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WELCOME TO...

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D D A A N N N G G E R R O O U U S S
D D AAAAA N N N G EEEE RRRR O O U U SS DI "Issue" #6
D D A A N NN G GGG E R R O O U U S part,2
D D A A N N G G E R R O O U U S S Early January,
DDDD A A N N GGG EEEEE R R OOO UUU SSS 1996

A forum for the free & unmolested IIIII DDDD EEEEE AAA SSS
exchange of ideas submitted to me I D D E A A S S
by members of Mythus-L and all our I D D EEEE AAAAA SS
friends who love the Mythus Game I D D E A A S
and the Dangerous Journeys system. I D D E A A S S
Read it in good health... IIIII DDDD EEEEE A A 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 TSR. Note that almost everything discussed in this more-or-less
periodical is in one way or another related to Dangerous Journeys and the
Mythus game. The game and all its related copyrights are owned by TSR, and
are used without permission. This implies no infringement upon their
copyrights or trademarks.
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Dangerous Ideas is now put together by Scott Payne, better known on the Net
as Praetor, but is really written by the members of Mythus-L, who submit their
ideas to me for inclusion herein. By doing that, they do NOT relinquish any
of their rights to their created material, so if you plan on using some of it
somewhere, do us all a favor and ask...
You can join Mythus-L by writing to LISTSERV@BROWNVM.BROWN.EDU and saying
"Subscribe <Your Real Name>" as the body of the message. If you need help,
ask whoever you know who knows about mailing lists, or whoever gave this to
you in the first place. Or, if all else fails, write to me and I'll tell you.
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Send your submissions, flames, questions, etc., to me at the following:
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PRAETOR@WIDOWMAKER.COM | Send ALL mail to that address. Submissions
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Each submission will be tagged | that effect as the subject. I will need to
with the name and e-address of | see things from most of you for this little
the author--for copyrights and | thing to continue. Without your support, DI
other potential legal garbage. | will be nothing more than a memory...thanks!
Ask the author for permission >--------------------------------------------
to use any of his/her ideas... |
===============================^============================================
TABLE OF CONTENTS:

1. A Word from Your Editor


2. Heka-Forging Revisions Part 2
============================================================================
1. A Word from Your Editor
Well, I've finally done it, I've got my first issue of Dangerous Ideas out.
For all of you on the Mythus-L list, you know we have something to be happy about
right now, the "fabled" Mythic Masters Magazine is now up on the TSR web site for
all to download. For all of us waiting for this, it is a day to rejoice, for now
at least.
This issue contains the rest of the Heka-forging revision done by Steve
Gullerud and John Teske. This second part of the revision contains the revision of
the present castings and the new ones created by Steve and John. Hope you all
enjoy!
Scott Payne "Praetor"
The new editor of DI
============================================================================
2.Heka-forging Revision Part 2 (of 2)
by: Steve Gullerud and John Teske
The first part of this revision is in DI 6 part 1. The first part was John
and Steve's take on the way Heka-forging works. You should check out the first
part of this article.

Heka-Forging Archetypical Castings


Heka-Forging Castings fall under three categories:
1) Preparatory Castings such as Prepare Item Ritual. These Castings are
necessary for both impermanent and permanent item creation.
2) Castings to aid in the mundane construction of items. Touchstone Spell is an
example for this type. While these Castings do not grant powers to an item, they
assist greatly in preparing an item suitable for Heka-Forging.
3) Castings that imbue powers into an item. These Castings are used only by
those wishing to create an impermanent item, one whose powers can be disjoined. An
item must first be prepared with Prepare Item Ritual and possibly other Heka-
Forging Castings for these Castings to work at all.

Grade I Castings
Cleanse Item Ritual
Evaluate Item Formula
Prepare Item Ritual
Touchstone Spell
*Volition Ritual
Grade II Castings
Attack Bonus I Formula
Charm Forging Ritual
Defense Bonus I Ritual
*False Target I Formula
General Pool I Ritual
Resiliency Ritual

Grade III Castings


Damage Bonus I Formula
Purity Spell
Skill Bonus I Ritual
Springblade Ritual

Grade IV Castings
Attack Bonus II Formula
Clearmetal Ritual
Dedicated Pool I Ritual
Defense Bonus II Formula
*False Target II Formula
General Pool II Ritual
Grade V Castings
*Amulet Ritual
Damage Bonus II Formula
*Heka Aperture Enhancement Ritual
Skill Bonus II Ritual
Grade VI Castings
Attack Bonus III Formula
*Craft Mastery I Ritual
Dedicated Pool II Ritual
Defense Bonus III Formula
Item Invulnerability Formula

Grade VII Castings


Damage Bonus III Formula
*Heka Resistance Ritual
Link Casting Ritual
Skill Bonus III Ritual

Grade VIII Castings


*Attack Bonus IV Formula
Heka Binding Ritual
Link Knowledge/Skill Ritual
Link Mask Ritual

Grade IX Castings
*Craft Mastery II Ritual
*Damage Bonus IV Formula
Link Spirit Ritual
Permanence Ritual
*Skill Bonus IV Ritual
Unbinding Formula
( * designates a Casting written up in full at the end of this section)

Exclusivity of Heka-Forging Castings


More Heka-Forging Castings are now exclusive of one another on a single item. In
addition to existing restrictions, the following Castings will not co-exist with
each other without one of the Craft Mastery Castings:
(see description of Craft Mastery below)
Attack Bonus I, II, III, and IV
Defense Bonus I, II, and III
Damage Bonus I, II, III, and IV
Skill bonus I, II, III, and IV (except as noted in description)
Springblade Ritual (except when cast on an Unsurpassed blade)

The following Castings will not coexist with any other Heka-Forging Castings which
confer abilities onto an item, without one of the Craft Mastery Castings:
General Pool I Ritual (originally General Pool Ritual)
General Pool II Ritual
Dedicated Pool I Ritual (originally Dedicated Pool Ritual)
Dedicated Pool II Ritual
Amulet Ritual

Changes to existing Castings


Grade I
* Evaluate Item Formula
There is a 1 DR bonus to each roll if the Heka forger created the item to be
evaluated.
Grade II
* Charm Forging Ritual
The Materia cost is now 2,000 BUCs. The imbued Casting lasts its normal duration,
once activated, unless the duration for this Ritual expires first. The imbued
Casting must cost no more than 75 Heka, and its target or center of Effect must be
the bearer of the Charm.
* General Pool I Ritual
This Casting is the same as General Pool Ritual. Note that Heka Aperture limits
the possible capacity of the created Reservoir.
Grade III
* Damage Bonus I Formula
If an item other than a weapon is the target of this Casting, the damage bonus is
+1 instead of +1d6.
* Skill Bonus I Ritual
If a bonus is to a Heka-generating K/S Area, the Materia Cost is doubled to 8,000
BUCs/STEEP point.
* Springblade Ritual
The ability to cast another offensive or defensive Heka-Forging Casting on an
Unsurpassed quality blade replaces the purify effect mentioned in the description.
Grade IV
* Clearmetal Ritual
The duration of this Casting is now Permanent.
Materia Cost is now 3,000 BUCs.
* Dedicated Pool I Ritual
This Casting is the same as Dedicated Pool Ritual.
Materia Cost is now 20 BUCs per Heka-point capacity. Note that Heka Aperture
limits the possible capacity of the created Reservoir.
* General Pool II Ritual
This Casting is identical to General Pool I Ritual, except for the following:
The Materia Cost is 50 BUCs per Heka-point capacity.
1 AT is required for every 20 point of stored Heka.
The Reservoir is permanent and may be recharged.
Grade V
* Damage Bonus II Formula
If an item other than a weapon is the target of this Casting, the damage bonus is
+2 instead of +2d6.
* Skill Bonus II Ritual
If a bonus is to a Heka-generating K/S Area, the Materia Cost is doubled to 20,000
BUCs/STEEP point.
Grade VI
* Dedicated Pool II Ritual
This Casting is identical to Dedicated Pool I Ritual, except for the following:
The Materia Cost is 100 BUCs per Heka-point capacity.
1 AT is required for every 20 point of stored Heka.
The Reservoir is permanent and may be recharged.
* Item Invulnerability Formula
The Materia Cost is now 2,500 BUCs. If an item protected by this Casting is
subjected to a force that would destroy or damage an undweomered item, the item
gains a percentage change to remain undamaged equal to 1/2 of the Heka forger's
STEEP.
Grade VII
* Damage Bonus III Formula
The Materia Cost is now 96,000 BUCs. If an item other than a weapon is the target
of this Casting, the damage bonus is +3 instead of +3d6.
* Skill Bonus III Ritual
The Materia Cost is now 16,000 BUCs. If a bonus is to a Heka-generating K/S Area,
the Materia Cost is doubled to 32,000 BUCs/STEEP point.
* Link Casting Ritual
Add the following paragraph to the description:
"The subsequent Casting linked to the item is treated as separate from Link Casting
when considering Heka Aperture limits. If the imbued Casting is to be continuously
active, the Heka forger must expend 100 times the Casting cost into the item. This
Heka must be spent within 1 BT/20 STEEP of the Heka forger (fractions rounded up),
with no more Heka spent than the practitioner's Heka Aperture per CT. This time
limit begins after the activation of the Casting to be linked."
Grade VIII
* Heka Binding Ritual
The Materia Cost is now 200 BUCs per Heka-point bound.
Either a general or dedicated purpose Reservoir can be
created through this Ritual
* Link Knowledge/Skill Ritual
If a Heka-generating K/S Area is bound, the Materia Cost is doubled to 1,400 BUCs
per STEEP point. Each Sub-Area beyond the first adds 5,000 BUCs to the Materia
Cost, 10,000 BUCs for a Heka-generating K/S Area. Whoever is the primary
contributor toward K/S STEEP for this Ritual must know all Sub-Areas to be included
in the item.
Grade IX
* Link Spirit Ritual
Since an impermanent item is created through this Ritual, a successful disjunction
will serve to free the bound spirit.
* Permanence Ritual
Heka Binding Ritual may be used to replenish the 250 Heka point resistance, should
it be partially expended. Permanence must be cast for each dweomer on an item to
protect it completely. For purposes of disjunction targeting, unprotected Effects
and Effects with lesser resistance are chosen first.
* Unbinding Formula
Materia Cost is now 5,000 BUCs per power to be unbound. Impermanent and permanent
items are equally vulnerable to this Formula.

New or Heavily Revised Castings


Grade I
Volition Ritual
Time: Instantaneous Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Special
Materia Cost: 100 BUCs + Special
E/F/M: A Volition Ritual requires a performance time of one AT. Though this
casting, the Heka-Forging persona is able to confer the power of movement to an
item or mechanism. This Casting can be used to create a weapon that automatically
returns to its possessor, as well as make a variety of mechanisms which move under
their own power. However, no movement can be sustained by a mechanism doing any
significant work beyond carrying its own weight.
The practitioner must invest additional Heka at the activation of the Ritual to
enable the Volition to occur in the subject item. The maximum distance traveled
for movement and the mass of the item to be moved determines the amount of Heka and
the Materia cost for the whole Casting as follows:
Object Travels On Activation Additional Heka Cost
Under 1 yard 10 points
Under 1 rod 20 points
Under 1 chain 40 points
Under 1 furlong 80 points
Under 1 mile 160 points
Under 1 league 320 points
any distance 640 points

Take the additional Heka cost and modify it by the following mass multiplier:
Mass of Object Multiplier to Heka cost
<= 1 lb. 1/10
* 1 <= 5 lb. 1/4
* 5 <= 20 lb. 1/2
* 20 <= 50 lb. 1
* 50 <= 100 lb. 2
* 100 <= 200 lb. 3
* 200 <= 300 lb. 4
and so on.
For mechanisms which move continuously, use the distance the mechanism would move
in a single day.
Note that Heka Aperture rules still apply. Also, this Ritual will not cause an
item to move quickly enough to cause damage to a target. Even if an item can move
any distance on activation, it may take a great deal of time to get there.
A natural or regenerating Heka source is required to power this Ritual. 10 points
of Heka is required for every pound the moving component weighs. Hekalite is most
commonly used, needing one ounce for every pound of the mechanism.

Grade II
False Target I Formula
Time: Permanent Special Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 200 BUCs
E/F/M: This Casting creates a dweomer whose sole purpose is to protect higher
Grade Heka-Forging dweomers on a target item. The disjunction of this Casting will
negate this dweomer, but none of the abilities of the item will be affected. Of
course, further disjunctions will negate item powers normally. This Formula may be
cast no more than once on the same item.

Grade IV
False Target II Formula
Time: Permanent Special Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 400 BUCs
E/F/M: This Casting creates a dweomer whose sole purpose is to protect higher
Grade Heka-Forging dweomers on a target item. The disjunction of this Casting will
negate this dweomer, but none of the abilities of the item will be affected. Of
course, further disjunctions will negate item powers normally. This Formula may be
cast no more than once on the same item.
This Formula is disjoined as a Grade IV casting at 1 DR more difficult. For
purpose of disjunction targeting only, this Casting should be considered Grade II.

Grade V
Amulet Ritual
Time: Permanent Special Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 1,000 BUC + Special
E/F/M: This Ritual of 5 ATs casting time enchants a previously prepared item
enabling it to accept and repeat one sort of moderate protective Casting Effect.
This protective Effect can either be activated by the item's owner or by a
preprogrammed trigger. If a trigger is used, a continuous divinatory Casting must
be linked to the amulet through this Ritual, and the conditions of the trigger
based only on information given by that Casting Effect.
Upon successful activation, a second roll must be made against the caster's STEEP
to complete this Ritual. The Difficulty Rating of this roll depends on the power
of the desired amulet. The modifiers for this roll are as follows:
Table of Added Powers Base DR and Modifiers
--------------------- ---------------------
Casting usable 1
time/day no divination Base DR
ability necessary, no Moderate
additional Heka required
Divination Power - must
be a minor continuous Casting +2 DRs
also cast into the amulet (Harder)
during the creation process
Every 20 points of Heka added
to strengthen Effect (Protection, +1 DR
Divination, etc.) (Harder)

Each additional Time/Day +1 DR


amulet activates (Harder)

Area of Effect instead +2 DR


of personal protection (Harder)

Each 5 yards diameter for +1 DR


Area of Effect (Harder)

Note that unless the Heka forger attempts to create an amulet with an Area of
Effect, the protection granted by the item will only effect the persona wearing it,
even if the protective Casting normally protects more than a single persona.
The protective and divinatory Castings associated with the amulet are treated as
separate from Amulet Ritual when considering Heka Aperture limits. If a
continuously active divinatory Casting is linked to the amulet, the Heka forger
must expend 100 times the Casting cost into the item. This Heka must be spent
within 1 BT/20 STEEP of the Heka forger (fractions rounded up), with no more Heka
spent than the practitioner's Heka Aperture per CT. This time limit begins after
the activation of the divinatory Casting.
A natural or regenerating Heka source is required to power this Ritual. The total
Heka from this source must be sufficient to power a dedicated Reservoir for the
protective Casting, multiplied by the number of times per day the amulet can
function. If the amulet protects an Area, multiply the required Heka by 1 plus 1
for every 5 yards diameter it protects - i.e. a 10 yard diameter Area of Effect
would require 3x the normal Heka. Hekalite is most commonly used as a Heka source.
Failure of the second roll means that the Heka forger will never be able to lay
this Casting upon the item, though the regenerating Heka source may be salvaged and
reused. Special Failure means that a worked or crafted object is ruined and is
destroyed permanently.
This Ritual can not be cast with another Heka-Forging Casting, without the
cojoining Effect of a Craft Mastery Casting.

Heka Aperture Enhancement Ritual


Time: Special Other Heka Costs:
Area: Caster R & D: Nil
Distance: Self Other: Special
Materia Cost: Special
E/F/M: This Casting enables the Heka forger to enhance Aperture for the purposes
of the next Heka-Forging Casting to be activated. Only the portion of the
practitioner's Heka Aperture that comes from Physical K/S Areas will be affected by
this Casting.
Heka Aperture Enhancement is cast to increase the Aperture available for a readied
Casting, which is completed and activated immediately after the completion of this
Ritual. Upon successful activation of this Ritual, a second roll is made against
the caster's STEEP to determine if Heka Aperture was actually increased. The
Difficulty Rating for this roll depends on the desired enhancement of the
practitioner's Heka Aperture. The Materia cost for this Ritual likewise varies
with the attempted DR:
Base DR Multiplier Cost
------- ---------- ----
Easy 1/10 2,500 BUCs
Moderate 1/4 7,500
Hard 1/2 15,000
Difficult 1 25,000
Very Difficult 2 35,000
Extreme 3 50,000

The multiplier is applied to the fraction of the practitioner's Heka Aperture


which comes from Physical K/S Areas. This is then added to the Heka forger's
original Heka Aperture to determine Aperture for the subsequent Casting Effect. No
further increase to the practitioner's Heka Aperture is possible through repeated
usage of this Ritual.

Grade VI
Craft Mastery I Ritual
Time: Permanent Special Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 10,000 BUCs
E/F/M: This Ritual allows the recipient object to have two other otherwise
mutually exclusive Heka-Forging Castings operative at the same time on the same
object. In no event will two Castings of this sort ever function at the same time
for the same object. One cancels the Effect of the other in this case.

Grade VII
Heka Resistance Ritual
Time: Permanent Special Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Costs: 700 BUCs per Grade of Casting to be protected
E/F/M: This Ritual Casting requires 7 ATs to complete, and is used to permanently
protect a single enchantment, ability or bonus from disjoining. The Casting
creates a Heka resistance of 150 points with respect to the targeted dweomer.
It should be noted on items with multiple dweomers that Heka Resistance must be
cast for each dweomer to protect the item completely. When an item with Heka
Resistance is targeted by disjunction, target unprotected Effects and those with
lesser resistance before those guarded by this Ritual.

Grade VIII
Attack Bonus IV Formula
Time: Permanent Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 10,000 BUCs per each +1 BAC
E/F/M: This Casting enables the Heka-Forging of up to a 20-point bonus in the Base
Attack Chance (BAC) value of a weapon or object. Even items such as bracers or
gloves could contain the power of this dweomer, for the bonus from this formula
does not necessarily need to be cast upon a weapon. Note however, that the object
to contain this power - as with any Heka-Forged item - must first be cleansed of
outside influences and magically prepared.
This Formula cannot be cast with another similar offensive, defensive, or skill
enhancing Heka-Forging Casting upon the same object, without the cojoining Effect
of a Craft Mastery Casting.

Grade IX
Craft Mastery II Ritual
Time: Permanent Special Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 40,000 BUCs
E/F/M: This Ritual allows the recipient object to have three other otherwise
mutually exclusive Heka-Forging Castings operative at the same time on the same
object. In no event will two Castings of this sort ever function at the same time
for the same object. One cancels the Effect of the other in this case.

Damage Bonus IV Formula


Time: Permanent and Special Other Heka Costs:
Area: 1 subject/object Special R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 144,000 BUCs

E/F/M: When cast upon a prepared weapon or other enchanted device capable of
delivering harm, this Formula infuses it with a 4d6 bonus to its stated damage
value. Again, note that objects so enchanted need not be weapons, but they must be
prepared to accept the Heka before the Casting is performed. However, items other
than weapons targeted by this Formula only gain +4 to damage instead of +4d6 to
damage.
This Formula cannot be cast with another similar offensive, defensive, or skill
enhancing Heka-Forging Casting upon the same object, without the cojoining Effect
of a Craft Mastery Casting.

Skill Bonus IV Ritual


Time: Permanent Other Heka Costs:
Area: 1 object R & D: Nil
Distance: Touch Other: Nil
Materia Cost: 22,000 BUCs per STEEP point conferred
E/F/M: The performance of this Casting Ritual requires three Action Turns. This
magical Operation engenders a K/S bonus in an enchanted item. The object of this
Casting will confer up to a 20-point Knowledge/Skill Area enhancement (a plus to
STEEP) to its possessor when held, worn, or presented. The Heka forger must
possess the Knowledge/Skill Area imbued in the subject object, and must have a
STEEP at least 8 times greater than the bonus thus conferred.
It is never possible to cast this Effect with another of similar ability-enhancing
sort upon the same object, as the two will absolutely nullify each other. Because
of this, weapons are not usually imbued with this dweomer. However, if this Effect
is conjoined with that conferring increased BAC (Attack Bonus Casting), the
dweomers will not nullify, but this one will function only to enable parrying and
on rolls for Hit Location - considerable benefit still!
For Heka-generating K/S Areas to be enhanced through this Casting, cost is doubled
to 44,000 BUCs/STEEP point.

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