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TABLE OF CONTENTS:
Before delving into other languages, it should be noted that Native Tongue
is the language of the entities home land or where they grew up. Now keep
in mind that a person may live in the US, but not understand all the
subtleties of the language. The dif ferences in any language will be
handled by dialects and complexity.
In general, there are two aspects of language to keep in mind, dialect and
complexity. Dialect is a different pronunciation of syllable and possibly
some other deviation from the core language. Complexity is the ability to
understand difficult words, in tertwined sentence structure, and
subtleties of the language. For game purposes, dialects will be
considered to be different foreign languages and complexity within the
language will be viewed as the K/S steep score in that particular
language. Dialects and related languages function in a similar manner.
DR Subject Matter
easy* base communication, choppy and slow at times but
understood
moderate* fluid communication without gaps or pauses
hard(*) detailed exchanges of an informative nature such as
technical data, plans of a complex nature, scientific
explanations, aristocratic jargon, or political platform
speech.
difficult noticing or conveying a pattern of speech that has an
encoded message within the syllables, first letters,
double meanings, etc.
* A persona need not roll when using native tongue for these, and in most
cases not for the hard DR unless the material is clearly over the
comprehension of the persona. In addition, any foreign language steep
above 50 can be considered proficient enough not to have to roll these
checks (at JM's discretion.)
Normally the opportunity for such a roll occurs when traveling in a land
or district where a foreign tongue is used or when first meeting an entity
speaking a foreign tongue.
When using foreign languages for short stays in an area, HPs are allowed a
time frame roll once per day at their desired DR of communication. This
reflects the amount of consideration and concentration they wish to expend
before venturing forward. If th e HP wishes to upgrade the form of
communication, it may be done by an additional checks for each encounter
throughout that day. If the initial roll is failed, communication is
considered to be garbled and not productive. Any individual checks done
that day are one DR harder for the duration of that day. For longer
stays, checks can occur on a weekly or monthly basis.
Reading and Writing a foreign language is more difficult than speaking it,
but if allowed the time and resources to do so it can be done easily. If
someone spends enough time with reference materials such as dictionaries,
translators and the like, the jo b will only be as difficult as the
material itself. The problem of translating develops when the HPs need
the information immediately or if they are willing to spend some time
interpreting it. Use the following table if the script is viewed only once
and read in a normal reading pace where the object is to get a paraphrased
summary:
DR Subject Matter
hard notes, letters, lists of mundane names of items or people
difficult Books, excerpts of tablets, instructions, part lists
very difficult police reports, technical readouts, spell research
extreme spell books
Modifiers:
gain a very general overview - 1 DR easier
take time to mull over and reread- 1 DR easier ( if days are spent up to 2 DRs)
have references available and time - 1 DR easier
(up to 2 DRs if cross referenced)
successful Drawing at DR hard - 1 DR easier (this may not always apply)
brief look or rushed - 1 DR harder
translating verbatim - 1 DR harder
translating Magick research (including spells) - 1 DR harder
using Linguistics instead of FL - 1 DR harder
The best way to impersonate is to have the impersonation K/S area, but to
impersonate outside you SEC class the persona must also have a Native
Tongue of at least 41 (as per page 155.) Also, allow impersonating a
different SEC class using another languag e, if appropriate, if the FL
steep is at least 51. This of course must be appropriate for the person
or class of person being impersonated or else all is for naught. If
impersonating in the incorrect SEC (low, middle, or high) assign a 2 DR
penalty. It is also possible to mimic a person by using a dialect you
have a cross over with using the chart on pages 146-147. This mimicry is
as effective as if you had that language at the particular percentage of
the cross over and are imitating within the HP 's SEC. It does not allow
a persona to correctly mimic an SEC outside there own unless the cross
over steep is at least 51. ( Note that with certain additional castings it
could be: Mah Chi as an example )
For lip reading one must consider that the HP must know the language spoken. In
addition, range is also a modifier in that ability. Start with a moderate score,
and for every twenty feet removed from the person reduce it one DR. Also consider
these mod
ifiers:
IX. Linguistics.
DR Subject Matter
easy Ability to determine overall intentions, very incomplete, no details
moderate base communication, choppy and slow at times but understood
hard fluid communication without gaps or pauses
difficult detailed exchanges of an informative nature such as
technical data, plans of a complex nature, scientific explanations, aristocratic
jargon, or political platform speech. very difficult noticing or conveying a
pattern of speech that has an encoded message within the syllables, first letters,
double meani
ngs, etc.
As with foreign languages, allow one roll per time period (typically one
day unless using over a prolonged period) at their desired DR of
communication. This reflects the amount of consideration and
concentration they wish to expend before venturing forw ard. If the HP
wishes to upgrade the form of communication, it may be done by an
additional checks for each encounter throughout that day. If the initial
roll is failed, communication is considered to be garbled and not
productive. Any individual check s done that day are one DR harder for
the duration of that day. For longer stays, checks can occur on a weekly
or monthly basis.
If both the FL (or some partial dialect of the FL) and linguistics is
possessed for the purpose of speaking or otherwise, allow two rolls.
First, off of the FL steep. Then, if it is a failure, allow a roll off of
linguistics after applying all the appro priate modifiers.
X. Trade Languages.
Players tend to concentrate on improving Combat and Heka areas above all
others. In order to stimulate breath in K/S areas, some incentives have
been put into place. The first is an AP/S bonus to HPs who spend a great
deal of time in one country. The s econd type of bonus is for those who
study abroad. The third bonus is for those who actively spend AP/Gs while
spending time in a foreign land. These bonuses only apply to HPs who have
spend the time, effort, and APs to initially get the FL. It does no t
apply to the point where the HP has a steep greater than forty. Beyond
forty, the HP must train or spend APs in the appropriate ways as detailed
in DJ1 (page 134-136.) The justification for these bonuses is the ability
to learn "by hard knocks."
The reason for the cut off at forty is that some solid research or
justification should be done for a person to obtain a doctorate level.
Initially, the cut off was at thirty (certainly an option for a JM), but
forty seemed more justified due to the fact that languages can be mastered
through travel and concentration. This level of mastery would appear to
be the same as though someone studied at an institution and received a
masters degree. It is agreed that study and travel is the best mix, but
to be balanced, forty seemed to be the right choice. There is a point,
however, where pure exposure would not be enough. Thus it is justified by
not allowing the HP to advance beyond forty by this method. JMs should
also keep in mind that if the HP spend all his or her time in the slums
and taverns a more appropriate cap might be 20. Whereas those who are hop
nailing with the rich and royalty as well as those who are well read with
the local merchants, investors, mages, and priests should be capped at
forty . The following is a suggested chart for where HPs should be capped
on using this bonus system.
Be loose with these AP/S. If the HP has spent a great deal of time
conversing, running a business, involved with the local militia or
government on a day to day basis, perhaps a bonus every three or six
months is more applicable. But, if the HP never me ets the public, is
always researching, is in solitary confinement, the reverse may also be
true. In most instances, HPs are justified, even if they only go out to
the market once or twice a week. As a general rule, the HP should be
spending 90% of his or her time in the country to get this bonus.
When HPs are based for long terms in foreign lands they may find it
necessary to adapt to the language most used. They may wish to become
more versed in that particular language. As a general rule, HPs gain 1
point of steep per every year in a foreign l and as long as they possess
the FL K/S steep between one and forty. If the HP has spent time and APs
to initially learn the FL, he or she will be able to learn some more of
the language by continuously being exposed to it and its culture. Country
jumping to gain as many points as possible should be discouraged. The
incentive system is meant to be a bonus to reward players for adventuring
and spending time in other areas of the world to produce a worldly
role-playing persona. Players who lord rules like these over the JM
should have the appropriate anti-joss in addition to their demands.
Similarly, some JMs may allow the same type of advancement for Native
tongue for those patriots who stay at home or Trade language for those
merchants traversing the world. The fastest way to learn a FL is to train
in a country where that FL is the primary spoken language and then
practice it. Typically it would take two-thirds the time to study ( 1/3
with Linguistics at hard.) Again, bonuses should not be allowed past a st
eep of forty.
If APs are spent, allow a bonus point for every point purchased.
This would only come into effect after the HP has spent at least three
months in the country. The bonus should not be allows past forty. These
are all mere suggestions, but it may help players decide to branch out and
expand their personas to include new role playing K/S areas not commonly
used. As a JM, encourage the use of these K/S areas and you will find
more roll playing opportunitie s in your campaign.
Some JMs have ruled that this is the language of spellcasting. At first
glance this may appear a simple explanation, however it may not be that
consistent. Consider the argument of the Priestcrafter. Should he or she
learn arcane magickal to cast spell s or should prayers work. How about
the Astrologer, Apotropaist, Exorcist, Hekaforger, etc... It is far to
complicated for each heka casting area to have its own language. It is
equally unjustified that all these areas, whether physical or spiritual tr
aits, must be dependent on a mental trait K/S area to perform. Also note
that in the vocations documented, only the Dweomercraefters have this K/S
area.
XIII. Acknowledgments.
Appendices
The following are topics not directly related to Languages, but indirectly
discovered when completing this work. Languages are used in the creation
of the following, thus they are included as an afterthought of
possibilities. Again, these are only suggestions used to clarify some
rulings.
Appendix I : Spellbooks.
There exist many theories of how spells are (or should be) recorded in the
Mythus game system. The following appendix is dedicated to describing two
methods. The first best matches the Mythus system rules, but has some
drawbacks. The second is a modification of the Arcane Magical FL to
solve some of those problems.
The second method is consistent with the Arcane Magickal section discussed
earlier. All spellbooks would be written using this heka language at a
cost of 100 heka per hour. AM is the language how to write spells on
prepared parchment, paper, cloth, or the like. The writings are in an
arcane scripture, designed to hold and protect the power of heka castings.
The language itself is phonetically designed to be compatible to any
language the writer wishes to use. This is assuming that verbal
components of spells are similar (variances do certainly exist.) Thus an
HP can use Arcane Magickal to scribe his or her spells using the Celtic
language. This tome could be used by anyone who can read Celtic and has
the other appropriate means ( K/S area, STEEP, etc...) In addition, this
language also reveals the somatic needs of the castings by having them
encoded into the script. When a capable persona reads the casting, the
somatics are placed into memory and described perfectly. This is why it
is a heka language, for no translated language is perfect. The gestures
of castings are far to precise to be left to mere words to explain. AM is
simply the means of writing down the casting. It is a precise and
complete method.
The cost of such spell books will vary through out campaigns, worlds, and
geographical locations. The books can be made by any quality, but should
be enchanted by a heka forager or the like to preserve the quality. As a
perspective, consider a scribe as paid at least 20-50 BUCs per hour (more
or less may depend on the campaign and the commonality of scribes.) As a
rule, assign one hour per level of the casting and use the following as a
time multiplier depending on the type of casting.
Using this as a guide, one can determine the cost having others write
spells in spell books. The base cost for the book and ink is highly
variable on the genre and campaign, as stated earlier.
Upon completion of the time requirements, the scribe must make a roll
verses arcane magical at moderate. The scribe should be in a relatively
quiet area working without distraction. Under normal circumstances, the
casting should be written in one sitting where the scribe works
uninterrupted for the complete time. It will be necessary for the scribe
to make an endurance roll at moderate dr. at end of each six hours in such
a position. Some JMs may consider progressively harder DRs at every six
hours.
Those scribes without endurance may instead roll verses physical trait at
extreme. For each failure, the roll vs. Arcane Magical will be one dr. harder.
Also consider the following suggested situational modifiers:
Alone in an enclosed area undisturbed 1 dr. easier
Reference material for Arcane magical is available 1 dr. easier
Double time is spent on the transcribing 1 dr.
easier
Each interruption (like knocks, sleep, etc...) 1 dr. harder
Noisy, stressed, distracted (each) 1 dr. harder
Uncomfortable conditions (cold, hot, ill) 1 dr.
harder
Since any spell can be read out of a spellbook, there is not strong
support for scrolls as they are used in novels and EGS. Scrolls would be
created as any other magical devise, although individuals may run this
differently.
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3.Developing Religions for AErth
Second, the pantheon would evolve. More figures would be added to the
pantheon, covering spheres of interest which were ignored or not recorded
on Earth's sketchy records. Svipdag, for instance, a mage who sought
knowledge to reach his true love, might become a significant figure for
dweomercraefters. Or Volund might become a god of smithing (an activity
which would not fit well into Thor's domain, despite his hammer and
thundering reputation). Frigga's handmaiden could very well evolve into a
representative of unrequited love.
Third, religions will interact with each other. Popular concepts will
pass across borders. One such potential crossing would be a softening and
idealizing of Freya, at once incorporating some aspects of Venus and
Minerva (whose spheres Freya already loosely agreed with). In fact,
depending on the exact interactions, Freya and Minerva might become very
close in kind to the outside observer, with only the devoted able to tell
the difference.
Fourth, no matter how you slice it, it's still a game. In a game
setting, religion is not an all-consuming thing, it is not the primary
focus. Certain things are expected, and certain things are expedient,
particularly in a world where magick works (again, Svipdag would probably
become the heroic warrior-mage). The pantheon should be internally
consistent and draw on the mythological sources, but accuracy can be
sacrificed to make it more appropriate for the setting and the campaign.
Don't hold the game to historical accuracy to the exclusion of an
enjoyable setting!
Dimensions
head:
1" x 6" x 6"
Background
Only seven of these tools of lore were made by a powerful heka forger to
be used by master masons during the construction of his secret lair built
inside a mountain. In payment to the masons they were allowed to keep
these magical tools. Centuries later the hammers were all but stories in
local folklore until 3 of them were re-discovered by Egyptian soldiers and
turned over to the Pharaoh who carried them into battles and used their
great power against his enemies.
These hammers appear quite large measuring 3' 6" long and having a head 1"
x 6' x 6' and have Latin script written down the handle with a magical
glyph of two hammers crossed at the handles on each side. This glyph
negates the withdraw of heka from the hammer.
When uncharged the hammer appears to be made from onyx and gives the
impression of being of exceptional quality
When charged for battle the head of the hammer glows a soft incandescent
blue with occasional flickers of lightening giving it an immense aura of
power.
Dimensions:
3"3' long from tip to hilt
Background:
The six sword were created before AErth's great reckoning. Some say they
were created to ward of a great prophecy of a battle in the future. The
swords were scattered around the world so that the chosen one of each
generation must quest to find them. Anyone can harness the power of each
individual sword but if one of the unchosen holds two swords at once a
dark fate is said to the befallen of which they can not escape. The
blades of the swords are not decorated in any way making the difficult to
tell from an everyday bastard sword only of an older style. Only
searching for heka in the swords will reveal their enormous power.
Looking at two swords at once while detecting heka has been known to blind
some wizards. Also they have a lower speed factor than a normal bastard
sword of about 5.
WP C S DT Dam Reach
Dagger 5 M 1 P 2D6 1
Description
25" long
Leather bound gold hilt with heka light and a red gem in the center on the
hilt.