Escolar Documentos
Profissional Documentos
Cultura Documentos
------------------------------------><--------------------------------------
WELCOME TO...
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 and hope for the future! IIIII DDDD EEEEE A A SSS
----------------------------------------------------------------------------
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 Journeys Multi-Genre Game System and the Mythus Fantasy
Role-Playing Game, written by Gary Gygax and Dave Newton, now unfortunately
owned by T$R. Note that almost everything discussed in this (not too)
periodical is in one way or another related to Dangerous Journeys and the
Mythus game. The game and all its related copyrights are owned by T$R, and
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
money, or actually publishing this thing for any kind of sale. Unfortunately.
----------------------------------------------------------------------------
Dangerous Ideas is put together by me, Jesse Griffis, 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 anywhere except in your own home,
do us all a favor and ask...Of course, if anyone ever really DID want any of
this for publication, I think we'd all have general heart troubles...
You can join (and I would suggest it mightily) Mythus-L by writing to
LISTSERV@BROWNVM.BROWN.EDU and saying "Subscribe Mythus-L <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--if you pay me. :)
----------------------------------------------------------------------------
Send anything you want to say |
to : jgriffis@acsu.buffalo.edu | Send ALL mail to that address. Submissions
-------------------------------< _ought_ to have "SUBMISSION" or something to
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... | Since DJ prints no more: check out ARIA! :)
===============================^============================================
TABLE OF CONTENTS:
1. Hi Again...A message from me
2. Heka-Forging Fun
============================================================================
1. Hi Again, everyone!
Okay, so it's been about forever since I've gotten around to putting
together an issue. Sorry. I just got out of the mood for a while, and by the
time I was back in the mood--term papers. (Uh..huh huh huh...School sucks...)
Then, when I had time--vacation. Then, after that, something else. You get
the idea. So anyway, here we are again, trying to sow the seeds of creativity
amongst ourselves. This issue is going to mainly contain Steve Gulluerud and
John Teske's very good "refinement" of the original Heka-Forging rules. I
like them immensely, and I wonder if there are other K/S Areas which are ripe
for the same sort of treatment...
So, thanks for waiting. Here it is, may it last more than 5 more issues
before I get tired again. And send me something interesting! :) I would like
to do a future issue on nothing but magick items created by us. Read the List
for more details on that one later...
============================================================================
2. The Good Stuff. Heka-Forging Rules Revision: Steve Gullerud (I lost his
address, so find it if you need to.)
Here it is! I will allow Steve's introduction to really get you into it. I'm
just the messenger, you know! :)
Heka-Forging
The Heka-Forging K/S Area remains much as the text in Mythus describes
it. This section of our revisions will focus on general clarifications
and changes to the text as found on pages 166-168
The minimum STEEP required for each Sub-Area is listed below. Note that
this table is changed somewhat from the one listed in the K/S description.
A persona may decline to purchase a new Sub-Area and still increase STEEP
in Heka-Forging. Also, Sub-Areas do not have to be gained in order, so
long as the persona has the necessary STEEP to purchase them.
There are two paths for the creation of enchanted items using Heka-Forging.
The easiest method utilizes the Castings found in Mythus Magick. These
Castings create 'impermanent' items, which can be disjoined by other
Castings. The many Heka-powered conveniences found on Aerth are constructed
using this method. As such, most Heka forgers find employment making
impermanent items. Functions of these items are limited by the Castings
available to the Heka forger. If no Casting grants a desired property, a
new one must be researched. Masters of impermanent item creation
may use Castings which provide a resistance to disjunction, making the
greatest impermanent items almost permanent in nature. Personas who make
use of this process will have little difficulty in acquiring Heka-Forging
Castings, though Materia is still expensive.
The second path of item enchantment is much less common, but more
powerful. By combining the skills of Heka-Forging, knowledge of the Laws
of Magick, and abilities in various Heka-using K/S Areas, items can be
created which are immune to disjuction. These items are truly permanent,
save from physical destruction or the Unbinding Ritual. The process of
enchantment of a particular item requires unique Rituals which are developed
through research and experimentation. These Rituals are highly dependent
on the Heka forger's will and spirit, and therefore only work for the
individual who developed them. Much of the materia used in this 'artistic'
process must be built into the item in question by the Heka forger. Thus
Heka forgers following this path usually possesses K/S Areas such as
Gemsmith/Lapidary and Smithing/Welding. This requirement also makes
experimentation a very expensive affair.
Many of the Heka-Forging Castings have been revised, some have been
entirely rewritten, and some new ones have been added. A summary of
these changes will follow.
Initial Steps
Little is required in the way of preparation for item enchantment.
Assuming the practitioner has the necessary Castings, the forging should
be completed quickly. Prepare Item Ritual, Evaluate Item Formula, and
possibly Cleanse Item Ritual and Purity Spell will be required before
other Heka-Forging Castings are laid upon the item.
Heka-Forging Equipment
Unless the Heka forger wishes to construct the item to be Heka-Forged (and
gain a DR bonus thereby), very little equipment is necessary for impermanent
item enchantment. At most, a simple forge is needed beyond the Materia
required for Heka-Forging Castings. The only exception to this usually
occurs when the practitioner wishes to enchant an object with a continuous
Heka Effect. The Heka required in this case (x100 that of the Casting cost)
almost always requires access to a large Heka reservoir.
Determination of Success
If the Heka-Forging attempt fails but the object remains, the Heka forger
may attempt to enchant the object again. However, it must once again be
Evaluated, Prepared, and so on as the forging attempt will have contaminated
the item.
Permanent item creation requires more effort from both the player and
the persona than that of impermanent items. Because much of the
process is focused on creativity and roleplaying instead of Castings, the
work involved may be as much or as little as the GM desires. What follows
are suggested guidelines for the GM to follow.
Much of the artistic creation process depends on the mind and spirit of
the Heka forger. Standard Rituals are thus useless, as what will work for
one Heka forger will most likely fail utterly for another. A Heka forger
must devise Rituals which will imbue powers and enhancements into the forged
item. A practitioner may incorporate knowledge from other Casting-generating
K/S Areas in order to make a wider range of devices.
Initial Steps
The initial step in the artistic method requires the player of the Heka
forger to submit a proceedure for the creation of a desired item. This
proceedure should at least include the following:
Once this plan has been submitted, the GM may ask for any clarifications
before allowing the practitioner to continue. Note that the Heka forger must
possess all applicable Heka-Forging Sub Areas in order to attempt the
proposed plan. Also, the persona should construct the item to be forged, or
at least be present during its construction. The forging of a sword bought
from the local weaponsmith will certainly fail! As in the making of
impermanent items, the object in question must have Prepare Item Ritual
and Evaluate Item Formula cast upon it. An item might require Cleanse,
Purity, or be completely unsuitable for enchantment even after the work
done to make the item in the first place.
Heka-Forging Equipment
The exact cost and nature of equipment required will vary greatly
depending on the type of item to be forged and the method used to
enchant it. At the very least the Heka forger will need any equipment
needed to construct the item in question. The GM may add other
requirements as desired for a particualar item. It is suggested that,
unlike Alchemy, the equipment required for Heka-Forging be relatively
inexpensive unless a particularily powerful item is planned. This will be
compensated by the cost of Materia used by the Heka forger. Of course,
if the Heka forger is also performing Alchemical operations or working with
particularily exotic materials (like adamantine), then both expensive
equipment and expensive Materia will be required.
Materia Cost
Materia cost will also vary with the item to be forged. For the best
possible DR, the Heka forger will have to construct an unsurpassed quality
item - incurring all associated costs. Much of the Materia required by
the Rituals to be performed must be built into the item during its
construction. Thus, building the item in the first place may be a very
expensive proposition. If the forging is then unsuccessful, most of the
Materia will not be recoverable.
As a general rule of thumb, refer to the Materia Costs of the Heka-Forging
Castings to arrive at standard costs for the Rituals used in the artistic
method. The Materia Cost for a Heka-Forging Casting will correspond to the
cost required to achieve a similar, but somewhat restricted, Effect for a
permanent item. For example, the use of Defense Bonus I to create +5 armor
costs 5,000 BUCs. For the same 5,000 BUCs, a Ritual that grants a +5
defense versus fire-based attacks may be performed.
Research Time
Research time will vary with the past experience of the practitioner. If
the persona has created similar items in the past using similar methods,
as little as one week will be needed to design each Ritual. If the
practitioner is using an Casting-generating K/S Area that has not been
used in a previous forged item, a month or more of time will be required
for each Ritual.
Before any roll is made for the success in the Heka-Forging attempt,
rolls may be required by the GM against Smithing/Welding, Gemsmith/Lapidary
and other K/S Areas used in the basic item construction. These rolls
may be used to determine the quality of the item destined to the subject
of a Heka-Forging effort.
Powers are at least 2 Grades lower than Caster's max Grades Easy
Powers are at least 1 Grade lower than Caster's max Grades Moderate
Powers are at most the same Grade as Caster's max Grades Hard
Powers are at most 1 Grade higher than Caster's max Grades Difficult
Powers are at most 2 Grades higher than Caster's max Grades V. Difficult
Powers are at most 3 Grade higher than Caster's max Grades Extreme
Success: The item has the desired abilities, but may have quirks,
additional powers, or weaknesses depending on the
quality of work that went into it. If desired,
repeating this proceedure may yield an item with
fewer side effects.
Special Success: The item works only as desired if effort was somewhat
lacking. If sufficient research was done, the item will
have enhanced or additional abilities. Note that
repeating this proceedure will not reproduce another
oustanding item unless another Special Success is
rolled