DI #1 (Mid-September 1994)

TABLE OF CONTENTS

  1. Vocations: Realm Knight
  2. Magickal Items: Enchanted Holy Symbol
  3. Enemies: Two vile things by Tom!
  4. Finis: Notes from Hawkeye

Vocations

VOCATIONS: I have a feeling that Vocations will become a large part of this mailing, if only because I've created plenty and I can always toss one in! In fact, this first one is one of my own, a Cavalier--modified for use in my own world, but I think they're transferrable to most anywhere...The second set of STEEP numbers represent my campaign's lower initial STEEP's, which I did to cut down on _real_ powerful beginning HP's. They are 75% of the originals. Feel free to use this guy as you see fit:

Realm Knight:

Hawkeye (v105nk9r@ubvms.cc.buffalo.edu)

Like cavaliers, Realm Knights are protectors, but on a larger scale. Whereas cavaliers are normally under the rule of a lord, Realm Knights are their own organization. Knightly in action and thought, things to keep in mind are honor, valor, protection, weapon expertise, riding, lawfulness and goodness.

                        Realm Knight (Physical TRAIT)

K/S Area                     Base Steep                  ATTRIBUTE          
 
------------------------------------------------------------------------------
Combat, Hand Weapons            24/18             (PMCap + PNCap) x 0.5
Combat, HTH, Non-lethal         20/15             (PMCap + PNCap) x 0.5
Combat, Missile Weapons         16/12             (PMCap + PNCap) x 0.5
Leadership                      16/12                      SMCap
Arms & Armour                   12/9              (PMCap + PNCap) x 0.5
Cultured Palate                 12/9                       PNCap
Gambling                        12/9              (MMCap + MRCap) x 0.5
Games, Physical                 12/9              (PMCap + PNCap) x 0.5
Influence                       12/9                       MRCap
Sports                          12/9              (PMCap + PNCap) x 0.5
Survival                        12/9                       PMCap
Travel                          12/9              (PMCap + PNCap) x 0.5
Weapons, Military, All Other    12/9              (MMCap + MRCap) x 0.5
Weapons, Special Skills         12/9                       PNCap
Foreign Language                 8/6                       MMCap
History                          8/6                       MMCap
Military Science                 8/6              (MMCap + MRCap) x 0.5
Political Science                8/6              (MMCap + MRCap) x 0.5
Religion                         8/6                       SMCap
Swimming/Diving                  8/6              (PMCap + PNCap) x 0.5
Handicrafts/Handiwork            4/4                       PNCap

 Base STEEP Total              248/186

MAGICKAL ITEMS:

This is almost guarenteed to be a popular category. Everyone I know enjoys making up stuff, including myself...Use 'em to your advantage!

Holy Symbol of the High Priest (of Apollo, originally)

John Teske (teskej@dgabby.mfldclin.edu)

This magical item allows partial practitioner priestcraefters to cast a spell as a full practitioner. To do this, the priest first says a Minor Blessing Spell over the holy symbol or (if no General Tutelary castings are possessed) a Meditation Spell over it. Once this is done, the priest then channels an additional 100 heka into the item, taking one full CT to do this. The next casting then cast by the priest is cast as if the priest was a full practitioner, but ONLY if it is a General Tutelary, Basic Tutelary, or Ethos specific casting. Any additional cost incurred by the subsequent spell cast as a full practioner must still be paid as normal. If the next spell cast is not one of the three types specified above, the Holy Symbol has no effect, and the preparation and heka channeled into it are both lost. The Holy Symbol's power must be used immediately, and cannot be "readied" or prepared ahead of time.


Enemies:

These can be anything from human EP's to Demonkind, or any sort of opposition to your HP's. Who knows what this'll bring up...

These two are written in Tom's 'modified' Mythus Prime rules, which will be included in the next 'issue' of Dangerous Ideas. It should be easy to convert these nasties to Advanced Rules (there's a chapter in Mythus book 1).

Tom (BluSponge@AOL.com)
Scather (Wood Ghouls)

Identifier:  Monster   
Habitat:   AEdonn: Forests, Marshlands
Size:  Human-sized
Number Appearing: 1-12
Modes & Rates of Movement:
  Walk: 54 yds/BT
  Run: 108 yds/BT
Inititative Modifier:  Human Standard (-3)
Outstanding K/S Areas:
 Criminal Activities, Physical 68
 Combat, Hand Weapons  46
 Combat, HTH, Lethal  57
Joss Factors:  0
Attractiveness:  Horrid (0) - Dazing (normal), fleeing (normal) 
Average Armor Protection: 7
Weapons:
 Ironwood Cudgel (Steep 46 / 2 attacks/CT / 3d6 PD)
Powers:
 Chameleon Ability

M: 36
P: 54  (wl: 40) 
S: 27

Description: Scather are bizarre looking humanoids that are partially corpse
and partially plant.  They look like walking cadavers, but their skin is
gnarled and wood like.  Their features are twisted, as though in great agony.
 Scather dwell in the darkest, most tangled woodlands and bogs, searching for
flesh to eat.  They are adept at moving through the forest unnoticed,
blending in with the shadows and trees.  Many times a party may only notice a
moving shadow off in the forest before being taken by suprise.


Llovitaar, major demoness Identifier: Demon, Major Habitat: Abyssal planes Size: 3x Human-sized Initiative: Human standard Modes and Rates of Movement: Outstanding K/S Areas & STEEP: Human Standard: 150 yds/BT Combat, Hand Weapons 47 Joss (Anti-Joss) Factors: 3 Multiversal Planes & Spheres 65 Attractiveness: -6 (nightmarish) Invulnerabilities Susceptibilities Non-enchanted Weapons Insinuation Cold-wrought iron (x2) Chemicals Gold (x2) Disease Argent (x1) Fire/Heat Exposure Extreme Cold (x1) Poison Electricity Average Armor Protection: 15 Attacks BAC Base Dmg Bonus Leg Stab (x2) 54 3d6+2 + 11 Sword Arm 47 4d6 + 12 Iron Spear* 62 3d6+8 + 14 * This highly enchanted weapon is spiritually linked to Llovitaar and, if stolen from her, she may press the possessor for its return. The enchantments are: +15 BAC, +5 PD, Unsurpassed quality, automatic return, can store a reservior of 50 Heka. Powers: Gaze, terrifying: Subjects who fail Avoidance of this gaz must check against Spiritual Trait at DR "Extreme" or else be drained of 6d6 points of S Trait, suffering SD thus. Confusion: When Llovitaar speaks, personas within earshot must check against their MR category at "Very Hard" or be confused. Confused personas suffer as though they were dazed, and their EL is temorarily halved; an effect which lasts for that meeting. Telepathy: Llovitaar can communicate telepathically with all those within eyesight. The ability can be used without limit, but unwilling subjects are able to resist through Mental Heka shields if errected. Statistical Details Mental - 50 Physical - 120 WL - 90* Spiritual - 60 * When this limit is reached, Llovitaar is banished to her rightful plane of existance. Commentary & Description: Llovitaar is a major demoness from the Abyssal Planes of the Pandemonium. She is a cunning, benign spirit who feeds on the souls (S Trait) of mortal beings. She appears as three beings: a wise woman, a lunatic, and a disfigured, jawless man with sword blades for arms. These three persons converge into a bulbous torso, supported by four, mantis-like legs, which she can strike with like weapons. The meer sight of her nightmarish vistage requires personas to check vs. their SM Category at: dazing, "Moderate"; "Fleeing, "Hard"; Insanity, "Hard". Llovitaar feeds on the Spiritual Trait of others. For every 5 SD points she delivers in Spiritual combat, she adds one to her score. As she is apt at this combat, she always does double SD points. Novitaar will also use mental combat, attempting to subdue her opponents and bend them to her will.

Finis:

Well, that's about it for this premier "issue" (can you tell I don't really want to call it that?). I think it's a pretty decent start. Sorry if your ideas in here have made it less than completely new, but hey, there will (hopefully) be times when your stuff won't be here. Soon we'll be premiering (is that a word?) the WordPerfect Edition, but for this first one, I just wanted to get the stupid thing out! :) Anyway, I hope some of you find this stuff interesting, and if so, I hope you'll tell all your friends, and you'll be submitting stuff to me for the next "issues"!

One other note: for your submissions, the less space your stuff takes up the easier it is on me. I don't want to stifle you (wait till the next one of these--see below!), but look at Llovitaar and how the top is taking up two columns to see what I mean...

See you next time, when we'll have part one of Tom's interesting set of rules, "Mythus Prime 2nd Edition"!! :-) Also, we'll have some sort of more-or-less complete K/S listing, so send in any new K/S Areas you've created if you want them included!!

Your Favorite Verbose Editor: Hawkeye


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msphil@widomaker.com