual effects in order to create an imposing image.
Notes: On first activation, this will cost 34, and it will drop by 10% for each
successful application thereafter, until it reaches 22, at which point a
Special Success while in a non-laboratory situation is required to drop it
to standard Grade I cost (20 Heka).
Personal notes:
Aleksandr is known to be witty and charming, when the mood strikes him,
and very skilled in philosophy. He is also known to have decent skill in
Alchemy, Astrology, Magick, Pantheology, Religion, and Grey Dweomercraeft. He
is a skilled writer, and quite the linguist. Few people are aware that he
possesses any skill in Black Dweomercraeft, although he is certainly learning
quickly.
It is said that he wears an intricate silver locket at his throat, said by
some to have carvings that store some fraction of his Heka. He often dresses
in darker colors, and black with silver highlights when he feels the need to
make an overpowering impression.
============================================================================
MAKING A CASTING KNOWN John Teske (teskej@dgabby.mfldclin.edu)
The HP's STEEP in the area in which the casting is located also affects the
total study time, based on the normal difficulty at which the HP can use the
casting:
Easy : x1 total
Moderate : x2 total
Hard : x3 total
Difficult : x5 total
V. Difficult : x7 total
Extreme : x10 total
Once the total cost in 'slots' is determined, the HP divides that number by
the number of 'slots' he can use per day, as determined by MMPow.
Grade 4 = 4 slots
charm = x1/2 total time
hard = x3 total time (grade 4 spell is at hard difficulty)
_________________________
6 slots
Grade 6 = 6 slots
Formula = x3 total time
V. Diff. = x7 total time
Recallable = x1/2 total time
______________________________
63 total slots
As you can see, this system is weighted toward the quick memorization of
short, easily used castings. Long or difficult castings take a great deal of
time, as they must be understood as they are learned.
This only leaves the question of whether or not the HP can be interrupted
during the study of the casting. A simple way to interpret this problem is
to say for every two days the HP interrupts his studies, an additional day is
added to the end of the study time. So, in the second example, if the HP
studied the casting for 20 days, then took 4 days off, he will have to study
for 45 more days, rather than the 43 he would have without the modifier. This
represents the fact that if the HP is doing something else, he will slowly
forget what he has learned, and will need to move back a bit to remember where
he was.
============================================================================
THE BUTCHER, BAKER, CANDLESTICK MAKER...
Glen R. Martin (75050.2421@compuserve.com)
The Mythus game system offers a wide variety of vocation for heroic
personas to choose from. In the appendix section (p. 387) of the Dangerous
Journeys rules manual there is a section referencing a number of occupations
that would be suitable for the use in the Mythus game. Among these are a Spy
(Mental) and a Monk, Martial, Oriental (Physical). Below are descriptions of
how these occupation are used in my personal campaign. I hope they will prove
to be useful as heroic personas and other personas in your own campaigns.
To help facilitate the creation of these heroic persona vocations a new
persona-creation rule is needed:
RESTRICTED SUB-AREAS
A character may start the game with K/S Areas that have the condition
that only certain Sub-Areas of that K/S may be chosen when the HP is created.
The HP can learn other Sub-Areas of the K/S only if the opportunity presents
itself, it does not interfere with any Vows, and the gamemaster approves the
learning.
Example: Chin Su' Nygen is a Monk HP. His restricted K/S is Criminal
Activities, Physical. If Chin Su' Nygen's STEEP was 42, he would normally
receive four Sub-Areas of knowledge. Since this is a K/S with restricted
Sub-Areas he can only learn the three which are allowed. If Chin Su' Nygen
was to begin to develop the darker side of his HP while adventuring the JM
may allow him to develop the other aspect of this K/S (This may not sit well
with Chin's former instructors).
THE VOCATIONS
Vocation Category Level
Range HP SEC at Start TRAIT
OUTLAWRY
Spy 1-7 3 Mental
PRIESTCRAEFT
Monk, Martial, Oriental 1-9 4 Physical
(Only the sub-areas of Sneaking, Hiding, and Ambushing may be chosen under
Criminal Activities, Physical)
Spy:The spy is an intriguing and formidable HP. The spy fits well in
campaigns involved in politics, war, and other "noble" endeavors. The spy
combines a knowledge of foreign lands with thieving abilities to be able to
complete any mission they might encounter. This vocation is based around the
Mental TRAIT, but also has enough Physical K/S Areas to help them in tight
situations. Think of double-crosses, intrigue, sabotage, quick thinking, and
covert action when creating your spy.
Spy Vocation (Physical TRAIT)
============================================================================
FUTURE (HYDROSTATIC?) SHOCK: Dan Williamson (WILLIAMSOND@USA.RED-CROSS.ORG)
This article does not attempt to address the skills necessary to using
firearms in combat or otherwise. Certainly some kind of Gunsmith K/S Area and
certainly Rifle and Pistol K/Ss will be necessary. Only those weapons that
are historically possible for the assumed time period for Mythus (1400-1700
AD) have been included here, with the exception of the M16A3 which I included
because I felt some kind of comparison was necessary. The problem with using
the Dangerous Journeys system in modern settings is the large amount of damage
HPs can take. Because it is "realistic" for a modern firearm to kill on a
single shot to any moderately valuable vital area of the human body huge
numbers of dice need to be rolled (13d6, 30 times in a CT for the M16A3).
When I do rules for modern weaponry I will probably change some of the numbers
and ways of doing damage to make the dice more manageable. But that is,
pardon the pun, in the future. Also there are no guidelines for autofire here
so I wouldn't suggest using the M16, who knows what could happen.
NOTE: RC, DC, TL and the statistics of these weapons are based on the rules or
guidelines presented in Guns, Guns, Guns 3rd edition by the BTRC.
Wea
pon TL Spd WP Dam Cost ROF Clip RC DC
Pistols:
Hand Cannon 5 4 0 4d6 140 1 1 1 2
Triple Cannon 5 5 0 3d6 230 3 3 1 2
Cavalry Pistol 6 4 0 4d6 150 1 1 2 2
Double Pistol 6 4 0 3d6 180 2 2 1 2
Flintlock Revolver 6 4 0 4d6 130 3 5 2 2
Personal Pistol 6 3 0 4d6 140 1 1 1 2
Rifles:
Matchlock Musket 5 7 5 7d6 240 1 1 2 2
Double Musket 5 7 5 7d6 860 2 2 2 2
Wheellock Carbine 5 6 5 6d6 200 1 1 2 2
Shotguns:
Arquebus* 5-6 7 0 5d6 90 1 1 2 2
3d6x9* 1 1 2 1
For comparison:
M16-A3 11 6 10 13d6 1740 30 30 4 3
* The Arquebus (don't ask me how to pronounce it) can fire either
a single large slug or it may fire 9 pellets like a shotgun. See
below for special shotgun rules.
The cost of ammunition is .25 per bullet which includes the cost
of powder and other sundries necessary. The multiple pellets of
the Arquebus (3d6x9 damage) costs .75 per shot. A clip for the
M16A3 would cost about $10 and each bullet would cost $0.60
(Whole clip of 30 bullets would be $28).
All ranges are in meters which are about the same as yards. :)
RC Table:
RC PB S M L E
1 0-5 6-10 11-15 16-25 26-50
2 0-7 8-15 16-25 26-50 51-150
3 0-10 11-35 36-70 71-150 151-400
4 0-15 16-70 71-150 151-300 301-1000
DC Table
DC Full 3/4 1/2 1/4 1/10
1 0-35 36-100 101-200 201-600 601-800
2 0-70 71-200 201-400 401-1000 1001-1500
3 0-150 151-400 401-800 801-2500 2501-3500
4 0-300 301-800 801-1500 1501 4500 4501 6500
Combat Example:
A Cavalry Pistol is fired at and hits a knight 80 meters away
(Extreme range). The player rolls a vital hit location (x2
damage) and 17 points of damage on the dice. Total damage done
is 17 {rolled damage} x2 {Hit Location} x0.75 {Range
modification} or a total of 26 Piercing PD (round up in this
case). The knight is wearing an Breastplate over a suit of
leather armor and a gambeson (he's a poor knight) the piercing AV
is 19, which divided by 4 provides 5 points of protection so the
knight takes a final 21 PD. Probably only enough to anger the
knight, hit him in the head (U) and wait till he gets closer next
time, if you get a next time.
Reliability: These weapons are not very reliable, any to hit roll
over 95% will cause a potential problem. Roll again on the table
below to determine the exact situation.
Also if any of the weapons (except the M16, of course) gets damp
or wet they will not fire. The TL 5 weapons are especially bad
for this. The modifiers for ROF only come into play if the
weapon has an ROF greater than 3. To preform maintenance the HP
must have some sort of Gunsmith K/S Area.
============================================================================
MAGIC THE GATHERING Mike Phillips (msphil@birds.wm.edu)
Okay, with a header like that, y'all are already all mad at me :-)
Here is a critter out of that encounter, probably the nastiest one there.
[A quick side note on the Prime-variation: I use damage types, but not
strike locations, so the armor table can be treated as averaged armor,
and the normal armor table for Advanced can be extrapolated. Also, I use
the CATEGORIES, but I use the Prime scale, so double each category before
dividing it up for advanced -- oh yes, and to avoid making them TOO nasty
if you want to use them in Advanced, put most of the categories into
the capacity]
Craw Wurm
Mental: 180 Physical: 240 Spiritual: 100
Mnemonic: 90 Muscular: 120 Metaphysical: 50
Reasoning: 90 Neural: 120 Psychic: 50
WL: 180
Weapons:
Claw (STEEP: 40, 2/CT, 4D6 piercing)
Bite (STEEP: 30, 1/CT, 3D6 piercing)
Tail (STEEP: 20, 1/2CT, 6D6 IMPACT)*
* the tail strike is limited to creatures behind the Craw Wurm, and
it can be used no more than once every other CT
Armor:
Cut Prc Bldg SmlArms Enrgy
36 36 24 24 12
[the party has no other types, treat energy and fire as the same]
Notes:
The Craw Wurm is a very very very nasty critter, being some 50'
long. It thumps and galumphs along, unable to fly, breaking through
foliage when summoned to the fray. Its scales glisten green, and legend
says that it can hide in the woods (although it has been very active
every time anyone has ever sighted it).
Few survive and tell of the damage it does.
============================================================================
A DIFFERENT VIEW danbeck@po-1.star.k12.ia.us (Dan Beck)
Spellcasting
Priestly Magic
Certain deities have no wish to remain behind the scenes.
They wish to recruit as much heka exchange as possible. These deities
directly make themselves known to inhabitants of other planes, and have
their priests recruit worshipers. These predatory and expansionist "evil"
deities can ultimately threaten the balance of entire dimensions, and are
usually opposed by certain "good" deities who use sometimes similar methods
(i.e., priests and worshipers) to contain the expansion. The wisest of the
"good" and "evil" deities recognize the importance of balance and tolerate
the co-existance of the other, even while attempting to minimize the
other's influence. The less wise sometimes attempt out-and-out
extermination of the other. However, whenever a plane shifts further
towards Law or Chaos, its native inhabitants find it more difficult to
access the moderating heka of the opposite order. Ultimately, heka
supplied to the native's deities diminishes, and the deities must spread
their influence to a more moderate plane in order to continue their agenda
of aggressive gathering of power.
Types of Spellcasters
Mystics are specialists in the intricate and obscure ways of
utilizing chi to affect their own abilities, characteristics and traits, as
well as those of others. They have no need to access other dimensions for
heka, and refuse to obligate themselves to extra-dimensional beings of
power at the expense of their own independence. Their secret techniques
depend on manipulation of their own internal chi, stored either internally
or externally in crystals.
Spellsingers also do not exchange chi for heka across dimensions.
Instead, they use music and rhythms to gather, channel and direct the chi
of the natural world, contained in all living things, to produce similar
effects as mystics. Their focus of chi is not so much internal as
external, as suits their extroverted nature.
Certain spell effects of mystics and spellsingers seem impossible
to explain, unless some low-level access to heka is invoked. Regardless,
the emphasis of these two spellcasting disciplines remains on the internal
and external application of chi, rather than heka.
Mages usually train in a specific school of magick which is
devoted to a particular philosophic point of view, and which allows access
to particular dimensions. Independent mages do exist, but their access to
magick is somewhat hindered, since spell-sharing outside of one's school
seldom occurs. The independent (or generalist) mage also has a harder time
accessing the required dimension than the specialist mage (perhaps due to
the lack of cooperation of the "sponsor" of the school from which the spell
originated...)
Certain branches of magick seem equally accessible whether a mage
is a generalist or a specialist. These include the alchemical and healing
arts, the occult branches of necromancy, conjuration, sorcery and
witchcraft, the protective arts of apatropaism and exorcism, and arts of
foreknowledge and divination. These branches of magick are maintained and
passed on as expedient for individual vocations which find them useful, or
are sometimes even made the focus of a vocation.
Priests generally do have an agenda for the use of their spells,
because their deities grant them access to heka, making them less
chi-dependent. In return, they seek to further the goals of their deities
for this dimension. Priests have no established and formal schools of
magick, but their individual contact with deities of particular ethical
trends colors the churches and ceremonies they organize and supervise.
3) Certain herbs and creatures have crossed over from related dimensions
(such as the Realm of Phaerie) and thus possess various amounts of heka in
this dimension.
4) The persona's basic chi store (Vocational TRAIT(s) plus chi generated
from their K/S areas and subareas) is the maximum amount of chi available
to a Partial Practitioner. This amount can be increased by the making of a
Vow or Pact.
8) For every 10 points of additional chi spent to access and control heka
(beyond the indicated ACE and TAD requirements of the Casting), the
effective STEEP of the spellcaster increases by 1 for the chances of
determining success for that Casting.
============================================================================
MAGICKAL TREASURES: Here is a short collection of some more of the magickal
items I have received. Like I've said before, this is my favorite part of
role-playing--the more imaginative the better!
Xerk was a famous Dwarven Heka-Forger in the Early Era of the Dwarven
empire. He was known for his very unorthodox techniques and equally
effective equipment. The Amber Helms were developed by Xerk to be used by
Dwarven warriors in their battles against the mage supported Human armies.
A special squad of highly trained warriors wearing these helms would
spear-head an attack directly at the mages who were supporting the human
troops. These helms protected these warriors from the "evil" magicks that
the mages would try to use to stop them. These squads were very effective
at first, but the humans soon learned to protect their mages by more
conventional means.
The Amber Helms give their wearers an additional mental resistance
of 150 and a spiritual resistance of 50. They also provide 200 points of
mental armor and 100 points of spiritual armor. The armor doesn't
regenerate, but can be restored by infusing the helm with Heka using a
fairly simple ritual (but it's not as simple if you don't know what the
ritual is). The helm does have a small side-effect. The wearer will
always feel annoying sensation in their head as long as they are near an
active mage (as opposed to a priest). This helps sharpen their aggression
towards such people (be they friend or foe).
Not too many of these helms were made since they weren't that easy
to make and Xerk always had much better things to do than mass produce
things. Unfortunately his techniques were far enough from standard that
few other dwarves dared to try and duplicate them.
Ring of Protection vs. Drowning - This ring provides the same effect as the
Apotropaism spell of the same name cast at a STEEP of 100, for the mere
investment of 100 heka. This effect is considered an eyebite in effect once
the heka is invested, for purposes of how fast the effects of the ring become
manifest.
Ring of Mental Attack Perception - This ring will operate continuously for 24
hours for a mere 50 heka; during the 24 hours, it will flawlessly detect all
mental links to the wearer during that time, alerting its owner the same CT
the link is made by any means the DM so chooses (eg. flash, tightening, gets
hot/cold, etc.). If for any reason the wearer is not so able, the wearer is
also given the ability to channel heka into defense against a mental attack.
Some of these rings also grant a minor amount of Mental Armor. These rings
usually require more base heka to activate.
Ring of Spiritual Attack Perception - This ring will operate continuously for
24 hours for a mere 50 heka; during the 24 hours, it will flawlessly detect
all spiritual links to the wearer during that time, alerting its owner the
same CT the link is made by any means the DM so chooses (eg. flash,
tightening, gets hot/cold, etc. If for any reason the wearer is not so able,
the ring also grants the ability to channel heka into defense against spritual
attacks. Some of these rings also grant a small amount of Spiritual Armor;
these rings usually require more base heka to activate.
Ring of Mental-Spirtual Attack Percetion - This ring detects both Mental and
Spritual attcks; for the mere investment of 75 heka, it will flawlessly detect
all mental or spiritual links over the 24 hours following heka expenditure.
The ring alerts its wearer of a Mental or Spiritual link the same CT the link
is made. If for any reason the wearer is not able, the ring also grants the
ability to channel heka into defense against both mental and spiritual
attacks. These rings are considerably more rare than the above two rings; the
ones that provide small amounts of mental and spiritual armor are even more
rare and desirable, usually having an even higher base heka activation cost.
Hundreds of years ago there was a guild where mages from all over
the continent came to learn, study and experiment. This guild had
responsibilities to the nations in which it was present and to the general
wellfare of everyone. To fullfill these responsibilities the head guild
members developed these Orbs. Their purpose was to allow a way for the
leaders of various nations communicate to each other directly without
having to go on long risky trips. It is not certain exactly how many of
these Orbs were made, but there was at least one for each of the nations
and there was a master orb that the guild kept to itself. Each orb had a
specific color associated with it and to use an orb, you would try to "call
up" another orb by concentrating on that color. If someone was monitoring
the other orb, they would see the color of the orb that you were using and
could choose to respond (or not). In their most simple form the Orbs could
allow two-way communication between any two orbs. This communication would
be through thoughts and emotions that were specifically directed at the
orb. In this way users could control what the other person "heard".
The orb that the guild kept for its own use was the White orb. It
could act like a normal orb (the color Black was reserved for the White orb
acting in this respect), and it had many other abilities. The White orb
could immitate an orb of any of the other colors and the White orb could
also eavesdrop on any conversation taking place through any two orbs
without the users of the other orbs knowing. Of course the Guild only used
this orb sparingly and with everyone elses best interests in mind...
A rumor that spread, despite the best of efforts by the guild, was
that it is possible to cast spells through the orbs to other users. If
this is true then the spells would have to be specially prepared or they
would have to be some sort of "priming" spell. It is also possible that
this use would only work from the White orb. Seeing as how the guild
denied these rumors, none of these spells are known to exist, but I'm sure
an enterprising mage might be able to recreate them with enough time,
effort, and luck (if they didn't kill themselves first).
Anyway during the [insert major catastrophe here], the guild was
destroyed (mostly) and many of the orbs were lost. Now many years later
only a few of the orbs have been recovered and these are guarded very
carefully. It is not known how many fo the orbs still exist and nobody
knows (or at least admits to know) the whereabouts of the master White orb.
============================================================================
FINIS: Hey, not bad for the longest issue yet! Hopefully we can keep this
thing going! Well, I hope all of you have a great time during finals! I will
try my best to come up with the next issue during these next two weeks, to
give you all something more interesting to read than a textbook!
In the meantime, keep the faith! Since, in our case, no news is good news,
perhaps those knuckleheads over at T$R will decide to do something favorable
with the Dangerous Journeys system... :)