---------------------------------------------------------------------------- WELCOME TO... DDDD AAA NN N GGG EEEEE RRRR OOO U U SSS 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 ---------------------------------------------------------------------------- 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. ---------------------------------------------------------------------------- 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 " 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. ---------------------------------------------------------------------------- Send your submissions, flames, questions, etc., to me at the following: /-------------------------------------------- PRAETOR@WIDOWMAKER.COM | 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... | ===============================^============================================ 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.