Okay, here it is at LAST! I finally got off my electronic ass and formatted part I. Part II of D.I. 6 will be sent out tomorrow. It is, at this point, a list of Castings for Heka-Forging. I will be adding to it, but it's just too late now. This is one of the more important issues. Save it!!! Print it out!!! It is good! And useful! :) Here: ------------------------------------><-------------------------------------- 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.I. #6: D D AAAAA N N N G EEEE RRRR O O U U SS Whenever I D D A A N NN G GGG E R R O O U U S Get Around D D A A N N G G E R R O O U U S S To It! DDDD A A N N GGG EEEEE R R OOO UUU SSS :) 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 " 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: a revised method by John Teske and Steven Gullerud This is an introduction to a revision of the Heka-Forging K/S area. A while back, there was a great deal of discussion on how to use Heka-Forging, in particular concerning how to resolve the Castings with the K/S Area description. After this debate died down, we attempted to incorporate some of the ideas presented in Mythus-l into the Heka-Forging system. Eventually, this grew into a full rewrite of the system, including Castings, success tables, and the general K/S Area description. We should acknowledge the members of Mythus-l, as many of them are practically co-contributers to this revision (i.e. we borrowed lots of good ideas). Particular people worth mentioning are Matthew Berry for the whole concept of impermanent magic items, Edward Bromely for the work on Permanence and False Target Castings, and Mike Hill for some additional spells that we included. Of course, Jesse has been invaluable for providing the push to get the work on Heka Forging started in the first place. Now, a quick disclaimer before we begin. Some of the philosophy on how Heka-Forging works is inevitably tied to how common you want magic items to be in your campaign. The rules presented here are designed to fit John Teske's campaign. However, it should be possible to modify the revision here to fit magic heavy and magic light campaign worlds. There are also two paths for Heka-Forging in this revision. One relies only on the Castings to produce items, while the other is almost entirely roleplaying-driven. Each path has its own advantages and disadvantages, and each could stand alone as the means to create magical items in a game world. Now, without dragging on, here are the revisions to Heka-Forging: 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 First, the Heka gained from Heka-Forging is as stated in in the K/S description instead of the table at the beginning of Mythus Magick. Namely, magickal energy gained is equal to STEEP plus the average of the persona's PMPow and PNPow. If only Physical based Heka is used, P Trait is added instead. Second, the Heka-Forging Sub-Areas are not gained automatically with increase in STEEP. Gaining the knowledge necessary to properly enchant a class of items is a long and involved process. As such, the rules for gaining new Heka-Forging Sub-Areas are as described on p. 135. Namely, 10 APs and 10 weeks of study are required to gain a new Sub-Area. However, no roll is required to check if the persona has learned the Sub-Area successfully. HPs may or may not have all possible Sub-Areas at the time of character creation. This detail is left up to the GM, though the first Sub-Area is gained automatically with acquisition of the Heka-Forging K/S Area. Thereafter, Sub-Areas must be purchased as described above. Because Heka forgers must be able to channel large amounts of Heka, each Sub-Area beyond the first increases the practitioner's Heka Aperture by 10 points. 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. Grade Minimum STEEP Sub-Area 1 None Enchanted Mechanisms 2 21-30 Enhanced Object Quality 3 31-40 Heka Reservoirs 4 41-50 Detection/Information 5 51-60 Armor/Weapons 6 61-70 Defensive/Offensive 7 71-80 Casting Storage 8 81-90 Skill Bearing Items 9 91+ Spirit-Holding Devices Armor/Weapons provides the ability to forge defensive armor along with offensive weaponry. These items may have enhanced physical properties, but may not be othewise enhanted with defensive or offensive Heka Effects. For example, armor enchanted to provide protection from Spirtual attacks is beyond the range of this Sub-Area. Defensive/Offensive items enables the HP to manufacture or enchant dweomered items which perform a Casting-like Effect which damages a target or protects the wielder. Also included under this Sub-Area are rings and other miscellaneous items that give bonuses to worn armor and wielded weapons. 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. Impermanent Item Creation Impermanent item creation utilizes the Heka-Forging Castings to imbue Heka into an item. Of course, these Castings may be dispelled as easily as any other. A few Castings give resistance from disjunction, but these are only available to the most able Heka forgers. Most of the Heka-enabled devices on Aerth are of the impermanent sort. Castings such as Volition Ritual have allowed Heka forgers to build various labor saving and luxury-oriented devices. Unfortunately, these items are still expensive, and are generally only affordable for the wealthy. While impermanent weapons and armor do exist, these are usually made under contract by governments for their military forces. Note that little or no roleplaying is required for the enchantment of items using this method. However, if the practitioner does not have a Casting that will yield exactly the effect desired for a new item, there is no choice but to research a Specialized Casting. Changes/Clarifications from Original K/S Description Heka preparation and Heka-generating substances grant no bonuses for the success of item creation. Certain Castings now require Heka-generating substances for their successful use. Also, the quality of the object to be enchanted has no bearing on the success or failure of the forging, other than whether or not the object qualifies as flawless or perfect. An already enchanted item cannot be further enchanted by this method of Heka-Forging, unless that enchantment has been disjoined or has otherwise expired. 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. Of course, the persona must have all associated Heka-Forging Sub-Areas in order to proceed. Otherwise, the attempt is doomed to failure. 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 Once all desired Castings have been activated, a roll is made to determine the success of the forging. Special Failure means the destruction of the item, Failure means the item is unchanged, Success indicates the Castings had the intended effect on the item, and Special Success means one or more of the Castings had a slightly enhanced Effect. This roll is made against the practitioner's Heka-Forging STEEP, with the DR determined by the table found on p. 167 of the Mythus book. The modifiers to that table have been changed, as listed below: Heka-prepared item no modifier Heka-generating substance being worked no modifier Each additional function of the item beyond the first +1 DR harder, up to 3 Flawless or perfect substance being worked -1 DR easier Practitioner has constructed the item being enchanted -1 DR easier 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 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. It is expected that Heka forgers will develop their own characteristic styles, using certain K/S Areas and methods in their devices. The GM should make the use of a K/S Area (especially one that is Casting-generating) difficult and time consuming if that practitioner has not used it before in combination with Heka-Forging. 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: 1) Planned functions of the device 2) Description of how Rituals will be used to forge these functions. 3) Cost and type of Materia used in the process 4) All K/S Areas used in the item's forging 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. The GM may also require a change in the submitted proceedure if desired. The HP might be required to search out unique Materia for the item, or quest for a forgotten scrap of knowledge vital for the success of the forging attempt. Details here are left to the imagination of the GM. 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. Note that a significantly novel proceedure should require experimentation before it can be used in a item. Of course, any Materia consumed by such experimentation cannot be reused or recovered for future Heka-Forging operations. 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. Base Chance of Success 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. The artistic method in Heka-Forging requires an in-depth understanding of the Laws of Magick - in particular the Law of Ritual - as they apply to the different Casting disciplines. While creating Rituals that perform similar functions to Heka-Forging Castings is usually not difficult, creating Rituals combining Heka-Forging with other Casting-generating Areas without this knowledge is nearly impossible. The base STEEP that is used to determine success of item creation is taken from the lower of the STEEPs in Heka-Forging and Magick when other Casting-generating K/S Areas are involved in making that item. Other Casting-generating K/S Areas used will contribute 10% of their STEEPs toward the base chance of success. Even if a persona does not possess the Magick K/S Area, there will still be a small chance of a successful Heka-Forging. If the only Casting-generating K/S Area required in the Rituals is Heka-Forging, then STEEP in Heka-Forging is the base chance of success. Difficulty Rating Determination Assigning a DR for a Heka-Forging operation can be as simple or as complicated as the GM wishes. The following is a fairly complex system which seeks to reward the establishment of a style of Heka-Forging, as well as base DR on the power of the item to be forged. To determine a DR for the Heka-Forging operation, assign Casting Grade equivalents for all powers of the item that are derived from Casting-generating K/S Areas. Also consider Heka-Forging Castings for impermanent item creation for similar powers. Compare these Grades with the maximum Grades given by the practitioner's STEEPs in those K/S Areas. Then assign a base DR as follows: 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 This base DR is then modified by the following considerations: +1 DR harder for every power beyond the first. (max of +3 penalty) +1 DR harder for every level of quality below Unsurpassed of the Heka-Forged item. (max of +3 penalty) +1 DR for every Heka-generating K/S Area used in the Heka-Forging Rituals that the Heka forger is unused to combining with Heka Forging. -1 DR if Heka forger is using an established style with K/S Areas the practitioner has previously combined with Heka-Forging. -2 to +2 DR based on creativity of plan submitted to the GM for creating the item. -1 to +1 DR based on cost of Materia used in plan, compared with what GM determines as a standard amount. Success and Failure Because the Heka forger is manipulating Heka at a fundamental level during the creation of a permanent item, success and failure are not very clearly defined. A successful roll will sometimes yield an item with unforseen and undesired side effects. Likewise, a failure might still produce an enchanted item, but quite possibly one possessing useless or even baneful properties. The GM is recommended to take the cost, time, and effort the persona (and player) put into the process of creating the item when determining actual item properties. If the persona cut corners, place limitations or detrimental side effects on the item. On the other hand, if the persona put extraordinary creativity and resources into the item, consider adding bonuses or additional functions to the item. To clarify this, check the following suggestions for the different possible results of the final success roll: Special Failure: Either the item is destroyed utterly or the item is cursed, and possesses abilities opposite to what was desired. Note that the Heka forger may be unaware that this has taken place! In any case, the practitioner will have to scrap the previous proceedure and develop a new one, if this was the first time a particular item was attempted. Failure: The item is unchanged or has useless properites. (a Spellsong-aiding harp that instead plays "It's a Small World" continuously, loudly, and off-key would be an example of this!) The practitioner may have to modify the proceedure somewhat before trying again. 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