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D D A A N NN G GGG E R R O O U U S Late September,
D D A A N N G G E R R O O U U S S 1994

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 T$R. Note that almost everything discussed in this more-or-less
periodical is in one way or another related to Dangerous Journeys and the
Mythus game. The game and all its related copyrights are owned by T$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. If anyone
out there has a problem with this, first of all: tough. Second, e-mail me
and let me set you straight... :)
Dangerous Ideas is put together by Jesse Griffis, better known on the Net as
Hawkeye, 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 <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.
Send your submissions, flames, questions, etc., to me at the following:
V105NK9R@UBVMS.CC.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... | "Huh..huh..huh huh huh...D&D Sucks!" - B&B
Table of Contents
1. RULES: Tom's Mythus Prime Article 1: Vocations and K/S Areas
2. RULES: Adam's STEEP Incline
3. MAGICK ITEMS: Daggers of my own design.
4. ENEMIES: Really tough extra-dimensional assassins by Adam.
RULES: There is a ton of space for new rules or "house" variations in Mythus.
Here's where we'll take the best (okay, 'sort of best') rules which people
have created...

Tom's (BluSponge@AOL.com) "modified" Mythus Prime Rules, part 1.

This part, in a series of at least two, lists all of the Vocations that Tom
has 'fixed' for use in his Mythus Prime campaign. It includes a listing, with
Primary TRAIT and Minimum SEC, a revised K/S listing for use therein, TRAIT
limitations to Heka-Generating K/S Areas,

=====> Available Vocations

Vocation Primary TRAIT Minimum SEC
Alchemist Mental 5
Assassin Physical 1
Astrologer Spiritual 4
Bandit Physical 1
Burglar Physical 2
Cavalier Physical 6
Demonurgist Mental 5
Doctor/Surgeon Mental 4
Engineer Physical 4
Dweomercraefter Mental
Black 1
Elemental 4
Green 1
Gray 4
White 5
Mercenary/Soilder Physical 1
Merchant Mental 4
Mountebank Mental 1
Mystic/Seer Spiritual 2
Pirate Physical 1
Poet/Musician Mental 3
Priest Spiritual Varies by Mythos
Riverfolk Physical 1
Scholar Mental 5
Seafarer/Mariner Physical 2
Street Youth Player's Choice 1
Thaumaturge Spiritual 3
Theurgist Spiritual 5
Thief Mental or Physical 1
Wiseman Spiritual 1

=====> Revised Available K/S Area Lists by TRAIT

**Mental K/S Areas**

Agriculture Apotropaism*
Appraisal Astronomy
Biography/Genealogy Botany
Business Administration Chemistry
Criminal Activities, Mental Deception
Demonology* Dweomercraeft*
Engineering Foreign Language x
Gambling Games, Mental
Gemology Geology/Mineralogy
History Influence
Law Magick*
Mathematics Military Science
Navigation Perception (Mental)
Political Science Public Administration
Rarities Subterranean Aerth

**Physical K/S Areas**

Acrobatics/Gymnastics Arms & Armor
Boating Combat, Hand Weapons
Combat, HWs, Missile Combat, HTH, Lethal
Combat, HTH, Non-Lethal Criminal Activities, Physical
Disguise Drawing
Escape First Aid
Handicrafts/Handiwork Hunting/Tracking
Mountaineering Perception (Physical)
Police Work Riding
Seamanship Smithing/Welding
Survival Swimming/Diving

**Spiritual K/S Areas**

Alchemy* Animal Handling
Astrology* Charismaticism
Conjuration* Herbalism*
Impersonation Jury-Rigging
Leadership Metaphysics*
Multiversal Planes & Spheres Music Composition
Mysticism* Nature Attunement
Necromancy* Occultism
Painting (Artistic) Phaeree Folk & Culture
Priestcraeft* Religion*
Sorcery* Street-Wise

* Heka-generating K/S
x Handled specially, see Mythus Prime Rules Description
K/S Areas indented are described in full in the Advanced Dangerous Journeys

=====> TRAIT Limitations to Heka-Generating K/S Areas

Trait Total Heka-Generating K/S Area Limit* Note: This can be an important
variable to a Persona's Vocation bundle. If TRAIT limitations require the
removal of excess Heka-Generating Areas, simply increase
Under 30 : 1 one other Heka-Generating K/S Area by one level (i.e. 20-
31-40 : 2 25, 25-30, etc.) and allow the persona bonus K/S Area
41-50 : 4 choices to fill in empty slots in the Vocation bundle.
51-60 : 7
61-70 : 9 *With respect to Spiritual K/S's, the Priestcraeft and
71-80 : 11 Religion K/S Areas are treated as one for the persona.
81 and above : 15 This is the only exception to the limit given.

=====> Heroic Persona Vocations

Alchemist (Mental TRAIT)

Alchemy* 30 S Botany 25 M
Chemistry 25 M Geology/Mineralogy 20 M
Dweomercraeft* 20 M Magick* 20 M
Mathematics 20 M Drawing 15 P
Foreign Language: Anndarik 15 M Handicrafts/Handiwork 10 P
Assassin (Physical TRAIT)
Toxicology 30 M Combat, HTH, Lethal 25 P
Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P
Street-Wise 20 S Criminal Act., Mental 20 M
Criminal Activities, Physical 20 P Deception 15 M
Disguise 15 P Escape 10 P

Astrologer (Spiritual TRAIT)

Astrology* 30 S Mysticism* 25 S
Astronomy 25 M Biography/Genealogy 20 M
Foreign Language (choice) 20 M Mathematics 20 M
Multiversal Planes & Spheres 20 S Metaphysics* 15 S
History 15 M Combat, Hand Weapons 10 P

Bandit (Physical TRAIT)

Combat, HTH, Lethal 30 P Combat, HTH, Non-Lethal 25 P
Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P
Criminal Activities, Physical 20 P Deception 20 M
Gambling 20 M Handicrafts/Handiworks 15 P
Jury-Rigging 15 S Criminal Act., Mental 10 P

Burglar (Physical TRAIT)

Acrobatics/Gymnastics 30 P Escape 25 P
Combat, Hand Weapons 25 P Combat, HTH, Lethal 20 P
Appraisal 20 M Deception 20 M
Criminal Activities, Physical 20 P Street-Wise 15 S
Jury-Rigging 15 S Combat, Hand, Missile 10 P

Cavalier (Physical TRAIT)

Combat, Hand Weapons 30 P Arms & Armor 25 P
Biography/Genealogy 25 M Combat, HTH, Lethal 20 P
Combat, Hand Weapons, Missile 20 P Gambling 20 M
Leadership 20 S Military Science 15 M
Political Science 15 M Survival 10 P

Demonurgist (Mental TRAIT)

Sorcery* 30 S Dweomercraeft* 25 M
Occultism 25 S Demonology* 20 M
Metaphysics* 20 S Foreign Language (choice) 20 M
Handicrafts/Handiwork 20 P Apotropaism* 15 M
Influence 15 M Magick* 10 M

Doctor/Surgeon/Physician (Mental TRAIT)

First Aid 30 P Botany 25 M
Drawing 25 P Chemistry 20 M
Mathematics 20 M Herbalism* 20 S
Foreign Language (choice) 20 M Influence 15 M
Handicrafts/Handiwork 15 P Games, Mental 10 M

Dweomercraefter (Mental TRAIT)

Dweomercraeft* 30 M Alchemy* 25 S
Magick* 25 M Herbalism* 20 S
Foreign Language (choice) 20 M Handicrafts/Handiwork 20 P
Games, Mental 20 M Jury-Rigging 15 S
Chemistry 15 M Botany 10 M

Engineer (Physical TRAIT)

Engineering 30 M Handicrafts/Handiworks 25 P
Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P
Combat, HTH, Non-Lethal 20 P Jury-Rigging 20 S
Mathematics 20 M Military Science 15 M
Foreign Language (choice) 15 M Leadership 10 S

Mercenary/Soilder (Physical TRAIT)

Combat, Hand Weapons 30 P Criminal Act., Physical 25 P
Escape 25 P Gambling 20 M
Street-Wise 20 S Survival 20 P
Combat, HTH, Lethal 20 P Combat, HTH, Non-Lethal 15 P
Combat, Hand Weapons, Missile 15 P Criminal Act., Mental 10 M

Merchant (Mental TRAIT)

Appraisal 30 M Deception 25 M
Business Administration 25 M Charismaticism 20 S
Influence 20 M Rarities 20 M
Combat, Hand Weapons 20 P Combat, HTH, Non-Lethal 15 P
Foreign Language (choice) 15 M Games, Mental 10 M

Mountebank (Mental TRAIT)

Criminal Activities, Mental 30 M Combat, Hand Weapons 25 P
Gambling 25 M Appraisal 20 M
Criminal Activities, Physical 20 P Impersonation 20 S
Street-Wise 20 S Survival 15 P
Deception 15 M Alchemy* 10 S

Mystic/Seer (Spiritual TRAIT)

Mysticism* 30 S Astrology* 25 S
Occultism 25 S Conjuration* 20 S
Deception 20 M Foreign Language (choice) 20 M
Metaphysics* 20 S Handicrafts/Handiworks 15 P
Astronomy 15 M Combat, Hand Weapons 10 P

Pirate (Physical TRAIT)

Combat, HTH, Lethal 30 P Combat, HTH, Non-Lethal 25 P
Combat, Hand Weapons 25 P Combat, Hand, Missile 20 P
Criminal Activities, Physical 20 P Navigation 20 M
Seamanship 20 P Jury-Rigging 15 S
Foreign Language (choice) 15 M Deception 10 M

Poet/Musician (Mental TRAIT)

Music Composition 30 S Biography/Genealogy 25 M
History 25 M Influence 20 M
Mysticism* 20 S Thespianism 20 S
Games, Mental 20 M Rarities 15 M
Combat, Hand Weapons 15 P Handicrafts/Handiwork 10 P

Priest* (Spiritual TRAIT)

Priestcraeft* 30 S Religion* 25 S
Metaphysics* 20 S Influence 15 M

Riverfolk (Physical TRAIT)

Boating 30 P Nature Attunement 25 S
Combat, Hand Weapons 25 P Combat, Hand, Missle 20 P
Animal Handling 20 S Survival 20 P
Swimming/Diving 20 P Botany 15 M
Herbalism 15 S Tolerance 10 P

Scholar (Mental TRAIT)

History 30 M Biography/Genealogy 25 M
Alchemy* 25 S Foreign Language (choice) 20 M
Foreign Language (choice) 20 M Magick* 20 M
Metaphysics* 20 S Influence 15 M
Religion* 15 S Leadership 10 S

Seafarer/Mariner (Physical TRAIT)

Navigation 30 M Seamanship 25 P
Boating 25 P Combat, HTH, Non-Lethal 20 P
Combat, Hand Weapons 20 P Combat, Hand, Missile 20 P
First Aid 20 P Foreign Language (choice) 15 M
Jury-Rigging 15 S Survival 10 P

Street Youth ** (Player's Choice of TRAIT)

Street-Wise 30 S Escape 25 P
Criminal Activities, Mental 25 M Appraisal 20 M
Charismaticism 20 S Combat, HTH, Non-Lethal 20 P
Criminal Activities, Physical 20 P Deception 15 M
Gambling 15 M Thespianism 10 S

Thaumaturgist (Spiritual TRAIT)

Conjuration* 30 S Mysticism* 25 M
Metaphysics* 25 S Occultism 20 S
Demonology* 20 M Foreign Language (choice) 20 M
Handicrafts/Handiwork 20 P Apotropaism* 15 M
Influence 15 M Magick* 10 M

Theurgist (Spiritual TRAIT)

Priestcraeft* 30 S Astrology* 25 S
Conjuration* 25 S Dweomercraeft* 20 M
Magick* 20 M Occultism 20 S
Combat, Hand Weapons 20 P Handicrafts/Handiworks 15 P
Foreign Language (choice) 15 M Religion* 10 S

Thief (Mental or Physical TRAIT)

Criminal Act., Mental 30/20 M Criminal Act., Physical 30/20 P
Combat, Hand Weapons 25 P Deception 25/20 M
Combat, HTH, Lethal 25/20 P Street-Wise 20 S
Acrobatics/Gymnastics 20 P Appraisal 15 M
Escape 15 P Disguise 10 P

Wisewoman/Wiseman (Spiritual TRAIT)

Apotropaism* 30 M Handicrafts/Handiwork 25 P
Herbalism* 25 S Priestcraeft* 20 S
Religion* 20 S Agriculture 20 M
Nature Attunment 20 S Conjuration* 15 S
Occultism 15 S Animal Handling 10 S

* Priests receive a customized bundle based on their Patron deity. These are
covered in the Mythos section.

** Street Youth HPs have the following restrictions:

a) the age of the HP must be 16 years
b) TRAIT pool is reduced to 80
c) persona is illiterate
d) no riding K/S may be possessed
e) HP gains double the standard contacts

That's it (finally) for this article. More will be coming in future issues,
so be warned!! :)
Adam's STEEP Incline Adam Mortara (akmortar@midway.uchicago.edu)

Since we know that HPs start off with some STEEP levels in the 40+ range,
(unless they play in Hawkeye's campaign :) I have come up with a very simple
way to limit HPs advancement without giving them extra-meager AP/G portions.
I feel that HPs should be encouraged to improve more than just one K/S, so
aftger 9 sessions I don't have some Hack who's got a 100 STEEP in Combat,
Hand Weapons but hasn't taken any advance in any other K/S.

With this rules modification, I still stick to the 5 AP/session limit on each
K/S. As you can see from the table below, this makes the HP consider
advancing lower-STEEP K/S Areas much more because it is so costly to advance
his higher STEEP K/S.

STEEP AP Cost Multiplier

01-50 1
51-60 2 Multiply your normal cost of STEEP by the multiplier on
61-70 3 the table to determine how much it will actually cost
71-90 4 you to move up 1 STEEP point.
91+ 5

This method also makesthe system much more logical. It should be harder to
proceed from a "doctorate" level STEEP to a "Nobel-prize winning" STEEP than
it is to grasp the basics of a K/S, and this sytem reflects it, without
hurting the HPs much at all (except those players that want killer warriors!).
MAGICK ITEMS: Here are a couple of nasty little implements. I've used them in
one way or another in my campaigns, and they all work quite well...
I haven't included any kind of background or creation notes for any of
them. I figure, if you like them, include them in your own campaigns, and you
can then determine other information on your own time...

A Trio of Daggers Hawkeye (v105nk9r@ubvms.cc.buffalo.edu)

Multiplier: This ornate, jewelled dagger has a surprising effect when thrown.
While in the air, travelling at the target, it magickally splits into four
separate blades. These either all hit or miss, and when they hit each rolls
for Strike Location separately. The dagger also has 5 additional WP.

Backbiter: Somehow, this stiletto knows when it is being used during attacks
which utilize surprise and/or ambushing. If either situation occurs, it will
vibrate quickly and faintly glow dark red. When used during such an attack,
Backbiter subtracts 10 from any Strike Location rolls, and adds one to the
multiplier. This effect only works during the CT that the trap or surprise is
sprung on its victims.

Frostbite: This thin, intricatly carved dagger is made of pure white iron. It
almost looks like a solid white icicle, and when unsheathed, burns with an icy
blue flame. Anyone within a foot or so can feel the cold emanating from the
blade. The dagger has +5 WP, and will do an additional 1D6 Cold PD when used.
The 1D6 is multiplied by a 1D3 Exposure Roll, and is also affected by the
Strike Location roll. Add the two multipliers together to get the final one.
For example, if you hit and roll Vital (x2) and Frostbite gets a x3 Exposure
roll, it'll do 1D6x5 PD.
ENEMIES: I love villains. These guys are especially nasty. I feel sorry for
Adam's players! See my quick note at the end of the article, and keep on
sending them on in!!
Name: Haru Invuln.
Size: Human Cold, Spiritual Attack
Initiative: Human
Move: 92yds/BT Susceptible.
Joss: 0 Chemical (x2)
Dodging Factor: 5%

Mental 58 Physical 92 Spiritual 60

MR 26 MM 32 PM 40 PN 52 SP 30 SM 30
MRCap 10 MMCap 12 PMCap 15 PNCap 18 SPCap 10 SMCap 10
MRPow 8 MMPow 10 PMPow 15 PNPow 18 SPPow 10 SMPow 10
MRSpd 8 MMSpd 10 PMSpd 10 PNSpd 16 SPSpd 10 SMSpd 10

Attacks: BAC T Dmg

Dagger(x3) 40 P 2D6+3
Crossbow, M 37 P 3D6
Spurs (x2) 40 P 2D3+3

Armor (Average Values):

P 10 C 13 B 12 F 6 Chem 0 Stun 9 Elec 1

K/S Areas:
Criminal Activities, Physical 40
Combat, Hand Weapons 35
Combat, Missile Weapons 30
Toxicology 70

The Haru average about 5'3" in height and appear on this plane as a small
humanoid with bright orange eyes, and a light layer of brown fur. When in
public, they wear dark cloaks and other such clothing to appear human and
hide their appearances. The Haru also have a retractable bone spur in both
of their wrists and both feet which they can use in combat as a natural

Game Notes:
The Haru are a race of extra-dimensional assassins, summoned by means of
Black Dweomercraeft to serve. They always operate in groups, the number
determined by the STEEP of the Caster (see below).
Their weaponry consists of glass-bladed daggers and glass-tipped
crossbow bolts filled with their trademark poision, the Black Death, a
sludge-like substance of the darkest color.

Black Death: STR: 100 ER: 1D10 days

Longevity: 10 weeks Purpose: Injury
Form: Paste
When an attack is made with either the dagger or crossbow, the poison will be
successfully delivered if:
1) The victim is brought to their WL in Physical damage
2) The attack is an Ultra-Vital or Super-Vital hit and the victim fails a
'Moderate' roll against their PM Category.

**The Haru, due to their expertise at assassination, gain a -5 bonus on the

Strike Location Table.

Summon Haru Ritual Black Dweomercraeft Casting Grade VIII

Time: 1 month Other Heka Costs:

Area: na R&D: None
Distance: 100ft Other: 50 Heka per Haru
Materia Cost: 1000BUCS/Haru
E/F/M: This Casting, for which the materia is a piece of the hardest obsidian
in the shape of a sphere, causes a number of Haru equal to 5 + 1/20 STEEP of
the Caster to be brought to this plane to do the bidding of the Caster. They
will accept any order the Caster gives them except one which will bring harm
to themselves.
At all times, the Caster must be within 5 miles of the Haru, and he must
also supply the various exotic ingredients the Haru need to manufacture their
trademark poison, the Black Death. This is figured into the Materia Cost for
the Casting.
The Haru will take their orders from the Caster via a limited telepathy,
and will at all times attempt to conceal their nature from the general public.
They will operate chiefly at night, obviously. The Haru are fierce opponents,
and will fight an intended victim until death. However, if someone else
attacks them, they will defend themselves with prudence (i.e. they will flee
if things are going poorly).

Ed. Note: These guys are really tough, esp. with the poison! I'd make either
the Materia Cost a lot higher (x10, say), and/or make each Haru cost far more
Heka to summon (say, 250 or so...). Just my opinion of course, but since I'm
the editor, you all have to hear it! ;-)
FINIS: Okay, well, that's all for now! I hope this wasn't too late for you
all to stay interested, but it's not all my fault! I was sitting around for
a while, begging for submissions. I got enough, and I have some for next
issue, but I am always looking for more! If you don't see your stuff here,
it's on the list for next issue, but with Tom's Prime rules taking up a lot
of space, I didn't want this to go too far.
Next issue, assuming I can get Bill to do a little editing for me, we'll
have his complete listing of all the K/S's he knows of. We'll also probably
have the second part of Tom's Mythus Prime 2nd Edition. I'll be tossing in
a couple of interesting bits of jewellry for your HP's (some good, some real
nasty!). And, there'll be a couple of monsters to toss at them, maybe even
to guard the jewellry! So, see you then!
Now, I'm conducting a little questionnaire. Please do me a favor and
give me simple answers to these questions:

1. Is this stuff interesting? (I'm hoping yes, of course!)

2. Do you want this to be longer or shorter?
3. What format (other than ASCII) would you like this sent in?
4. When are you going to send me a submission?

IMPORTANT: I know that originally I wanted to send out a version of this in

WP6.0 format, but thus far, only 4 out of 40 people want it, so for now, I'm
scrapping that idea. I especially want you to vote on question 3, so that if
enough people want one or two other formats, I'll do them...otherwise, it'll
have to stay in ASCII (except maybe for me! ;-)).

That's it. Remember, no matter _what_ you send to me, I'll put it in. Don't
be shy--that'd be the doom of this periodical. I am loving this idea, and I
really want to continue, but I can't do it all alone (am I sounding like a
broken record??).
Loving Every Minute of It: Hawkeye