11/16/1994

This is a compendium of all Mythus-L Messages from the start of the list: 12/28/92 through 12/31/93
The 1994 Edition will only include 1994.

All the posts have been left unadulterated and unedited. If a message appears truncated, it was unfortunatly truncated by the listserver. I have done the best I can.

In addition a "Best of Mythus-L 1992-1994" Compendium will be released sometime after the first of 1995.

I have enjoyed being the list Moderater from the start and I will continue to maintain the list to further this wonderful work.

My deepest thanks to E. Gary Gygax, Dave Newton, and the rest of the Dangerous Journey's design team for putting out what is a quantum leap in role-playing games. We all thank you.

All copywrites, terminology, and systems are copywritted to the appropriate copywrite holder. Dangerous Journeys, Mythus and all related terms are Copywrite 1994 TSR Incorporated, and are only used for non-commercial personal use in their gaming systems. Commercial use of anyone's copywrites without permission is in violation of Federal Law.

Matthew E. Pearson
mpearson@lynx.dac.neu.edu
wariorsoul@aol.com
pearson@hcc01.babson.edu

On with the show!

=========================================================================
Date:         Mon, 28 Dec 1992 18:34:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      test
 
This is a test... this is a test..
=========================================================================
Date:         Mon, 28 Dec 1992 21:34:47 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Necropolis
 
Has anyone seen this product yet? I glanced through it in the store. It seems
to be too BIG to be just a module...
 
Wilson MacGyver                      |"I do like a road, because you can be
Internet:macgyver@cis.ohio-state.edu | always wondering what is at the end
=====================================| of it."
Disclaimer:All opinions are mine only|=======================================
=========================================================================
Date:         Mon, 28 Dec 1992 21:33:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      Test #2
 
Testing the server...
 
test
=========================================================================
Date:         Mon, 28 Dec 1992 22:23:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      Re: Necropolis
 
>Date: Mon, 28 Dec 1992 21:34:47 EST
>From: MacGyver <macgyver@CIS.OHIO-STATE.EDU>
>Subject: Necropolis
>
>Has anyone seen this product yet? I glanced through it in the store. It seems
>to be too BIG to be just a module...
 
Actually its 6 modules...
My group is currently being put through it.. its REALLY well done. The best
campaign-legnth module i've seen in years.. Certainly much better than any
T$R product..
 
Its really good.. lots of monster stats.. expanded Aegypt info in the typical
Epic of Aerth format.. but ALOT more info.. and 6 whole full legnth modules.. I
like it..
 
Anyone else?
 
-
-
---------------------------------------------------------------------------
Matthew E. Pearson  | It's my Locnar!, I know my Locnar when I see it!
MATPEARS@WHEATNMA   | Spam, Spam, Spam, Spam, Spamitty Spam!
-= Warlord=-        | 'cause i'm back in the saddle again! I'm Back!
ALL HAIL DISCORDIA! | Japanese Animation: Girls with HUGE eyes
---------------------------------------------------------------------------
This fight's for you and me, in the land of the free, the rock minority,
against hypocrisy. They crucify our words, but they don't understand, we
want a better world, and a share of our land.
 
They point at us, but we're their children, we fight because, they taught us
to be free.
 
The land where our fathers died, the land of the pilgrim's pride, forced us
to decide, if we stand of if we hide.
 
Beleive in me, we'll fight forever, until we're free, we'll fight together,
oh ya come down, children of the winter, walk into the springtime...
 
(Children of the Winter: WARRIOR SOUL 1991, David Geffen Company)
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 29 Dec 1992 01:10:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      WELCOME TO THE LIST
 
Welcome everyone to the list!
 
Please get some good discussion going here! d
 
POST POST POST POST!
 
Matthew E. Pearson
list moderator
=========================================================================
Date:         Tue, 29 Dec 1992 01:49:51 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Full Practitioner
 
Does anyone think that Full Practitioner is too powerful? I recall some
discusion on this a while back on the rec.games.frp.misc. It seems First of
all, Full Practitioner is determined by a dice roll, which doesn't quite fit
with the otherwise Skill based system.
=========================================================================
Date:         Tue, 29 Dec 1992 01:52:26 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Magic items
 
Has anyone created more magic items? I have Mythus Magic, but I felt the
magic items included wasn't quite enough.
=========================================================================
Date:         Tue, 29 Dec 1992 04:20:15 MST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         steven myers <smyers@HPBS2979.BOI.HP.COM>
Subject:      Compatibility
 
        I was just wondering how compatible that Mythus is with the old dnd
supplements (Monster Manual, Manual of the Planes, etc.).  I don't want to have
to start out with no reference material, though I understand that the Mythus
books are non-fluff.
        I am very interested to hear about the different classes that are
contained in Mythus, and are the classes purchased with character points or do
you work within the class, more like dnd.  I hear about Mythus being based on
points systems, but there is mention of classes.  I just wondered how they do
this, and whether the emphasis is on points, but within a class.
        As far as time is concerned, how is time broken up and how does
initiative work?  Are points used for the magic system?  Is combat done with
defense and offense points?
        Again, for me, the biggest issue is compatibility.  Let us newbies know
about this.  Thanks!
 
--
 +-- --- --- --- --+   Hidin' From Real Life @
 | | | | | | | | | |   Hewlett Packard, Boise!
 | --- --- --- --- |   "How 'bout them printers?"
 \-+-+-+-+-+-+-+-+-/                                 As always, happy gaming,
  \+-+-+-+-+-+-+-+/                                  and.... Keep 'em Guessing!
   \ | /---\ | | /      Ask me about minschons!
    || |o o| | ||       (No, you can't get them
    || | > | | ||        from Amway!)
    || | U | | ||                                     Happy! Happy! Joy! Joy!
    || +++++ | ||                                                  -Ren
    || | | | | ||       Wheeeeeeeee!
    || | | | | ||             -me.
    |+-+-+-+-+-+|                                     Steve Myers
    /+-+-+-+-+-+\                                     smyers@hpdmd48.boi.hp.com
   /-+-+-+-+-+-+-\                                    Speak to Me!
  -----------------
                     And you thought YOU had an obnoxious signature!
=========================================================================
Date:         Tue, 29 Dec 1992 10:27:58 -0500
Reply-To:     "David J. Weber" <br342@cleveland.Freenet.Edu>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "David J. Weber" <br342@CLEVELAND.FREENET.EDU>
Subject:      Heka Questions. . .
 
  I have several questions about the Mythus system and was hoping
for some input to help me make better use of this system.
1) Are there some simple tips to help me understand the magick?
2) Is there a listing of monsters/creatures with their listed
   skills, armor, etc?
3) With FP's being so powerful, what items are available for the
   rich people to protect against links being established?
  Based upon the discusion of these questions, I will probably
come up with more.  So far I am enjoying the Mythus system
tremendously.
=========================================================================
Date:         Tue, 29 Dec 1992 17:32:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      Re: Full Practitioner
 
>
>Does anyone think that Full Practitioner is too powerful? I recall some
>discusion on this a while back on the rec.games.frp.misc. It seems First of
>all, Full Practitioner is determined by a dice roll, which doesn't quite fit
>with the otherwise Skill based system.
>
 
I don't think so.. but I think DUAL practitioners are WAY too powerfull in
my opinion.. we have one in my group and he is just too powerfull...
 
I think there should be a minimum STEEP for full practitionership..
 
Ideas?
 
Matt
=========================================================================
Date:         Tue, 29 Dec 1992 17:40:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      Re: Compatibility
 
>
>        I was just wondering how compatible that Mythus is with the old dnd
>supplements (Monster Manual, Manual of the Planes, etc.).  I don't want to have
>to start out with no reference material, though I understand that the Mythus
>books are non-fluff.
 
The compatibility is unclear.. maybe we could develop a logical conversion
system from dnd to Mythus.. However many of the Mythus creatures like Orcs,
Faeries etc are based on myth and legend in MYTHUS.. but not in Dnd.. but GMs
could pick which one they liked I suppose...
 
>        I am very interested to hear about the different classes that are
>contained in Mythus, and are the classes purchased with character points or do
>you work within the class, more like dnd.  I hear about Mythus being based on
>points systems, but there is mention of classes.  I just wondered how they do
>this, and whether the emphasis is on points, but within a class.
>
 
The are no classes in Mythus.. but there are skill bundles/vocations.. at start
you choose a vocation.. with that vocation you get a skill pack.. which is
based partially on the vocation and partially on your abilities..
 
 
>        As far as time is concerned, how is time broken up and how does
>initiative work?  Are points used for the magic system?  Is combat done with
>defense and offense points?
 
Oh boy.... time...
 
Critical Turn, 3 seconds (one combat 'round')
Battle Turn, 30 seconds (time to resolve a 'crisis')
Action Turn, 5 minutes (used as a general rule for searching etc..)
 
Initiative is complex... I'd suggest buying the books... hehe... basically it
is a d10 roll minus your attribute speed for the action you are taking, PLUS
your weapon/spell speed, PLUS additional modifiers... every 10 initiave points
a HP gets an attack... until the HP with the HIGHEST initiave point acts ONCE..
ugg...
 
Heka points are VERY complex.. each spell grade takes a certain ammount of
power to cast.. plus additional costs..
 
 
>        Again, for me, the biggest issue is compatibility.  Let us newbies know
>about this.  Thanks!
 
Compatibility.. we can work out some conversions.. RIGHT GUYS!!!!!
 
I'd suggest buying/browsing the books...
 
Matt
=========================================================================
Date:         Tue, 29 Dec 1992 17:47:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      MYTHUS-L OBJECTIVES
 
Objectives of the list...
 
1. create rule FAQ sheets on specific rule issues to help explain them
   better. These and ALL MYTHUS-L files will be available to all members..
 
2. create the following compilations as time goes on:
   mythus.monsters.net.book
   mythus.magick.spells.book
   mythus.magick.items.book
   mythus.rules.faq.book
 
3. provide a general forum
 
PLEASE PLEASE send us your new SPELLS, MONSTERS, MAGICK ITEMS, and if you
want to help out in discussion.. we can make some GOOD rule addendum or FAQ
sheets to suppliment the rules!
 
PLEAES contribute... and BEAT YOUR FRIENDS INTO JOINING! where there is one
player there are more! hehehehe
 
Matt
=========================================================================
Date:         Tue, 29 Dec 1992 17:48:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      Re: heka questions
 
>  I have several questions about the Mythus system and was hoping
>for some input to help me make better use of this system.
 
Thats what we are here for!
 
>1) Are there some simple tips to help me understand the magick?
 
Scott?? Want to get a Magick FAQ sheet going?
 
 
>2) Is there a listing of monsters/creatures with their listed
>   skills, armor, etc?
 
er.. some... some more in Necropolis... best plan is to make
them up for now.. There is RUMORED to be a 1000 page ring-binder
format monster guide coming next year... RUMORED...
 
>3) With FP's being so powerful, what items are available for the
>   rich people to protect against links being established?
 
I think we can make some up...
 
>  Based upon the discusion of these questions, I will probably
>come up with more.  So far I am enjoying the Mythus system
>tremendously.
 
Great.. let GDW know! Tell them to keep up the good work and support!
 
Matt
=========================================================================
Date:         Tue, 29 Dec 1992 22:33:51 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: Full Practitioner
In-Reply-To:  Your message of Tue, 29 Dec 1992 17:32:00 EDT
 
> I think there should be a minimum STEEP for full practitionership..
 
I thought there is. Oh wait, it's the requirment on ATTRs. Minimum
STEEP might be a good idea. But then, do the characters gets to check
when they first created the character? Or can they choose to delay
that?
=========================================================================
Date:         Tue, 29 Dec 1992 22:35:55 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: heka questions
In-Reply-To:  Your message of Tue, 29 Dec 1992 17:48:00 EDT
 
> er.. some... some more in Necropolis... best plan is to make
> them up for now.. There is RUMORED to be a 1000 page ring-binder
> format monster guide coming next year... RUMORED...
 
well, I know that GDW is coming out with a monster manual for Mythus.
But I don't think it's THAT BIG.
=========================================================================
Date:         Wed, 30 Dec 1992 06:59:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      Re: Full Practitioner
 
>> I think there should be a minimum STEEP for full practitionership..
 
>I thought there is. Oh wait, it's the requirment on ATTRs. Minimum
>STEEP might be a good idea. But then, do the characters gets to check
>when they first created the character? Or can they choose to delay
>that?
 
After creation.. during play... I think it should be a goal of the caster to
become a full practitioner... What do you think?
 
Hey are we the only people on the list? hmmm... :)
 
Matt
=========================================================================
Date:         Wed, 30 Dec 1992 09:51:31 -0500
Reply-To:     "David J. Weber" <br342@cleveland.Freenet.Edu>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "David J. Weber" <br342@CLEVELAND.FREENET.EDU>
Subject:      FP's & Protection. . .
 
  We are trying out several magickal defense items against the
power of a FP.  The one that seems to be working the best (now)
is an item that gives x amount of link protection.  The cost of
this item would go up exponentially with the value of x.
  How it works: rich people (or looters) purchase this item when
they have no magickal abilities to protect themselves from being
the victim of a FP "link" attack.  The item is added to the HP's
(OP's/EP's) link defense - i.e. MRCap+x if Mental attack Drain.
  A couple more questions: How is necropolis (sp?) and what armor
combinations have the rest of you found most protective without
being prohibitive?  Thanks, gotta run for now. . .
=========================================================================
Date:         Thu, 31 Dec 1992 07:58:59 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: Full Practitioner
In-Reply-To:  Your message of Wed, 30 Dec 1992 06:59:00 EDT
 
That's probably true. Becoming a full practitioner is a good goal. :)
=========================================================================
Date:         Thu, 31 Dec 1992 10:22:53 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Jeremy R Bennett <hilander@SILVER.LCS.MIT.EDU>
Subject:      Re: Full Practitioner
In-Reply-To:  <9212301828.AA25525@silver.lcs.mit.edu>; from "MATTHEW E.
              PEARSON" at Dec 31, 92 06:59:00 am
 
From the Gatemaster:
 
> Hey are we the only people on the list? hmmm... :)
 
hmm. what can i say :).. hey.. tell me more places to post/echo/etc
the mailing list info.. and i will
 
--
  /_/ ^ / _-  __  _ / _- -_      hilander@silver.lcs.mit.edu
 / / / / /_/- // |_/ /_  /       bennettj@willow.ulowell.edu
                                 bennett@babson.bitnet
@%&ent
                                 hilnader!works
     -------------------------------------------------

=========================================================================
Date:         Sun, 3 Jan 1993 23:41:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      WELCOME!! <to new members>
 
Welcome to MYTHUS-L !!!!
 
Your Internet/Bitnet source for Dangerous Journeys Mythus Information!
 
 
Please contribute to the discussions, and start new ones!! We are a small list
and need everyone's support!! get new members!! advertise the list!! I can't
do everything!
 
We'd like to compile a few references of material...
 
mythus.net.monster.manual
mythus.net.spell.book
mythus.net.magick.items
mythus.net.alternative.rules
 
PLEASE send up stuff.. I will compile ANY monsters.. Items..spells.. or rules th
   at are tested and are in a properly understandable format and add them into t
   hese works.
 
They will be available on FTP from the list.. or by mail..
 
PLEASE start sending them up.. mine will be posted shortly..
 
Matthew E. Pearson
MYTHUS-L Coordinator
=========================================================================
Date:         Mon, 4 Jan 1993 18:05:45 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
 
Well...first off, hello to everyone on this list.  I'm glad to see this
list is functioning...I've been playing Mythus for a couple months now, and
I rather like it.
 
I must admit, I do wish they had spent more time double checking everything
before they went to press, but otherwise, so far...it's been a fun and very
changing (as the GM finds more problems and makes up house rules to fix)
game :)
 
Anyways...just writing to say HI, and see how this listserv stuff works :)
never been on a list like this before, just a simple normal news junkie
usually :)
 
Paul
=========================================================================
Date:         Mon, 4 Jan 1993 22:53:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
 
>I must admit, I do wish they had spent more time double checking everything
>before they went to press, but otherwise, so far...it's been a fun and very
>changing (as the GM finds more problems and makes up house rules to fix)
>game :)
 
Well that is why this list exists! to try and get some rules tested by varios
people too see how they hold up. Then we will send them into GDW for Journeys
and for the actual game and see what they think!
 
 
>Anyways...just writing to say HI, and see how this listserv stuff works :)
>never been on a list like this before, just a simple normal news junkie
>usually :)
 
Well glad to have you aboard! I hope you enjoy the list!
 
Matthew Pearson
MYTHUS-L Coordinator
=========================================================================
Date:         Mon, 4 Jan 1993 23:40:29 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
 
Well, having finally joined up in mythus-l...I must admit, I was hoping
to see a bit more activity.  I gues being created over Xmas break pretty
much would explain low activity.  I hope it gets better.  I've gone through
the log/archive of msgs and I'm just replying to them wholesale :)
 
I'm curious to see what kind of house-rules anyone's made.  And if anyone
has a listing of all the stupid errors in the various books.  Obviously,
some of the first errors/typos in the book that come to mind are stuff
like starting-steep-calculations on some of the tables they have
stuff like (X+Y*0.5) and elsewhere (X+Y)*0.5...or Daylight cantrip which
is (or isnt??) a Dweomercrafting, General spell :)
 
Anhone care to share house rules?  I'll list some of hte ones we play by,
just as a start (I'ma player - not a gm...but we do all get together and
talk about any house rules when we need to...so it isn't some arbritrary
thing by the gm)
 
Armor on spell users: Shield limited to buckler; no eye-covering (visor,
for example) but skull-cap would be ok; no gauntlets; no speed-factor
penalty greater than 4.
 
Trigger/Hold-Effect: If you trigger a grade 4 spell, then you must cast
trigger at grade 4 as well.  Same with HE.  You may only T/HE dweomercrafting
spells, no Priest, or any other type.  Same restrictions like in Magic Mouth
(ADD) so no trigger like (If a demon is within 10 feet).
 
 
Does anyone think Mysticism is really gross spell and skill?  Bonus AP's!?
Although I suppose it is useful set of spells, when you have a bunch of
players who are lost and don't quite know what to do next (which, I admit,
we are every now and then *sigh*)
 
I'm curious to read about ppl's intersting trigger and stuff like that.
It is potentially one of the best spells in the game.
 
Welp...enuf for now...more laters :)
Paul
 
-- past arcvhie and replies to various bits and pieces --
 
>Necropolos...  Actually its 6 modules...
 
As I am also a player in a Mythsu game where we are being taken through,
please do put spoiler warnings if people decide to talk about this.  So far,
nobody's spoiled anything, and I'd like to leave it that wa.
 
>Does anyone think that Full Practitioner is too powerful? I recall some
>discusion on this a while back on the rec.games.frp.misc. It seems First of
>all, Full Practitioner is determined by a dice roll, which doesn't quite fit
 
No, I do not think it is too powerful.  yes, it is -more- powerful, but not
-too- powerful.  First, it's not easy to be one, only what, maybe 20%?  I
don't know how everyone else makes chars, but assuming integrity amongst
your players and gm, I wouldn't "make a character until I get a fp".
 
Also, you get "only" 10x heka and ability to cast higher grade spells, and
more spells to memorize/recall.  I think those were the primary benefits.
If Im missing something, correct me - I am not a FP, so I really don't
knwo the full benefits.  10x heka is only in that specific thing...ie:
if you're a dw or a pr, you get x10 heka only for that k/s...ie:
        Priestcraft-steep * 10 + everything else is normal.
Most ppl probly start at about 30-40 steep in that area, so you get 300-400
heka, instead of 30-40 (plus whatever modifiers for stats, etc etc).  So
you get maybe what...400 more heka than "normal" practitioners?  Ok, 400
is a lot...but then again, as a FP, if you cast just a couple of grade 5
spells...that's pretty much your extra 400.  And keep in mind - there are
the minimum DR and things to think of too.  If you have 41 STEEP, a grade
5 spell would be (41 / 2) = 20 + 10 (ready) + 20 (primary area) = 50.  Ok,
pretty high.  But then assuming nothing is 'happening' to you :)
 
Second, getting all these spells.  We charge for spellbooks in our game,
at standard char-cration rates (where everything is 50% of cost or so,
I think against your net worth?).  At 1d10 * 1000 / 2...and say your
avg person has net-worth of 10-15K that isn't a whole lot of books.
Assuming avg of 2.5K/book that's 4-5 books.  Not easy.
 
As for 'getting' FP or not...yes, I agree.  It does seem wierd to simply
roll for it and you either are or not.  It would be good to see something
along the lines of using skill/steep rolls.
 
>Has anyone created more magic items? I have Mythus Magic, but I felt the
 
Not really magic items, per se.  We've temporarily enchanted items with
various triggers, hold-effects, and other such spells though.  One
combination I particularly liked, was:
        Timenbrow's Weapon
                (that grey school spell that changes your weaon to do
                +dmg, or can't be seen, etc etc)
        Trigger on an enchanted Scabbard
                Prolongation on the blade drawn from the scabbard
It's a pretty vile combination...and although we managed to convince our
gm to allow this combination, it isn't quite clear if such can really be
done. Ie: Canyou prolong a spell in this fashion?
 
>supplements (Monster Manual, Manual of the Planes, etc.).  I don't want to have
>to start out with no reference material, though I understand that the Mythus
 
I think the three books are plenty (main, spell, world).  Any experienced gm
should easly be able to come up with plenty of material.  And frankoly, I don't
think Mythus would be a good game for beginning/novice role playrs
There's way too much stuff to really keep track of, if you aren't used to it.
 
>    |+-+-+-+-+-+|                                     Steve Myers
>                     And you thought YOU had an obnoxious signature!
 
I have an extremely short signature...and you should really consider
shortening yours as well.  Netiquette applies to mailing lits, just as
much as it does to newsgroups.
 
>1) Are there some simple tips to help me understand the magick?
 
I find the magic system to be quite simple.  It's just lots of bookwork,
what type of heka do you have, how much does this spell cost, etc.  But
overall, it's just a simple spell-point system.  It just looks daunting
cause there's so many different "types" of magic.
 
>2) Is there a listing of monsters/creatures with their listed
 
There is a small listing...but as I said above, any decent GM should
easly be able to come up with stuff.  And who cares what 'official' material
is like...go with what is right for your campaign and your characters you
oversee.  What more is there?
 
>Heka points are VERY complex.. each spell grade takes a certain ammount of
>power to cast.. plus additional costs..
 
I would prefer to call it bookkeeping-intensive :)  There are various
forms of heka, and you get them back at differing rates depending on what
you do: sleep, trance, etc.  But in a slightly incorrect, but close enough
way, you use heka to cast spells.  The more powerful a spell, more points it
costs.  That's it.  You can do extra stuff, like make a spell last longer,
by putting in more points than you need to cast (which would be the minimum).
But all in all, it ain't that complicated.
 
>I'd suggest buying/browsing the books...
 
I agree with this completely.  The questios to which this person was answering,
and to an extent, so am I...can easly be answered by purchasing -just- the
rule book.  I don't mind questiosn like "What is mythus and how does it work"
(which is pretty much what the person was asking) but I would like to see
more discussion on the game itself and how to change/better it.
 
 
>2. create the following compilations as time goes on:
>   mythus.monsters.net.book
>   mythus.magick.spells.book
>   mythus.magick.items.book
>   mythus.rules.faq.book
 
FAQ, yes.  Monsters, magic spells/items...I'd sa those are very econdary.
I think there's ENOUGH spells in there, that we really don't need to
see any more for a long time.  Sure, you can never have enough :) but
I would like rules-faq come first.  Items are the same...there's so many
spells, and so many things you can do...it isn't too difficult to come up
with any magic item you want.  Anyone can easily convert the basic idea
of any object from any game to myuthus....ring of flying (ADD) can't
be too difficult to figure out it's Flight + some-form-of-permanency.
Would such other compilations be useful - YES - but should they be first, NO.
 
>is an item that gives x amount of link protection.  The cost of
 
True.  I don't attack much via links...so I haven't looked this up
yet.  But is there a limit to what youc an pour through a link,
once it is established?  I kinda skimmed through the book to see if I could
find such a limit, but I don't recal seeing one.
 
  >A couple more questions: How is necropolis (sp?) and what armor
>combinations have the rest of you found most protective without
 
Hmm...we use slihgtly modified rules, like limiting what type of armor
spell-casters can use, etc etc.  But so far, just good old fashioend
studded leather, camail/gambeson, boots, and shield seem to do well.
That plus PHYSICAL ARMOR spell or SHIELD OF BELIEF or something...
prferably triggered :)  I only have one...but even just one of PA or SOB is
50 pts or more of protection!  Parrying works well too :)
=========================================================================
Date:         Mon, 4 Jan 1993 11:27:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      New Releases
 
G'day,
 
  I just picked up the Necropolis (its pretty good) and was wondering if
anybody has a new catalog of GDW stuff ?  Any ideas what is being released
for Mythus in '93 ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                       S.I.R. Tools            |
|  waynem@bnr.ca                         Bell Northern Research  |
+----------------------------------------------------------------+
|              purganentum init, exit purgamentum                |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 5 Jan 1993 17:19:58 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Some Mythus Files
 
I made (rather hastily) some sheets for Mythus.  One is the spell-casting
information sheet (one side) and another is a character sheet (two-sides).
I've found the former to be quite useful...and the latter to be at least
better than what's in the book (but not great yet, it's only 1st draft).
 
They are both in FrameMaker format (a program on Sun's, among many other
platforms too, I'm sure.)  The program does not (or rather I do not) know
how to output to different formats.  I do, however, have the postscript
output of the file, if you want that.  I've only used "normal" fonts,
like Times, Courier, and Helvetica...and "normal" styles, like underline,
bold, and italics.  I have used a couple of "odd" point-sizes, but I have
yet to run into a machine that doesn't have them.
 
I would like to see a -good- char sheet made up for Mythus...we all know
it's got enough stuff!  If anyone has one, I'd appreciate you dropping
me a copy, or making it avail via listserv, or better yet, via anon-ftp.
I'll be happy to accept change-requests on either sheet as well.  I would
like to try and keep them to two-sides each, so I can xerox double sided :)
The other side of the spell-casting sheet, I'm hoping, will be the combat
info sheet.
 
I can put them up in listserv files, if I can figure out how.  Or just mail
it to Matt, who I'm sure, knows how to do this.  And just when/where is
that anon-ftp site anywas
 
Last....a listserv question.  I'm on a lan here, to which this single account
works on all machines.  Unfortunately, listserv, apparently uses the hostname
as well as the username.  I would like to be able to mail mythus-l from any
machine on the subnet (128.120.60.*).  Is there a way to do tis, without
having to subscribe to myhthus-l from each machine?
 
Thanks.
Paul
=========================================================================
Date:         Tue, 5 Jan 1993 17:28:36 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Mythus Char Generation Program
 
I saw on one of the moderated game newsgroups about a mythus char generation
program (this was about a week or two ago.)  Anyway, I looked at the site,
but it wasn't there, and I was wondering if anyone had it.  I tried archie,
and it isn't on there either.
 
I'd like the executable, and source if possible too.  Mostly to play with.
I doubt I'll ever make "real" characters with this -- I still prefer rolling
my dice for stats, no matter how random the random number generators may be :)
 
Thanks.
Paul
 
PS
Maybe a duplicate to listserv files...if the author says ok.
=========================================================================
Date:         Tue, 5 Jan 1993 23:51:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "MATTHEW E. PEARSON" <MATPEARS@WHEATNMA.BITNET>
Subject:      Re: Some Mythus Files
 
>Last....a listserv question.  I'm on a lan here, to which this single account
>works on all machines.  Unfortunately, listserv, apparently uses the hostname
>as well as the username.  I would like to be able to mail mythus-l from any
>machine on the subnet (128.120.60.*).  Is there a way to do tis, without
>having to subscribe to myhthus-l from each machine?
>
>Thanks.
>Paul
 
Mail to: CMSMAINT@BROWNVM.BROWN.EDU about that Paul.. I'm not sure what
the story is... but I think you are out of luck...
 
Matt
=========================================================================
Date:         Wed, 6 Jan 1993 10:01:52 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Theresa Verity <UWFGAMER@UWF.BITNET>
Subject:      Special Warning...
 
   I'll be sending two LONG posts to the list in the next hour.  If
there are any of you out there who have small readers/mailers delete
them...
 
   The first one is a synopsis of two games I ran for GDW while demoing
Dangerous Journeys.  All of them are based off of my GM diary and don't
cover ALL of the events (since I tend to run fast games that demand
role-playing) that happened during either campaign...
 
   The second one is a listing, partial at that, of house rules that
were used during those same demo games.  Readers should realize that
I tried to use as much of the DJ system as possible, but the areas
I cover (I thought) weren't covered well enough in the Demo edition
of the game...  It should be realized that the demo version of the
game was rough, so if the newer printed rules work fine for you don't
use my system mods (they might mess your game up)...
 
   The last file (If I can type it all in today) will be for those
who want new monsters.  This file is copyright Game Designers'
Workshop and is based off of some of their monster models.  I don't
know if they are already in some of the newer books.
 
   In the meantime I have a listing of books that are PLANNED to be
released - please note that dates of release almost always change:
 
   Jan. - Journeys #4 should be out.  (1/11/93)  GDW5804
 
   Mar. - aerth Bestiary - Volume 1."This first bestiary for the
Mythus game includes all the creatures and inhabitants of Exterior
Aerth and interior Aerth.  Each creature entry includes all statistics,
habitats and descriptions needed to run them for an Aerth-based
campaign (or a campaign of your own design).  For use with DJ game
system.  GDW5005 - expected price $22..
=========================================================================
Date:         Wed, 6 Jan 1993 11:01:52 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         UWFGAMER@UWF.BITNET
Subject:      File 1/3: Campaign notes...
 
        These are excerpts from my GM's "diary" of events that happened
while I GM'ed a Demo Team for GDW earlier this year.  I'm posting this to show t
e interesting.  Special notes: All of the below was written and run before the p
 liberty was taken with the ruuning of both games.
 
        We (my demo group) started officially playing Dangerous Journeys on May 19, 199
of each game played while demoing at that store:
 
5/19    We created Mythus Prime HP's and went over the Prime system.
 
5/26    Updated HP's to Advanced system, began setting up the local
        history of the land and backgrounds for the HP's.  Ran a small
        scenario similar to the Flying Pig Inn.
 
6/2     Made more progress on one or two HP's with players, not much
        real gaming went on since it was a WarGamer meeting night.
 
6/9     Party looks for employment at a local bank as protectors of a
        ship the bank owns.  They haggle over pay and find out more
        about their new job, such as they have been commissioned to
        search out the Marduke, a pirating ship that has cost the bank
        thousands of BUCs due to lost trading cargo and slaves.  They
        were told that if they could aid in finding or destroying the
        Marduke they would receive a hefty bonus.  The party squeezes
        the local taverns and wharfs dry of rumors and meets up with the
        captain of the Silver Dolphin (the bank's fastest ship), and
        set sail for a rumored pirate island north of Avalonia.
 
6/16    Party helps with ships duties and gets more information on
        on the pirate ship they are supposed to be searching for.  They
        have the rare privilege of watching the Marduke sailing just off
        off the horizon - they never catch up with her.  They get back
        on course to the island (the Marduke was moving away from the
        supposed pirate island, by the navigator's calculations).  The
        Silver Dolphin's watchman spies odd shapes floating in the water
        directly in the path of the ship.  Party members embark on a
        an exploration mission to inspect the off shapes.  After fooling
        around with, and getting mildly damaged in the process, they
        paddle back to the ship and continue on their way to the island.
 
6/23    After spying the island magickally from afar the ships battle mage
        sends a crystal spy (modified reflections) to assist in rough
        mapping the island area.  They find the best place to land based
        off of the crude map and adjust course.  Various party members
        join the ships landing team and do recon of the inner regions of
        the island.  They find a subterranean dwelling and a tunnel system.
 
6/30    The ships half of the landing team leaves out of superstitious
        fear, and sends the rest of the party over to the island to finish
        the job.        Members of the party search underground for a few hours
        and finally bump into a very interesting-looking smith, the party
        mage estimates the age of the man by the runes (ancient magickal
        text) and informs the party's it would not be in their best interest
        to mess with him.  Oddly enough when the smith discovers certain
        members of the party pilfering his goods he does nothing but tower
        over them menacingly and wordlessly accepts their monetary "donations"
        which he in turn throws into his hot pot.  They find other slightly
        "magicked" items in what looks to be an alchemist's work area (slightly
        singed due to some sort of explosion) - most of which were metal-cast
        runes along with a chest.  Upon seeing the runes the party mage makes
        noises like it's time to leave the island.
 
 
7/7     They party eventually leaves after one near-successful kidnapping attempt
        of one of the HP's by flying creatures (while they camped out), and after
        the defeat of some stony-looking vampyric creatures along the coastline.
        Once they killed one of the creatures a persona tried to pry his
        lucky dagger from the mortis-solidified body and required the assistance
        of one of the stronger mercs.  They merc neatly, well sort of, cleaved
        the chest cavity open, revealing among the stony body walls a fist-
        sized gem.  The party almost lost the fight with three of these creatures,
        but on the most part only suffered bruises and minor cuts and abrasions.
        The game was shortened by a WarGamer meeting.
 
7/14    No game - GM ill.
 
7/21    While back on ship the battle mage, ships communications mage and party   6
        mage worked to find the limits of the various magicked trinkets the party
        found on the island.  List of items: a heka-powered "saw" sword (went to
        the merc), a dagger (of evil-possession, which went to the mountebank who
        lost his lucky dagger), various runes (later found to be identical casts
        to the runes running the length of the Marduke) a paper-bound book (guest-
        imated at being a text of exceedingly rare quality and of some age) and
        the chest (which was found to possess a false bottom leading to a set of
        stairs).  The dagger of the Mountebank was cleansed (almost fatal operation)
        of the evil soul trapped in it (but it lost it's ability to aid in striking)
        and became a normal dagger of unusual sharpness.  The battle mage happened
        to notice that the gems found in the vampyric beings were in fact soul-focused
        heka crystals - the next day they freed the trapped souls.  Meanwhile, the
        rest of the party hangs out with the crew and chews the fat.
 
7/28    The communications mage sends a message to the bank of their findings and
        of the location of the island for exploitation.  The bank sends a message
        back some time later to keep up the search for the ship and await further
        instructions.  They sail for a few days and finally dock at the port of
        Bodo in Scandia (mid-northern Norway).  The Silver Dolphin's captain checks
        the ship in for inspection and repairs (due to a small battle practice
        mishap by the battle mage and his darned fire-spitting contraption).  Port
        authorities estimate repairs taking three days to a week and suggest an inn.
        The battle mage sets out to magicakly protect the ship from scrying by
        boobie-trapping the ship with heka crystals.  Each crystal is charged to
        follow the scrying spell casting signature and to in a synchronized fashion
        unleash all of the heka stored within them onto the source.  The Mardukes
        mages attempt the reflections ritual on day two and fumble trying to force
        drain the ship runes.  With all of the runes charged and set to cast it
        explodes the ship far at sea.  The ship's mage returns after some time to
        notice that all of the crystals have been spent, and upon careful scrying
        on the party mage's part finds nothing but debris left on the waves.
 
        Last official game at the Labyrinth was on 7/28/92.  Further games in this
        campaign were run at the GM's house until sometime in October.
 
                (TIME-WARP, some of my notes are missing and we pick up here)
 
                The party is joined by a new persona, another mage-type, and embarks on a
        manly sporting event: Giant hunting.  They hire a guide (actually they gave
        him a potion of intoxication, ie: hard liquor) and rent some items, namely
        the Lances of Helios, in order to kill the giant correctly and return with
        a valuable pelt.  They find an adult-sized male giant and a smaller one
        walking together, after ignoring the adult's challenge to leave the party
        has the ship slaves encircle him.  Two slaves are killed by the adult and
        the smaller giant escapes.  A concerted effort on the part of the new mage
        and the merc save the expedition by killing the adult.  They now have a
        problem with loading up the giant into the sled carriage and have to shrink
        the body in order for it to fit on the sled.  (End of written notes on this
        adventure - have more, but don't have time to finish the story at this time).
 
        We started officially playing Dangerous Journeys on September 19, 1992, at a lo
ief history of each game played while demoing at that store:
 
9/19    We created Advanced Mythus HP's and went over the system.  The newly
        created party received a brief on the nature of the game and worked up
        some histories on their personas.
 
9/26    The entire party is in a sort of group dream, floating through some clouds
        not really paying much attention to each other and begin testing out their
        newly found astral limitations (speed flying and power stopping).  One hears
        a slight buzz from the ground below and decides to go below and check it out.
        The others follow and as they get closer they hear the buzz turn to sounds of
        horror and sadness, and upon looking about see that something terrible has
        happened to the village they are hovering over.  They land (kinda like super
        men, just to impress the natives) and generally aren't noticed as outsiders
        to any of the villagers present, but after careful questioning and observation
        find that there has been a cave-in in one of the village mining tunnels.
        Villagers plead for assistance and the party sets out to assist the effort in
        recovering the bodies.  Luckily the party mage is successful in clearing a
        path to the dead and dying, unfortunately once the dying are rescued a high
        percentage of them die due to lack of good medical care.  Only one out of all
        the men survive and tell the party what he remembers happening.
                He relays to them that weeks ago the local overlord pressed the
        village elders for more refined metals or that the village would suffer the
        consequences of laziness.  Gasping, he recounts the event of the cave-in and
        begins to break down, but continues the best he can in informing the party
        members of these other facts: The mine shaft that collapsed was the strongest
        and best structured one that the village leased, he was the last of the second
        shift that was to take over for the first shift, there was a commotion prior to
        the collapse and that the collapse had to be dirty work and not natural because
        it basically killed most of the village work force (two of three shifts were
        killed).  They leave him and go off onto check with more villagers about what
        they saw.
                        (TIME RIFT - Lost most of my notes)
 
        If anyone is interested, I can retype detailed notes (as soon as I can dig them
based on the adventures these heroic personas went through, but it will take LOT
may be next semester before I can give it serious attention (sorry)...
 
        Theresa (oh my hands) Verity
=========================================================================
Date:         Wed, 6 Jan 1993 11:05:18 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         UWFGAMER@UWF.BITNET
Subject:      File 2/3: House rules
 
Dangerous Journeys House Rules - Theresa Verity:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
DEFINITIONS:
BT : Battle Time.  Is equal to about 30 second of game time. Most popular
     use is in the casting of spells.
CT : Critical Time.  Is equal to 3 second of game time - used primarily
     during fights.
 
INITIATIVE IN A FIGHT:
   Initiative is determined by looking at the HP's PMSpd score. The one
with the highest score goes first, however if there is a tie a 1D10 is
rolled to break it.  The one rolling the highest receives initiative.
 
MOVEMENT ALLOWANCES:
   In this modified combat system, Heroic Personas use their PMSpd to
determine their movement allowances in BTs and CTs.  I had to modify the
movement system slightly to allow for more realistic play and ease.  The
other system involved too much calculation and in the end nothing really
would be determined.  The modifications made still work within the game's
overall rules.
 
   To figure BT:
      Calculate PMSpd x 5, round down.
 
   To figure CT:
      Calculate PMSpd x , round down.
 
   The following may be used to quickly find your appropriate movement
allowances:
 
                  PMSpd value:      BT:        CT:
                 ----------------------------------
                     10             50          5
                     11             55          5
                     12             60          6
                     13             65          6
                     14             70          7
                     15             75          7
                     16             80          8
                     17             85          8
                     18             90          9
                     19             95          9
                     20            100         10
                     21            105         10
                     22            110         11
                     23            115         11
                     24            120         12
                     25            125         12
 
GENERAL MOVEMENT VALUES:
   These are base values for movement.  Subtract their values from the
appropriate movement allowance.  I'll let you know if we slip between BT
and CT.
 
   Mode:               Pt. value:      Notes:
  -----------------------------------------------------------
   Walking              -2             per square
   Running/Sprinting    -1             per square
   Diving/Springing     -3             per square
   Swimming             -3             per square
   Dodge                -2
   Rising               -2
   Turning 90          -3
   Turning 45          -2             * only thru obsticles
   Stopping             -2             complete stop
   Tumbling             -4
   Reload               -3
   Draw weapon          -3
   Changing hands       -1
   Using weapon         see weapon
   Openning a door      -2
 
CHANGING MOVEMENT ALLOWANCES:
   Movement allowances change when your HP receives damage that effects the
PMSpd score.  This applied regardless of where your HP received damage.
 
SPECIAL NOTES:
   Something to keep in mind : these scores are a stop-gap for combat.
The values for movement are rigid and never change, the reason for that
is that your HPs are of varying speeds, but are all mortal.  Heka-induced
or assisted modes of movement would add to your overall PMSpd score,
effectively allowing you to make free moves.  The same goes for damage
received - walking costs no more because your base PMSpd is the only
thing that changes.
   Also if your HP has not burned up all of his movement allowances by the
end of his turn they are lost.  Unused points cannot be accumulated by
non-Heka-assisted means, and are never carried over to the next turn.
 
EXAMPLE COMBAT:
   I picked on Todd's character for this demonstration since he had a high
PMSpd.  The scenario is in Critial Time and there is one enemy present - I
also played this out on a grid to see the results of movement.
 
   Todd's HP makes his perception roll and hears someone shifting around in
an adjacent room.  Critical Time is declared.  Todd has the initiative
(since his PMSpd is greater than his enemy's), runs 4 squares and readys
his sword.  In those moves he has burned 7 of his 8 movement points. (After
the end of his turn he has lost the unused point.) His enemy runs 3
squares to meet him and uses his Jo stick to strike twice - enemy had his
weapon readied before Todd saw him (using 7 total points out of his alloted
7). Todd's turn comes up and uses 2 points to dodge one of the rogue's blows,
and burns another 5 striking once at his foe.  His enemy, wounded, turns
(-3) and runs 4 squares (-4). End of scenario.
 
 
 
 
 
New and revised systems and tables for Mythus:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
   This is meant as an attempt at fixing some of the gaping problems in the
Dangerous Journeys Mythus genre.  The following are revised charts, systems
and tables that hopefully will make for better playing...
 
   Please note, I am looking to compile a list of errors to send to GDW
before too long - if you see anything that looks wrong or that you know is
printed incorrectly drop me a note.
 
   I will try to cover these areas:
 
   ARMOR SYSTEM
   HIT LOCATIONS
   ARMOR VALUE DEPRECIATION
   CALLED HITS
   ENCUMBERANCE
   STEEP SUB-AREAS
 
 
Section One - The New and Improved Armor System.
 
   This system is one that made to be compatable with the general Mythus
gaming system and hopefully will help clear up some of the problems the
original one had.
 
   First, when determining armor values pay attention to the armor
protection values under the types damage (Cut, Blunt, etc).  Notice how
these values seem a little low - not to worry - when you choose another
piece of armor you will be able to take it's armor value and add it to the
already existing number.  It's also adviseable to look at the AP CAT
column, that tells you where the armor protects your HP's body.
 
      Init:   Area:          Location:
         N    Non-Vital      Lower legs and lower arms
         V    Vital          Upper legs, upper arms and pelvis
         S    Super-Vital    Torso area, groin, neck and face
         U    Ultra-Vital    Top of head, neck and center torso
 
   Example: My HP, Character A, has bought the following armor:
 
    Item:           Pier  Cut  Blnt  Fire  Chem  Stun  Elec  Loc  ENC
    Pot Helmet      12    16    15     7     6    15    -9   US    *
    Chain Mail      7     15     5     3     3     7    -8   UVN   4
    Helmet Visor    3     2      3     5     4     4    -1   S     *
    Buckler Shield  8     10     8     3     3    10    -3   USVN  *
 
    Totalling:
       UVital                 27    41    28    13    12    32   -20
       SVital                 15    28    26    15    13    29   -13
       Vital                  15    25    14     6     6    17   -11
       NVital                 15    25    14     6     6    17   -11
 
   The totalled values are the ones that you want to write down and keep
track of - because that's what you're going to have to use in order to
determine damage to your character.
 
 
 
Section Two - How to figure Hit Location and how that works into damage
 
   Ho-kay, for simplicity of play we will say that for every hit that is
successfully made on a protected area that the armor will absorb some
damage.  Example:  Character A is struck by another character weilding a
Gladius (3D6), and the other character rolls a 14 total, the opponent will
then have to look in the weapons chart to see what type of damage his
weapon inflicts - as noted a Gladius does (c)utting damage.  So, I will
have to look at my total cutting damage column.  My opponent rolls 1D6 and
a 1D10 for location of hit (if it is not a called shot), and 1 and a 2
appears respectively.  He has hit me (check location chart below) in the
nose.  The nose is considered a Super-Vital area and I am protected for a
total of 28 points of damage by my visor and shield.  He rolls damage and
determines that he has struck me for 10 points - my armor absorbs the damage
and I remain undamaged.
 
  Hit Location Chart:
 
1d6 x                1         2       3         4          5        6
 1d10
 
     1        4Head I RPelv I RLCal I RRCal I Heart I Eyes
 
     -------------------------------------------------------
     2        RNeck I RTric I ROThi I LIThi I AorDi I RShWeb
     -------------------------------------------------------
 
     3        RFoot I RPeck I RISho I ROSWe I RColr I RToes
     -------------------------------------------------------
 
     4        RStom I RIFor I RWris I ROFor I RRib  I RShin
     -------------------------------------------------------
 
     5        RDia  I RBice I RFing I RPalm I RShol I RKnee
     -------------------------------------------------------
 
     6        LShin I LShol I LPalm I LFing I LBice I LDia
     -------------------------------------------------------
 
     7       LKnee  I LRib  I LOFor I LWris I LIFor I LStom
     -------------------------------------------------------
 
     8       LToes  I LColr I LOSWe I LISho I LPeck I LFoot
     -------------------------------------------------------
 
     9       LShWeb I Groin I LIThi I LOThi I LTric I LNeck
     -------------------------------------------------------
 
    10        Nose  I Treac I LRCal I LLCal I LPelv I Jaw
     -------------------------------------------------------
 
 
   Here's the fun part: Extra damage and mortal damage.  We've seen what a
normal weapon can do to average protection - lets see what happens when I
face a giant|  For this example I am going to use a giant considered to be
huge-sized, one with a P of 400.  In this scenareo he is going to smash my
HP into a pulp.  He receives a base damage of 3D6 + 20 per hit with his
fists.  He makes his to-hit roll, rolls location and gets a 3 and 10, and
then rolls 18 and adds 20 for a total of 38 points of damage.  Basically my
character sees a fist slam into her lower left calf area (NVital) which is
protected for 14 points (blunt damage).  Since there is a positive differ-
ence between damage (24 points) the character takes 24 points of damage in
that area of her body.  You could also safely assume that she has been
staggered and might possibly be on the floor.
 
 
Section Three - Armor Value Depreciation
 
   Now for instances where damage amounts to more than twice what the armor
can protect (like in the above example) - then we get into the area of
armor damage.  Armor damage is where the protection value itself goes down
to imitate a critical hit and abuse through wear and tear.  See table
below for figures:
 
   Damage      2 x dam       3 x dam        4 x dam
   Table
   --------------------------------------------------------
   Hide       - 25%          - 75%          destroyed  (leather)
 
   Cured Hide - 18%          - 54%          destroyed  (curboli)
 
   Wood       - 20%          - 60%          destroyed  (timber)
 
   Hard Wood  - 15%          - 45%          - 60%        (tempered)
 
   Sft orgnc  - 40%       destroyed destroyed  (fabric)
 
   Med. organic  - 25%       - 70%          destroyed  (lacqured)
 
   Hard organic  - 15%       - 45%          - 60%      (UnComp Rock)
 
   VyHd organic  - 10%       - 30%          - 40%      (Comp Rock)
 
   Metal, Thick  - 12%       - 36%          - 48%      (Tempered/Super)
 
   Metal, Med    - 18%       - 54%          - 72%      (Norm/Norm)
 
   Metal, Thin   - 30%       - 90%          destroyed  (Impure/Poor)
 
   Very Hard     - 5%        - 15%          - 20%      (Super Hull)
 
   Example - If, for some reason, my armour ever receives more than normal
damage it will become damaged to some degree.  This damage will effect the
protection that my HP receives later on.  The above is a guideline for
armor damage modifications.  Say a helmet it worth 12 points in protection
and a monster hits for 27 points, the helmet has taken twice normal damage
and is now subject to itself being damaged.  According to the chart above
receiving twice normal damage to a metal object = -12%.  Take the value of
the helm (12) and take -12% away from it - it now is worth 11.   This is
all based off of the notion that armor can only handle the type of damage
it was designed for.  In other words what kevlar is against small arms is
not the same against a cannon.
 
 
Section Four - Called Shots
 
   Called shots come in two flavors Indirect Hit and Direct Hit.  Indirect
allows the player to declare a general location for a hit.  To figure
to-hit probability roll at -25% off of normal hit percentage (ie: have a 35
percent chance - general called hit would be at 26 percent).  Direct Hit
allows the player to specify exactly where a hit may be made - roll at -50%
regular to-hit percentage for succuss.
 
   This rule is used only for general combat - magically directed hits do
not follow this general rule, and should be figured according to individual
spell specs.
 
   This rule also is negated under curcumstances of extreme close combat.
When one HP is basically "on" another one, to-hit moves up to +75% of
normal hit percentage.  Example - my HP, with a hit percentage of 35 jumps
on a foe and proceeds to call a shot and make it.  With the new rule in
place she now has 61% chance of a successful hit (due to being lodged on
the other's back).
 
 
 
Section Five - Strength modifiers
 
   I noticed that there IS a slight strength modifier in the game, but
it's lodged in with a few other unncessary charts (p.224).  For
interpersonal weapons where a HP's strength is a direct play in damage
(crossbows do NOT count, neither do bows) use the below chart to modify
the damage inflicted.
 
      PM Pow:            Additional Damage Point(s):
      ----------------------------------------------
       13 - 14                + 1
       15 - 16                + 2
       17 - 18                + 3
            19                + 4
            20                + 5
            21                + 6
 
   Anything above a 21 counts as +1 per value above (ex: 40 = +25)
 
   On your sheets you may want to make a note about it near each weapon
damage value, like 3D6 + 3 (gladius + strength modifier).
 
 
Section Six - Encumberance
 
   Since there is a lack of encumberance rules, we will use the following
formula.  See for Armor the SF column and do this:
 
    SF Valve   Location     Add:       Multiply by:     Total:
       *          ---        1             2             +1(2)
    --           NVital      1             2             +1(2)
    --           Vital       1             2             +1(2)
    --           SVital      1             1             +1(1)
    --           UVital      1             1             +1(1)
 
   Same character in Section Two:
 
    Item:              SF:    Loc      ENC      Total:
    Pot Helmet          *      US      +1(2)      2
    Chain Mail          4      UVN     4+1(2)     25
    Helmet Visor        *      S       +1(2)      1
    Buckler Shield      *      USVN    +1(2)      6
                                      TOTAL ENC:  34
 
   See for weapons the S column and use that value as an encumberance
value.  Ex: My HP has a Gladius and it's encumberance is a 3.  So far my
character has an encumberance (Armor + weapon) of 19.  Look at your HP's
PMPow and PNPow, add them together and that is your TOTAL encumberance
allowance.  That lists how much you are able to carry with you at one
time, any more and movement is significantly hendered.
 
 
Section Seven - STEEP Sub-areas
 
   There are a number of STEEPS that demand to be sub-area'd.  Sub-areas
cover more explicitly what the HP is proficient in within a general STEEP
area.  The following are suggestions for specifying generalized STEEPS:
 
PHYSICAL: (see page 100)
   Acrobatics/Gymnastics  *if used in a profession there has to be a
                 Specified area of expertise - if counted as
                 a natural ability it's fine with me that it
                 stays generic*
    Tightrope walking
    Advanced Juggling
    Arms & Armor
    Secified by particular method of repair or specified by weapon
    or armor type.
    Combat, HTH, Lethal
    A specific martial art or trained combat reflex (Aikido, boxing)
    Combat,
=========================================================================
Date:         Thu, 7 Jan 1993 08:44:54 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
In-Reply-To:  Your message of Mon, 4 Jan 1993 18:05:45 PST
 
> I must admit, I do wish they had spent more time double checking everything
> before they went to press, but otherwise, so far...it's been a fun and very
> changing (as the GM finds more problems and makes up house rules to fix)
> game :)
 
well, considering that the schedule they were under, and they had to
make it one month before GenCon. It wasn't too bad....
=========================================================================
Date:         Thu, 7 Jan 1993 10:51:47 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Re:  File 1/3: Campaign notes...
 
>        These are excerpts from my GM's "diary" of events that happened
>while I GM'ed a Demo Team for GDW earlier this year. I'm posting this to show t
 
First, thanks for all the typing!  It made for fun reading.  Slight hint for
next time tho...pls try to use about 75column width lines.  Anyways...I
did enjoy reading it.  Maybe we should all start something like this,
and make it avail on the listserv's file-listing.  I don't know if 'logs'
and such ought to go on ftp sites or what have you though.
 
>       We (my demo group) started officially playing Dangerous Journeys on May
 
Demo group?  Were you gm'ing at some convention or something and introducing
the Mythus game to the public?
 
> 5/19    We created Mythus Prime HP's and went over the Prime system.
> 5/26    Updated HP's to Advanced system, began setting up the local
 
Hmm...I never played the 'basic' rules, but started directly in the
advanced rules set.  I didn't think it was that big a deal.  Advanced
material primarily dealt with new character stuff, rather than any new
rules.  Combat was changed a bit...but that was due more to house rules
than anything else.
 
> 7/14    No game - GM ill.
 
Hope you recovered quickly!  Glad you're here now! :)
 
>         Theresa (oh my hands) Verity
 
Hope you feel better from this too! :)
 
> INITIATIVE IN A FIGHT:
> with the highest score goes first, however if there is a tie a 1D10 is
> rolled to break it.  The one rolling the highest receives initiative.
 
Hmm...we just go "simultaenously".  Ie: If I hit you and kill you, you still
can swing (or whatevers) since you don't die until the "next segment".
 
> MOVEMENT ALLOWANCES:
>    In this modified combat system, Heroic Personas use their PMSpd to
> determine their movement allowances in BTs and CTs.  I had to modify the
> movement system slightly to allow for more realistic play and ease.  The
> other system involved too much calculation and in the end nothing really
> GENERAL MOVEMENT VALUES:
> CHANGING MOVEMENT ALLOWANCES:
>    Movement allowances change when your HP receives damage that effects the
> PMSpd score.  This applied regardless of where your HP received damage.
 
This is a very intersting system.  So you have an 'allowance' of how
much you're able to -do- (not necessarily just move) in any one round.
That's pretty different, and quite a bit apart from what the books use.
 
> Section One - The New and Improved Armor System.
 
I don't see anyhthing different in what you typed, and what I'm using in
the rule-book right now.  AM I missing something fundamental here, in terms
of what book we're referring to, or some other more basic form of th
Mythus/DJ game?
 
> Section Two - How to figure Hit Location and how that works into damage
>   Hit Location Chart:
 
Couldn't the skill work too?  Isn't there some kind of weapon-special-skills
thing somewhere?
 
> Section Three - Armor Value Depreciation
 
NOw this is a good rule.  I like this better than the simple one they have
in the book, where they just say "a piece of armor can take 10 hits that
go beyond its protection value, and then gets destroyed".
 
Rightnow, we use a slightly modified form of that, being "Armor can
take X hits of =armor negating= damage", X being determined by the quality
of that piece of armor.  So crossbows for example, which negate the first
(whatever) pts of armor...would be pretty good, but daggers which do not
negate any armor protection wouldn't hurt armor, no matter how many times
the dagger hits (and 'gets through').
 
But, point being...I like your system here...and I think I'll bring it up
at the next gaming session.  It'll be  a bit more work (calculating
%'s and all that stuff) but I think it'll work nicer than either the book
or our own.
 
 
> Section Six - Encumberance
> PMPow and PNPow, add them together and that is your TOTAL encumberance
 
Hmm...this is an intersting way to do this as well.  We were fooling with
a slightly different form of encumbrance, but I think we're getting at
the same thing.  Basically, if it has a speed-penalty, then it's bulky
enough to warrant counting against you in encumbrance.
 
paul
=========================================================================
Date:         Fri, 8 Jan 1993 07:35:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      GDW support e-mail.
 
Morning all,
 
  In case everybody isn't aware of this already,
 
GDW has a e-mail address for support questions.  Steve Maggi, the new
editor of Journey's, mans it and seems pretty good about answering questions.
 
GDWsupport@aol.com   yep its a American On-Line gateway.
 
I'll post the stuff I've gotten back from them as soon as a get a chance.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                       S.I.R. Tools            |
|  waynem@bnr.ca                         Bell Northern Research  |
+----------------------------------------------------------------+
|              Purganentum init, exit purgamentum                |
+----------------------------------------------------------------+
=========================================================================
Date:         Fri, 8 Jan 1993 23:23:12 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearso2@WHEATONMA.EDU>
Subject:      WELCOME EVERYONE
 
I'd just like to re-welcome everyone to the list!
 
We -REALLY- want and need your contributions to the list!
 
Send up ANY :
rules fixes
rules bugs
ideas for play
spells
magic items
 
or any other Mythus things you have! or would like to see!
 
GDW people -are- watching us... so PLEAES contribute.. I cannot do everything
myself!
 
Matthew Pearson
(my new address)
=========================================================================
Date:         Sat, 9 Jan 1993 15:07:42 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Theresa Verity <UWFGAMER@UWF.BITNET>
Subject:      System note:
 
   About those rules that I posted, those mainly were for the dangerous
Journeys games that I played at various gaming stores and whatnot..  I
was running the pre-version of the printed rules, so if stuff doesn't
seem to fit - no worries...
 
 
   Theresa
=========================================================================
Date:         Sun, 10 Jan 1993 12:08:26 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Theresa Verity <UWFGAMER@UWF.BITNET>
Subject:      About Movement points...
 
   As I stated yesterday, the rules I came up with for Mythus were
originally created for an earlier version of the game, but some things
such as movement and encumberance still may be usable...
   I'll tell you the reasoning for all this movement point stuff: My
players were able to abuse the living daylights out of the rules - most
of them are seasoned gamers (they live to bend rules) - and were inadver-
tantly helping me fix the system by counteracting their bent rules.
   The idea of using persona stats as a basis for limiting movement and
actions (you get so many MPs and your persona burns them with each action
in - especially - combat) was shamelessly nabbed from Space Hulk.  It
really works and avails the GM a system for keeping track of movement
and actions while personas utilize Haste-type spells.  It saves the GM
from such headaches as "I was over here doing this, not over there!" The
system can be easily ported over for miniatures movement - in the case
of players forgetting where their personas are located...
  The armor system clarification came about after a two of the Heka-casters
in the party took down a modified snow giant using only Heka Darts.  The
rules specify that it always hits and does (blah) damage, and after my
players read that Heka Darts became the most popular catrip. After fixing
or clarifying the armor system, I fixed the magic system to incorporate
fatigue minuses, critical failures (idea from Talislanta), Heka drainage,
and some other legal magickal restraints.  My players went through the
understandable adjustment phase and accepted the new rules after they
began to actually like them (the rules also force the GM to play fair).
  The encumberance system was devised after the underground adventure
were they found a chest.  I don't remember if in my GM notes if I told
you what was so special about it (it was a pocket leading to a dimension-
al gateway), but there was concern over how heavy it was (among other
things).  During their travels they picked up more junk and eventually
I had to put a limit on the number of things that they could travel with
while on foot.  This lead to a formal encumberance system workable while
in combat - you can use the enc sys with the movement sys to stop players
from heaping extra armor on and claiming that it has an extra armor
bonus... Yep, they'll have more armor, but they're weighed down by it.
=========================================================================
Date:         Mon, 11 Jan 1993 07:12:11 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearso2@ACUNIX.WHEATONMA.EDU>
Subject:      Re: About Movement points...
In-Reply-To:  <no.id>; from "Theresa Verity" at Jan 10, 93 12:08 pm
 
Teresa, can you repost those other articles. I have changed accounts and
lost them unfortunatly.. Thanks... I really liked the armor system I
wanted to use it this weekend but I couldn't find them! ugg..
--
=============================================================================
Matthew E. Pearson                 | Spam, Spam, Spam, Spam, Spamitty Spam!
mpearso2@acunix.wheatonma.edu      | I wanna be ANARCHY!
mpearson@lynx.dac.northeastern.edu | Wake up and smell the coffee, or
  SUPPORT THE E.F.F                | just say no to individualtity! -L7
=============================================================================
=========================================================================
Date:         Mon, 11 Jan 1993 09:34:35 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         john@CRETE.UCDAVIS.EDU
Subject:      Links, Mental & Spiritual, and other things...
 
        Does anyone else have a problem with Mental and Spiritual Links? Under
the current system (correct me if I'm wrong) anyone who can forge a mental (or
spiritual) link can do tremendous amounts of damage by just pumping Heka into
the link.
 
        The problem I have with this is that there is no limit to the amount of
Heka thrown at the opponent, other than the total Heka possessed by the
individual. The combat example in the basic book has two casters firing 50 and
75 Heka at each other. Apparently neither the HP nor the OP bandit leader knows
how much Heka is coming in her/his way, respectively, until link damage is
resolved. Now, 50 and 75 is fine, but what happens when someone decides to
throw, oh, say 900 Heka into the link for damage purposes. It seems reasonable
to assume that any unsuspecting sod will be reduced to a mass of grey matter.
 
        Is there truly no limit to the Heka thrown into these links? One of my
players did just this, and I immediately realized what a hole this appeared to
be. Based on that, I decided to at least let opponents know how much Heka was
headed their way. Then I decided to drop the whole link system altogether. One
of my players suggested limiting the Heka to MR Category/SP Category (maybe M
Trait/S Trait for full practitioners). I haven't yet decided to use links. Can
anyone provide other suggestions/clarifications?
 
        Another question I had came up last night in my game, and that regarded
one of the Apotropaist's warding signs (forgive me for not being exact, as I
don't have the books with me). It seems one of them allow the Apotropaist to
touch a sign, providing Heka points worth of protection from evil spiritual
attack. Again, there is no limit mentioned. We decided on limiting it to 250
Heka, since according to the rules, it is the most extra Heka that any caster
can throw into any spell.
 
        Regarding movement: it seemed silly to allow someone to run in full
plate at the same speed as someone with the same P Trait in a loin cloth. In
order to modify this "glitch," I subtracted 10*SF penalty of the armor worn from
the P Trait before calculating movement. In other words, someone with a 100 P
Trait in armor that had a Penalty of 3 would in effect have a 70 P Trait, and
could walk 70 yards per BT, or run 210 yards per BT.
 
        And one more thing that I noticed (though I'm sure I'll come up with
some more obscure stuff): Cold and Exposure is listed as a damage type in the
combat section, and yet there is no damage table provided. I think there is a
table, but it only provides information on when to apply Cold & Exposure damage.
Just how much damage does Cold & Exposure do? D6/AT? Seems reasonable, but I'm
not one who runs around in Metal Armor in the snow. Just wondering...
 
 
 
                        Contented Player with Discontented Contentions,
 
 
                        John Peters
=========================================================================
Date:         Mon, 11 Jan 1993 14:43:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      re:Links, Mental & Spiritual, and other things...
 
In message "Links, Mental & Spiritual, and other things...", you write:
 
>         Does anyone else have a problem with Mental and Spiritual Links? Under
> the current system (correct me if I'm wrong) anyone who can forge a mental (or
> spiritual) link can do tremendous amounts of damage by just pumping Heka into
> the link.
 
Yep, but they have to have a "Wound Mental" or "Wound Spiritual" casting to do
the damage.  The way I interpreted the combat, first round the link is made.
This causes no damage but needs Heka to overcome basic resistance (MRcap ?) and
innate magical resistance.  Second round, the Wound or damage spell is cast
with "unlimited" heka poured in for damage and finally, at the begining of the
third round the damge is applied.
 
A Full practioner or nasty demon will fry virtually anybody without magical
protection or the ability to defend themselves.  But, it takes two CT to do.
Still very very nasty.
 
>         Regarding movement: it seemed silly to allow someone to run in full
> plate at the same speed as someone with the same P Trait in a loin cloth. In
> order to modify this "glitch," I subtracted 10*SF penalty of the armor worn
 from
> the P Trait before calculating movement. In other words, someone with a 100 P
> Trait in armor that had a Penalty of 3 would in effect have a 70 P Trait, and
> could walk 70 yards per BT, or run 210 yards per BT.
>
 
Not a bad solution.  I really wish the system had addressed the whole concept of
encumberance a little bit better.
 
>         And one more thing that I noticed (though I'm sure I'll come up with
> some more obscure stuff): Cold and Exposure is listed as a damage type in the
> combat section, and yet there is no damage table provided. I think there is a
> table, but it only provides information on when to apply Cold & Exposure
 damage.
> Just how much damage does Cold & Exposure do? D6/AT? Seems reasonable, but I'm
> not one who runs around in Metal Armor in the snow. Just wondering...
>
 
Can't help with the "natural" effects of exposure but there are plenty of spells
that do cold or electrical damage.  I can't wait to zap the "I am a Tank"
cavalier with a nice big bolt of lightning.
 
>                         Contented Player with Discontented Contentions,
>
>
>                         John Peters
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|              Purganentum init, exit purgamentum                |
+----------------------------------------------------------------+
=========================================================================
Date:         Mon, 11 Jan 1993 15:03:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      re: links and stuff
 
G'day,
 
  Another bit to add to the discussion on the danger of mental/spiritual combat.
Add in a bit of Joss and things get really interesting.  A player can easily
use joss to force the bad guy to fail his spell or the link.  Of course if
a "joss war" starts, it can get ugly fast.
 
  Its interesting to note how "wimpy" the characters used in the combat
examples were. My group and I have created a couple dozen characters while
learning the system (all strictly by the book) and most of the mage types
were much better than the "EP" in the example.  Any mage worth his/her salt
would fry an opponent given half a chance.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|              Purganentum init, exit purgamentum                |
+----------------------------------------------------------------+
=========================================================================
Date:         Mon, 11 Jan 1993 14:00:34 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      More disgusting things
 
        And while we're at it, why don't I just point out that there are some
pretty ugly quirk/skill combinations out there. Someone in the game I'm running
(unfortunately, I didn't pay enough attention when he created his HP) got the
"double steep in any non-heka generating skill" quirk. Well, he put it into
Weapons, Special Skills, and now he can hit Super-Vital 66% of the time.
 
        Somehow this doesn't quite compare with, "+10% to Agriculture, if
possessed," but so it goes...
 
 
                                                John
=========================================================================
Date:         Mon, 11 Jan 1993 17:23:45 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Re: About Movement points...
 
> Teresa, can you repost those other articles. I have changed accounts and
 
You can also check the mythus-l message archive.  Send the INDEX command
to listserv for the mythus-l list,and it'll tell youa list of all the files
it's archived (basically so far, only archive copies of our mail bouncing
back and forth.)  We need to put some 'real' files :)
 
I think that would work better than having reposts :)
 
Paul
=========================================================================
Date:         Mon, 11 Jan 1993 17:40:06 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Re:  More disgusting things
 
>         Does anyone else have a problem with Mental and Spiritual Links? Under
 
First off...I think it's fine the way it is *MOUAHAHA*   NO actually it isn't.
Incidentaly...as those of you who look at the From: line may figure out...
John and I are in the same Mythus game.  :)
 
I think he's just trying to find a way to cut off all the HP's at the knees :)
Oh...by the way, HI JOHN
 
> Yep, but they have to have a "Wound Mental" or "Wound Spiritual" casting to do
 
Remember though...high yoga steep will automaticaly negate first X pts
(ddpending on the steep) of dmg :)
 
> innate magical resistance.  Second round, the Wound or damage spell is cast
 
Would you say this type of damage is spiritual/mental, or would it be
heka-based?  I'm curious, in terms of the type of armor spell that would
be applicable in this case.
 
> that do cold or electrical damage.  I can't wait to zap the "I am a Tank"
 
And now that we have a cavalier type in our game...who incidentally did
get hit by a nice bolt of lightning yesterday, we now know how fun it
can really be :)
 
 
BY the way...has anyon figured out how to use the psionic/psychogenic sutff
with "VRILL" points????
 
Paul
=========================================================================
Date:         Mon, 11 Jan 1993 23:20:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: More disgusting things
In-Reply-To:  (null)
 
On Mon, 11 Jan 1993, Paul Hirose wrote:
>
> BY the way...has anyon figured out how to use the psionic/psychogenic sutff
> with "VRILL" points????
>
> Paul
 
Actually yes... VRIL points are at a 5:1 ratio or is it 1:5.. its
explained in the text with HEKA.. otherwise they act just as they say...
EXACTLY the same as heka-engendered powers or as spells are cast...
 
Many supernatural foes use psychogenics.. read: faeires.. vampires.. etc..
as "powers" and not as their spells.. which can be fierce as well...
 
Matt Pearson
MYTHUS-L Coordinator
<good to be back>
=========================================================================
Date:         Mon, 11 Jan 1993 20:39:28 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Re: More disgusting things
 
>> BY the way...has anyon figured out how to use the psionic/psychogenic sutff
>> with "VRILL" points????
> Actually yes... VRIL points are at a 5:1 ratio or is it 1:5.. its
> explained in the text with HEKA.. otherwise they act just as they say...
> EXACTLY the same as heka-engendered powers or as spells are cast...
 
Well, I'm of phaeree, and I'm not sure how it works.  If I have some power,
X (since I have no idea what is available) I take it that there is some
cost associated in using that power.  And rather than measuring it in
heka-points, we happen to use vrill-points?  And one vrill is five heka
points.  So if I use a 50-vrill power, I use up 250 Heka points?  And
for all practical purposes, it's just as if I had cast a spell that
used 250 heka points?
 
Which 'set' of hkea does vrill come from?  Your trait-heka?  What if I have
dweomercrafting which gives me heka?  If vrill is simply equal to 5 heka,
can I use dweomer-heka too?
 
Help...I'm confused on this stuff, and I'd really like to have some psycho-
powers :)  It'd be nice to offset my "Help-I got hit by iron" problems.
 
Thanks all!
=========================================================================
Date:         Tue, 12 Jan 1993 07:25:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: More disgusting things
 
In message "More disgusting things", you write:
 
> >         Does anyone else have a problem with Mental and Spiritual Links?
 Under
> > Yep, but they have to have a "Wound Mental" or "Wound Spiritual" casting to
 do
>
> Remember though...high yoga steep will automaticaly negate first X pts
> (ddpending on the steep) of dmg :)
>
> > innate magical resistance.  Second round, the Wound or damage spell is cast
>
> Would you say this type of damage is spiritual/mental, or would it be
> heka-based?  I'm curious, in terms of the type of armor spell that would
> be applicable in this case.
 
Definitely spiritual/mental damage.  There is no defense short of
heka-engendered spiritual/mental aromor (of course I've only been playing for
a few weeks so I've probably missed something).
 
There are a number of interesting uses of this.  Imagine the party sneaking up
on a enemy outpost. There is a lone guard (A BIG primative warrior type).  The
party's mage spends a few minutes "readying" a Wound Mental, links with the
guard and blasts him with 100pts Mental damage.... toasty guard.  Six seconds
and no guard. Of course if the guard has been trained to notice thinks like
LINKS (and I would rule that a linkee notices) he could still sound some kind
of alarm but six seconds isn't much.  As a GM, I think that six second delay has
to be stressed or mental/spiritual combat will get out of hand.
 
>
> > that do cold or electrical damage.  I can't wait to zap the "I am a Tank"
>
> And now that we have a cavalier type in our game...who incidentally did
> get hit by a nice bolt of lightning yesterday, we now know how fun it
> can really be :)
>
> Paul
>
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|              Purganentum init, exit purgamentum                |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 12 Jan 1993 08:41:05 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: More disgusting things
In-Reply-To:  (null)
 
> heka-points, we happen to use vrill-points?  And one vrill is five heka
> points.  So if I use a 50-vrill power, I use up 250 Heka points?  And
> for all practical purposes, it's just as if I had cast a spell that
> used 250 heka points?
>
Since a friend swiped my book.. I cant look it up exactly.. but yes...
that seems to be right...
 
> Which 'set' of hkea does vrill come from?  Your trait-heka?  What if I have
> dweomercrafting which gives me heka?  If vrill is simply equal to 5 heka,
> can I use dweomer-heka too?
>
It can come from TRAIT Heka or from supplimental Heka.. reservoirs etc
would be my personal ruling on it. Teresa??? help?!??!
 
Matt
MYTHUS-L Coordinator
=========================================================================
Date:         Wed, 13 Jan 1993 10:50:13 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         ShadowMage <DUNSMORE7043@ISCSVAX.UNI.EDU>
 
List
Info Refcard
=========================================================================
Date:         Thu, 14 Jan 1993 14:59:50 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         dweber@UWCMAIL.UWC.EDU
Subject:      Misc.
 
   I noticed a small "loophole" in the armor system I was wondering if
anyone else thought this was strange.  It appears that all human(oid)
armor protects better against cutting than piercing.  That means weapons
that can C/P should always be chosen to PIERCE when fighting human(oid)
opponents.  That, in my mind, defeats the purpose of different
armor/weapons.
   I understand that different creatures will have different protection,
but that indicates that a battle axe will do more dammage if you pierce
than cutting regardless of the armor.  I just do not feel that is right.
   Please explain. . .
=========================================================================
Date:         Fri, 15 Jan 1993 07:45:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      fw:re:fw:Misc.
 
As a friend of mine points out, not all piercing weapons are equal.  Besides,
as a Heroic Persona, you might have access to all various weapons but the
people and creatures should have their weaponry dictated by their culture and
social status (after all swords are expensive).
 
There is a definite advantage to some of the heavier weapons (like the
battle axe and the 2H-sword) because they negate armour.  Of course, most of
these are 2H weapons so the wielder loses the advantage of a shield.
 
Most of the more common armours are within a point or two of protection vs
piercing or cutting.  It isn't until you add a shield that things get a bit
lopsided.  But, its probably easier to block a "cutting " blow with a shield
than it is a "piercing" blow.  Similarly, once you get into the very heavy and
expensive armour (like full plate), the armor is designed to deflect blows or
spread the force out over an area.  When a "piecing" weapon is applied, the
effective protection is less.
 
If you look at what we could reproduce, take an axe and a pick and swing them
against a piece of steel plate (the side of your furance :-)).  Which one do
you think will go through easier.
 
Certainly, there is a descrepency in the armour setup but I don't think its
unrealistic. There are a number of weapons that were developed to deal with
the heavy armour of the late middle ages.  Almost all of them imployed some
sort of "piercing" element to counter the heavy plate that the standard bladed
weapons were less effective against.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|              Purganentum init, exit purgamentum                |
+----------------------------------------------------------------+
 
---forwarded-message---->
 
Fri Jan 15 07:28:00 1993
 
 
To:          Wayne (W.M.)  MacLaurin            (BNR)      Dept 7V12   CAR
 
From:        Todd (T.)  Ruthman                 (BNR)      Dept 9R12   CAR
 
Subject:     re:fw:Misc.
 
 
Hi Wayne,
 
Are you going to respond to the posting? Are piercing weapons just better
againts armor regardless (not all are, rapier is pierce but ineffective
against heavy armor.  And maybe point out that some heavy weapons negate
armor (but usually not enough to compensate if the person is wearing
plate or better).  But then, that makes sense. How many people wear plate?
 
For less effecient armor, the armor negation of some heavy, blunt or
cutting weapons may indeed be as or more effective.  I don't have the
tables here to check.
 
Todd
=========================================================================
Date:         Fri, 15 Jan 1993 11:58:35 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         dweber@UWCMAIL.UWC.EDU
Subject:      Re: fw:re:fw:Misc.
 
>There is a definite advantage to some of the heavier weapons (like the
>battle axe and the 2H-sword) because they negate armour.  Of course, most of
>these are 2H weapons so the wielder loses the advantage of a shield.
 
I looked through my book and it does not show that the battle axe negates
armor.  Regardless, my original question still stands.  If you have a battle
axe, why would you bother to ever use it as a cutting weapon against
human(oid) foes?  I know as a player I wouldn't.
=========================================================================
Date:         Fri, 15 Jan 1993 12:46:47 MST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Alex Evans <aevans@JUPITER.NMT.EDU>
Subject:      Re:  Misc.
 
  Well the way I see it is that armor generally does protect better against
cutting than piercing damage in the "real world", but cutting weapons generally
do more damage.  So a weapon that is both cutting and piercing should have one
damage value for cutting and another for piercing.
=========================================================================
Date:         Mon, 18 Jan 1993 11:27:01 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         dweber@UWCMAIL.UWC.EDU
Subject:      Heka K/S
 
   On page 135 (4): it says when gaining new heka-generating K/S it says
you need to study for 10 weeks and then roll "as above" to see if you make
it.  I looked "as above" and found no mention of a roll (against what,
what DR), I assume it is against the K/S STEEP at "Hard".
   Next it says you can gain new heka-generating K/S area by studying for
20(30) weeks and then succeeding in a "Very Difficuly" Occultism or
Mysticism roll.  Why those two skills (both spiritual) and what if you
don't have them?  Wouldn't you roll against your corresponding category
or attribute?
   We have someone in our group looking to do the above and I am more than
a little confused and looking for some explanation.  Thanks in advance.
=========================================================================
Date:         Tue, 19 Jan 1993 18:02:27 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Casting Charms in Combat
 
Anyone think that casting a charm in combat automatically goes last seem
a bit silly?  You do roll initiative, wouldn't it be better if we said
that charms take, say 20 units of time (ie: initiative counts)?  Or some
otehr number, as suits your system.  Point is, I may as well get a high
or low initiative when doing spells, it won't matter...I go last.  Init
would only make a difference at the end of the round, to determine, I
guess, whose spell went off before whose...but nonetheless after al
physical attacks.
 
I'm not suggesting 20 as the number (altho it seems a good one to me).  Just
the idea, and if anyone has tried something like this.  If so, what it
did to the system...
 
Paul
=========================================================================
Date:         Wed, 20 Jan 1993 14:31:09 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         RMIT Computer Society <zrmitcs@MINYOS.XX.RMIT.OZ.AU>
Subject:      Looking for mythus.arj character generator
 
A while ago, a windows 3.1 program was apparently posted at one of the
anonymous access ftp sites which would generate mythus characters.
It was called mythus.arj, and I was wondering where I could find it
now.
Any help would be greatly appreciated.
 
&so many stats, so little time&
=========================================================================
Date:         Wed, 20 Jan 1993 13:51:54 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Craig Ryhorchuk <craigr@JABARU.CEC.EDU.AU>
Subject:      Re: Looking for mythus.arj character generator
In-Reply-To:  <m0nEWB1-0004yZC@jabaru.cec.edu.au>; from "RMIT Computer Society"
              at Jan 20, 93 2:31 pm
 
>
> A while ago, a windows 3.1 program was apparently posted at one of the
> anonymous access ftp sites which would generate mythus characters.
> It was called mythus.arj, and I was wondering where I could find it
> now.
> Any help would be greatly appreciated.
>
Is there really a program to do this ?  Great.  Is it interactive ?
Does it let you design all the details of a character ?
I'd be greatly interested in finding out about this program too.
 
        - Craig.
=========================================================================
Date:         Wed, 20 Jan 1993 00:07:48 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Looking for mythus.arj character generator
In-Reply-To:  (null)
 
On Wed, 20 Jan 1993, RMIT Computer Society wrote:
 
> anonymous access ftp sites which would generate mythus characters.
> It was called mythus.arj, and I was wondering where I could find it
> now.
> Any help would be greatly appreciated.
>
> &so many stats, so little time&
 
I'd love to get it to to put on on the mythus ftp site which is under
contruction...
 
Matt
MYTHUS-L Coordinator
=========================================================================
Date:         Wed, 20 Jan 1993 00:29:06 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         ShadowMage <DUNSMORE7043@ISCSVAX.UNI.EDU>
Subject:      Re: Looking for mythus.arj character generator
 
hi!
 
   yes there is a prog with that name and function. I got it from...I don't
recall, but I will find it if noone beats me to it.
 
    I did have some probs with it. It seems to work fine until you get into the
rank of birth, which is left out I think, there is not a reall good way to
print out the character and  something about the races and suplementay info.
Not real big probs, but annoying ones..
 
    If anyone does send the address before I get too, please see if there is a
file of the sorce code. I am taking a C++ class and would love to try to fix
and add to it.
 
   Thanks a lot...
                                        ShadowMage
                                  (dunsmore7043@iscsvax.uni.edu)
                                          (JD)
    Charater Note:`Love is Hell' and Hell is pain so Love is pain and I'm a
                   masocist!
=========================================================================
Date:         Wed, 20 Jan 1993 09:15:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Casting Charms in Combat
In-Reply-To:  (null)
 
On Tue, 19 Jan 1993, Paul Hirose wrote:
 
> Anyone think that casting a charm in combat automatically goes last seem
> a bit silly?  You do roll initiative, wouldn't it be better if we said
> that charms take, say 20 units of time (ie: initiative counts)?  Or some
> otehr number, as suits your system.  Point is, I may as well get a high
> or low initiative when doing spells, it won't matter...I go last.  Init
> would only make a difference at the end of the round, to determine, I
> guess, whose spell went off before whose...but nonetheless after al
> physical attacks.
>
 
Yes it is silly... that is why we call it 20 units.. which is considered
to be the average CT legnth..
 
 
> I'm not suggesting 20 as the number (altho it seems a good one to me).  Just
> the idea, and if anyone has tried something like this.  If so, what it
> did to the system...
>
 
It works well... especially if you look at Readied Castings in Journey 3...
 
If you go by that chart for readied.. it ends up like this modified under
this system:
 
Charm 5 INI Points (20 for non readied)
Eyebite 2 INI Points (I call them usually 10 for non readied)
Cantrip 20 INI points (5 ct regular)
Spell Goes off LAST in the NEXT ct after casting has begun
   (this makes Spells as powerfull as Charms if they are readied! Well as good
    as charms are considered in the book..)
 
etc.. etc..
 
Matt
MYTHUS-l Coordinator
=========================================================================
Date:         Wed, 20 Jan 1993 10:11:43 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emi@EDDIEI.B17C.INGR.COM>
Subject:      Help
 
STX
 
Hi,
 
        I am impressed with the facilities that you have set up. I have read
some of the archived files, and I am recieving some mail as it arrives. But my
question is :
 
      How do I mail stuff to the List (ie all the folks on the list)?
 
 
I also have a dungeon or two that I would not mind putting on the net, but
is there a facility to upload the file somewhere, and then mail everyone
its location, or do I have to mail the dungeon? Each is over 4000 words and
it is hard enough not to peek in a file, much less to stop reading a mail
message that also went to your GM.
 
 
  DJ/NET Neophite,
 
  Eddie Ironsmith
 
PLS ACK
ETX
EOT
=========================================================================
Date:         Wed, 20 Jan 1993 12:16:39 -0500
Reply-To:     "Matthew E. Pearson" <mpearso2@wheatonma.edu>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Help
In-Reply-To:  (null)
 
On Wed, 20 Jan 1993, Eddie Ironsmith wrote:
 
> Date: Wed, 20 Jan 1993 10:11:43 CST
>
>         I am impressed with the facilities that you have set up. I have read
> some of the archived files, and I am recieving some mail as it arrives. But my
> question is :
>
 
Well thanks.. we are trying... we need more ACTIVE posters though!!!1
 
>       How do I mail stuff to the List (ie all the folks on the list)?
>
 
You just did!
 
>
> I also have a dungeon or two that I would not mind putting on the net, but
> is there a facility to upload the file somewhere, and then mail everyone
> its location, or do I have to mail the dungeon? Each is over 4000 words and
> it is hard enough not to peek in a file, much less to stop reading a mail
> message that also went to your GM.
>
>
 
Send them to me: MPEARSO2@ACUNIX.WHEATONMA.EDU and I will put them up. I
will as the site owner if users can put them up. You could try sending
HELP and INFO PUT to the LISTSERV@BROWNVM.BITNET for more info on that..
 
 
Matt Pearson
MYTHUS-L Coordinator
=========================================================================
Date:         Wed, 20 Jan 1993 17:54:43 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         dweber@UWCMAIL.UWC.EDU
Subject:      Re: Casting Charms in Combat
In-Reply-To:  your message  of Wed Jan 20 09:15:37 -0500 1993
 
>It works well... especially if you look at Readied Castings in
>Journey 3...
 
>If you go by that chart for readied.. it ends up like this modified under
>this system:
 
For those of us who haven't gotten Journey 3 (I haven't even seen 2 yet!)
could you please post the chart you refer to?  Thanks. . .
 
>Charm 5 INI Points (20 for non readied)
>Eyebite 2 INI Points (I call them usually 10 for non readied)
>Cantrip 20 INI points (5 ct regular)
>Spell Goes off LAST in the NEXT ct after casting has begun
>   (this makes Spells as powerfull as Charms if they are readied! Well
>   as good as charms are considered in the book..)
 
This seems fairer, but I would need to see the chart first.  BTW, are
Journey 2 & 3 any good.
=========================================================================
Date:         Wed, 20 Jan 1993 22:28:57 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Heka generation problem
 
In both the mythus magick book and the mythus book there is a chart
for calculating the amount of heka is generated from each K/S area.
This chart is great except for a small problem.  In the areas of
Alchemy and Herbalism in the chart it list the Heka as STEEP +
the category, while in the individual K/S ares it uses the STEEP
plus the appropiate Cap?  This contradiction has given me headaches
I told the HP's that if they were an Alchemist or Herbalist, then they
wopuld get the Category instead of the Cap in order to make some
sense out of the contradiction, but Im not sure how it should be.
Does anyone know how this can be resolved.  Btw, the chart is listed
on page 276 in the mythus book.  Thanks in advance.
 
MCP
=========================================================================
Date:         Thu, 21 Jan 1993 15:25:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: Heka generation problem
In-Reply-To:  Your message of Wed, 20 Jan 1993 22:28:57 CST
 
Corrected table to page 276 of the Mythus book and page 8
of the Magick book.
 
Apotropaism = STEEP + ((MMCap + MRCap) x0.5) Astronomy = STEEP + MMCap
Demonology = STEEP + MMCap Dweomercraeft = STEEP + MM CATEGORY if PP, (STEEP
x
10) + M TRAIT if FP* other schools are STEEP + MMCap regardlMagick = STEEP +
MR CATEGORY if PP, STEEP + M TRAIT Spellsongs = STEEP + ((MMSpd + MRSpd)
x0.5)
 
Endurance = STEEP + ((PMPow + PNPow) x0.5) Gemsmith/Lapidary = STEEP + PNPow
Heka Forging = STEEP + ((PMPow + PNPow) x0.5) Music = STEEP + ((PMSpd +
PNSpd)
x0.5) Smithing/Welding = STEEP
 
Alchemy = STEEP + SM CATEGORY Astrology = STEEP + SPCap Conjuration = STEEP +
((SMPow + SPPow) x0.5) Divination = STEEP + SPCap Exorcism = STEEP + SMCap
Fortune Telling = STEEP + SPPow Herbalism = STEEP + SM CATEGORY Mediumship =
STEEP + SPPow Metaphysics = STEEP + SPCap Musical Composition = STEEP
Mysticism = STEEP + SP CATEGORY Necromancy = STEEP + SMPow Occultism = STEEP
Pantheology = STEEP Poetry/Lyrics = STEEP + ((SMSpd + SPSpd) x0.5)
Priestcraeft = STEEP + SM CATEGORY if PP, (STEEP x 10) + S TRAIT if FP*
Religion = STEEP + SMPow if PP, STEEP + S TRAIT if FP. Sorcery = STEEP but
changes with a Pact, see Mythus book. Witchcraeft = STEEP but changes with a
Pact, see Mythus book. Yoga = STEEP x 2
-----------------------------------------------------------------------------
=========================================================================
Date:         Thu, 21 Jan 1993 15:45:48 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Serhienko <serhienk@COBBER.CORD.EDU>
Subject:      Re:  Heka generation problem
 
Can anyone tell me where the MYTHUS Archives are on the Net?
        I seem to have lost that info.
 
advTHANKSance
David Serhienko
=========================================================================
Date:         Thu, 21 Jan 1993 17:39:39 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: Heka K/S
In-Reply-To:  Your message of Mon, 18 Jan 1993 11:27:01 -0500
 
the answer on the confusion of page 135 is given by Steve Maggi as below.
-------------------
new non-Heka generating K/S areas are gained according to part (3)
on page 135 of the Mythus book; you spend 5 AP/Gs plus 1 AP/G per 1 STEEP
point you want this K/S to start at (multiplied according to the table on the
bottom of 134). The HP also must spend 1 week per STEEP out of the campaign
learning this new K/S. Thus, there is no limit to how high but the GM should
be reasonable. So the minimum amount spent on a new K/S is 6 AP/Gs to 7
AP/Gs.
Heka-generating K/S areas are gained on
 part (4) of page 135 with the expenditure of 20 to 30 APs (depending on the
kind pursued) and then a roll using Occultisim or Mysticism at "Very
Difficult". Now not all magick craefters have these K/S areas like the White
School mage so I would do it against Dweomercraeft or whatever the GM finds
reasonable. I'm going to need some more time to think this one some more
since
I see more problems.
------------------
 
Wilson MacGyver                      |"I do like a road, because you can be
Internet:macgyver@cis.ohio-state.edu | always wondering what is at the end
=====================================| of it."
Disclaimer:All opinions are mine only|=======================================
=========================================================================
Date:         Thu, 21 Jan 1993 17:52:06 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: Casting Charms in Combat
In-Reply-To:  Your message of Wed, 20 Jan 1993 17:54:43 -0500
 
> For those of us who haven't gotten Journey 3 (I haven't even seen 2 yet!)
> could you please post the chart you refer to?  Thanks. . .
 
here is the chart, as printed from Journeys. (Copyright 1992, Omega
Helios Ltd.)
 
Casting Table
Casting "Readied"       Activation Time
Eyebite                 no different
Charm                   same CT as cast; as last event in that CT.
Cantrip                 1 CT
Spell                   2 CTs
Formula                 3 CTs
Ritual                  5 CTs
 
> This seems fairer, but I would need to see the chart first.  BTW, are
> Journey 2 & 3 any good.
 
I like them. There are tips and clarifications here and there. But I'm
a bit bias on issue 2. Since they have a good picture of Buffy from
"Buffy the vampire slayer". :)
=========================================================================
Date:         Fri, 22 Jan 1993 12:34:25 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Todd Montgomery <tmont@CERC.WVU.WVNET.EDU>
Subject:      Mythus Fidchell and PBeM
 
Hey,
 
What is everyones opinion on the Fidchell Chess game presented in
Epic of Aerth?
 
I was thinking maybe a PBeM game could be set up sort  of a tournament
for Fidchell via E-Mail. I haven't actually tried playing the game yet
but it seems to be a really interesting adaptation of chess.
 
And on another matter.  What about a PBeM Mythus campaign?
 
-- Todd
tmont@cerc.wvu.wvnet.edu
=========================================================================
Date:         Fri, 22 Jan 1993 13:53:54 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emi@EDDIEI.B17C.INGR.COM>
Subject:      Mythus PBeM
 
>
> And on another matter.  What about a PBeM Mythus campaign?
>
> -- Todd
> tmont@cerc.wvu.wvnet.edu
 
 
John Nolin, Bobby Curtis, and I are working on a Mythus adventure and we need
knowledgeable people to playtest it. PBeM  (Play By eMail) might be a good
forum.  For those interested, please respond to EDDIE IRONSMITH at the email
address below.
 
emi@eddiei.b17c.ingr.com
=========================================================================
Date:         Fri, 22 Jan 1993 16:30:34 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Casting Charms in Combat
In-Reply-To:  (null)
 
On Thu, 21 Jan 1993, MacGyver wrote:
 
> here is the chart, as printed from Journeys. (Copyright 1992, Omega
> Helios Ltd.)
>
> Casting Table
> Casting "Readied"       Activation Time
> Eyebite                 no different
> Charm                   same CT as cast; as last event in that CT.
> Cantrip                 1 CT
> Spell                   2 CTs
> Formula                 3 CTs
> Ritual                  5 CTs
>
 
And here is my table for my modified casting times in combat...
 
Eyebite                  10 Inititaive Points (IPs)
Charm                    20 IPs
Cantrip etc <as listed in book>
 
As far as for Readied-Modified Speeds..
 
Eyebite                  5 IPs
Charm                   10 IPs
Cantrip                 20 IPs
Spell                   40 IPs (or goes off at HPs -unmodified- INI die roll
                                the next ct.. ie ROLL=5 goes off @ 5)
 
others... as listed.. not really applicable in a critical turn..
 
 
Hope this helps.. any ideas? Questions? let me know..
 
Also, Teresa's Hit Location chart is not nuerically identical to the
STRIKE LOCATION TABLE in MYTHUS. ie.. there is about a 30% higher chance
of getting Super-Vitals etc...
 
A modified.. Numberically correct version WILL be coming from me within a
few days..
 
I have a MODULE provided by a list member.. anyone who wants it.. SEND ME
MAIL.. not to the list.. ONLY GM's please!
 
Matt
MYTHUS-L Coordinator
=========================================================================
Date:         Fri, 22 Jan 1993 16:36:32 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      MYTHUS-L FAQ   - READ THIS EVERYONE-
 
Ok folks.. activity and membership is picking up.. This is great for us
and a good sign for GDW as well!
 
A few questions have been posed to the list.. here is a recap.. I'd like
to see some discussion of these issues..
 
1. FTP site...
 
   We -DO- have FTP on Brownvm.brown.edu I am setting it up. Also the
   listserv DOES accept files.. get a HELP or INFO PUT from the LISTSERV
   itself (listserv@brownvm.brown.edu)...
 
2. A Mythus Character Generator is out.. WHERE IS IT!
 
   Yes.. WHERE is it.. someone PLEASE send it over or tell me an FTP
   to get it on please...
 
3. PBEM Games
 
   Anyone wishing to start a PBEM.. PLEASE by ALL means start one up!
   Aven for the Mythus Chess Game.. It would be very fun..
 
   AS WELL AS A DAMN GOOD WAY TO TRADE IDEAS/PLAYTEST NET.RULES!
   (hint hint hint)
 
4. A Mythus FAQ
 
   One was being worked on by Teresa.. but I dont know what has become of
   it.. anyone want to write on and send it up to me?
 
5. Getting GDWers on the list
 
   GDWSUPPORT@AOL.COM is the GDW site on America online..
 
   I am sending them mail -AGAIN- asking for people to watch out list..
   Personally I think if would be a DAMN conveinant way for GDW to get
   input and ideas on the game from us.. THE EVERYDAY PLAYER! not just
   playtesters.. so PLEASE send them a mail message asking them to con
   tact ME at: mpearson@acunix.wheatonma.edu AND to watch the list!
 
 
Thanks all for now..
 
Keep up the good work!
 
Dont get killed in any tombs... ( Necropolis is SO cool..)
 
Matt
MYTHUS-L Coordinator
=========================================================================
Date:         Tue, 26 Jan 1993 23:17:33 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Spells and resistance?
 
I have been running the Necropolis module and wondering how one defends
themself against a hostile spell, i.e.  Trudge Cantrip which slows the
party.  How do you figure out the resistance to the spell, if their
is any at all?  As far as I know, there is a chart which determines
innate Heka resistance, but that only increases the Heka cost.  If
a HP has an unfriendly spell cast upon him does he get a 'save' so
to speak?  Either I missed something crucial or they dont?  Does anyone
understand the procedure when dealing with hostile spells?  Thanks
in advance.
 
MCP
=========================================================================
Date:         Wed, 27 Jan 1993 12:20:28 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Daniel Andersen <cs166waa@SDCC5.UCSD.EDU>
Subject:      Spells and resistance
 
        Howdy,
 
        The way I see it, the only resistance to non-combat spells
is other, protective spells.  In mythus, just about everyone has
Heka, therefore, they can, to an extent, protect themselves.  For
this, however, the HP must take a Heka-skill, to be able to use
his/her Heka.  My opinion is that most non-magicians would take
something like Apotropaism (Wardings).  This would simulate the
typical fighter that uses little "holy" gestures to ward off evil.
        Of course, Apotropaism doesn't really help against generic
spells, but I think you all get my drift.  Also, please remember
that I am still attempting to "digest" all the damn rules of Mythus,
so I don't have a complete understanding of how it all works.
 
 
 
 
                                        Dan Andersen
=========================================================================
Date:         Wed, 27 Jan 1993 15:27:25 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      no subject (file transmission)
 
                               Dangerous Journeys
                                     Mythus
                                  Emailing List
------------------------------------------------------------------------------
 
This mailing list supports the GDW Dangerous Journeys Mythus role
playing game system. It is unrestricted and open for all to use. We want
your contributions for our upcoming FTP site as well as messages for the
list.
 
We would like to see rules questions, campaign questions, modules,
alternative rules, new spells, new weapons, new magickal items, and even
origional fiction for the list!
 
I will be maintaining an archive of all rules, spells, items, fiction,
and other things that seem to get a good response. These will be
combined into a few files on the FTP site to make life easier. If anyone
knows who to format them out in TeX or Postscript please let me know!
 
mythus.formats         - PLEASE download this file BEFORE sending up
                         rules, spells, items, or monsters. These are
                         the preferred formats for the articles. This
                         way we keep the compilations nice and neat!
 
mythus.rules           - Will be a compilation of well received rules
                         additions and modifications.
 
mythus.magick.spells   - Will be a compilation of all spells sent to the
                         mailing list.
 
mythus.magick.items    - Will be a compilation of all magick items sent
                         to the list.
 
mythus.monsters        - Will be a compilation of all monsters sent to
                         the list.
 
So watch for the FTP coming soon!
 
PBEM:
    We would like to see some PBEM games get started to
    playtest out some of the things sent to the network.
 
IRC:
    Watch for the #MYTHUS channel! This is the channel we all should use
    when on IRC so we can track each other down easilly! Maybe get some
    PB-IRC games going eh?
 
PROGRAMS:
   We would like to see origional programs written for the system for
   character generation, heka calculation etc. Send em up!
 
ARTICLES:
   If you are quoting, siteing, referanceing, or using any part of a
   copywritten document in your articles. PLEASE include the copywrite
   information and book/magazine title and page number in your message. We
   don't want to violate any copywrite laws!
 
   If you are posting rules, spells, items, monsters, or modules. Please
   use the following subject line header formats:
 
   RULES: <your subject>
   SPELL: <your subject>
   MONSTER: <your subject>
   ITEM: <your subject>
   MODULE: <your subject>
 
   You get the idea right? good. Also, players.. PLEASE do not read
   modules, just hand your GM a copy. It will spoil it for you if you know
   the adventure!
 
----
Matthew E. Pearson
MYTHUS-L Coordinator
mpearson@lynx.dac.northeastern.edu
mpearso2@acunix.wheatonma.edu
 
----
EOF
=========================================================================
Date:         Tue, 2 Feb 1993 11:42:12 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         S702137R@VAX.EDINBORO.EDU
 
Anyone else who has noticed this, write back and tell me.
 
Does the armor system seem a little 'screwy' to you?  I mean, if you look at
the master armor chart (with all of the different pieces listed with the
prices, speed penalty, etc.) it seems to contradict the small table on the
previous page (with the general armor piece listed--i.e. shirt, helm, etc.--
along with the location it protects).  I think the latter is more logical,
after experimenting with both, I think the latter gives more consistent
results.  But using that table would involve a lot of preliminary work, so
I'd like to hear other people's opinions.
 
Has anyone with a subscription to the JOURNEYS magazine gotten issue #4 yet?
(i.e. is it out yet?)
 
 
=============================================================================
|                         =====>   TAU-MAN   <=====                         |
|                                                                           |
|                         S702137R@VAX.EDINBORO.EDU                         |
=============================================================================
| STEVEN REICH            | I am also interested | For those of you who are |
| 1606 SUNRISE LAKES DR#4 | in information, etc. | wondering, I am not in   |
| ERIE, PA  16509         | about WARHAMMER FRP  | Scottland!! (I'm in PA)  |
=============================================================================
=========================================================================
Date:         Tue, 2 Feb 1993 13:25:57 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         S702137R@VAX.EDINBORO.EDU
Subject:      ADND-L  RE: Elves magic resistance & charm
 
I feel that the clarification of the elves 90% resistance to charm-related
magic (or whatever it says in the PHB) would be a good job for the SAGE
advice column, if anyone wants to write to the DRAGON (I don't).  Otherwise,
it would be a good idea for the DM to decide before the adventure starts
what his/her interpretation will be (if only these things didn't have to
pop up in the middle of play--everything has to be difficult).
 
 
==============================================================================
|                        ------>   TAU-MAN   <------                         |
==============================================================================
| STEVEN REICH            | I am also interested | S702137R@VAX.EDINBORO.EDU |
| 1606 SUNRISE LAKES DR#4 | in information, etc. | EDINBORO UNIVERSITY OF PA |
| ERIE, PA  16509         | about WARHAMMER FRP  | (I commute)               |
==============================================================================
=========================================================================
Date:         Tue, 2 Feb 1993 12:09:43 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Daniel Andersen <cs166waa@SDCC5.UCSD.EDU>
Subject:      Armor
 
        Hmmmmm,
 
        About the only thing I really have noticed about the armour
system for Mythus is that with large amounts of metal armour, its
possible to get knocked out or killed by someone shuffling up to you
and shocking you.  This is because metal armour has a negative
armour value against electricity.  Unfortunately, I can't seem to
find a rule that limits this.  Any suggestions?  Currently, we
simply limit the damage you can take from electricity to twice the
damage it did to you.  This keeps a 1 point electrical attack from
doing about 30 PD.
 
 
                                        Dan
=========================================================================
Date:         Tue, 2 Feb 1993 14:05:49 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      RE: ADND-L  RE: Elves magic resistance & charm
 
        I assume this was meant to go elsewhere, because it isn't an appropriate
topic for MYTHUS-L. :)
 
-John
=========================================================================
Date:         Tue, 2 Feb 1993 16:11:26 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Screwy Armor
In-Reply-To:  from "S702137R@VAX.EDINBORO.EDU" at Feb 2, 93 11:42 am
 
I found the same problem and I ignored the little chart.  I like the way
you can add pieces or armor over the existing basic suit, it seem much
more realistic and allows a bit more variety.  The big chart that you speak
of is pretty nasty, but the more you use it, the better it gets.  In general
I have found a lot of contradictions in the rules, and I cant wait for
2nd edition to come out :)
 
MCP
=========================================================================
Date:         Tue, 2 Feb 1993 17:13:33 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         dweber@UWCMAIL.UWC.EDU
Subject:      Heka Storage Devices
 
I have looked around and not been able to find the cost of devices
(resevoirs) which store heka for later use (pyramids, crystals, etc.).
I did find the chart on storage capacity and recharge times.  How much
should I (do you) charge for said devices? and how hard are they to
locate in aeropa (common, rare, etc.)?
=========================================================================
Date:         Wed, 3 Feb 1993 14:00:34 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         S702137R@VAX.EDINBORO.EDU
Subject:      Adventures
 
Has anyone written an adventure for Mythus that is available through the
net?  If so, let me know.
 
Also, if anyone plays WARHAMMER FRP, and is interested in the state of the
game, please post me a letter via personal e-mail.
 
 
==============================================================================
|                        ------>   TAU-MAN   <------                         |
==============================================================================
| STEVEN REICH            | I am also interested | S702137R@VAX.EDINBORO.EDU |
| 1606 SUNRISE LAKES DR#4 | in information, etc. | EDINBORO UNIVERSITY OF PA |
| ERIE, PA  16509         | about WARHAMMER FRP  | (I commute)               |
==============================================================================
=========================================================================
Date:         Thu, 4 Feb 1993 03:26:00 MST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         steven myers <smyers@HPBS2979.BOI.HP.COM>
Subject:      Please Unsubscribe Me
 
        I don't have the time for Mythus right now and don't have room for the
posts either.  If someone could take me off the list I would appreciate it.
Thanks! :)
 
--
 +-- --- --- --- --+   Hidin' From Real Life @
 | | | | | | | | | |   Hewlett Packard, Boise!
 | --- --- --- --- |   "How 'bout them printers?"
 \-+-+-+-+-+-+-+-+-/                                 As always, happy gaming,
  \+-+-+-+-+-+-+-+/                                  and.... Keep 'em Guessing!
   \ | /---\ | | /      Ask me about minschons!
    || |o o| | ||       (No, you can't get them
    || | > | | ||        from Amway!)
    || | U | | ||                                     Happy! Happy! Joy! Joy!
    || +++++ | ||                                                  -Ren
    || | | | | ||       Wheeeeeeeee!
    || | | | | ||             -me.
    |+-+-+-+-+-+|                                     Steve Myers
    /+-+-+-+-+-+\                                     smyers@hpdmd48.boi.hp.com
   /-+-+-+-+-+-+-\                                    Speak to Me!
  -----------------
                     And you thought YOU had an obnoxious signature!
=========================================================================
Date:         Thu, 4 Feb 1993 10:25:59 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Adventures
In-Reply-To:  (null)
 
On Wed, 3 Feb 1993 S702137R@VAX.EDINBORO.EDU wrote:
 
>
> Has anyone written an adventure for Mythus that is available through the
> net?  If so, let me know.
>
 
I do have one module for MYTHUS that has been sent up to the list. I am
re-issuing the FAQ for the list calling for more modules..
 
Matt
MYTHUS-L coordinator
=========================================================================
Date:         Thu, 4 Feb 1993 10:23:35 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Heka Storage Devices
In-Reply-To:  (null)
 
On Tue, 2 Feb 1993 dweber@UWCMAIL.UWC.EDU wrote:
 
>
> I have looked around and not been able to find the cost of devices
> (resevoirs) which store heka for later use (pyramids, crystals, etc.).
> I did find the chart on storage capacity and recharge times.  How much
> should I (do you) charge for said devices? and how hard are they to
> locate in aeropa (common, rare, etc.)?
 
I dont beleive there is a table. However in the text on making pentacles
and pyramids they do say how much it costs for what type..
 
To charge an item... concentrate on the item.. and flow heka into it.. :)
easy as pie.. As far as availability.. depends on your GM and the Epic of
Aerth book lists which nations are renown for lots of magick. Those
nations are a better bet to track down the items in.. Or any GOOD trading
port..
 
Matt
MYTHUS-L Coordinator
=========================================================================
Date:         Thu, 7 Jan 1993 10:32:20 PST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Hirose <pthirose@CARNITAS.ENGR.UCDAVIS.EDU>
Subject:      Deadlines for Mythus Stuff
 
> well, considering that the schedule they were under, and they had to
> make it one month before GenCon. It wasn't too bad....
 
Hmm...I didn't realize they had (market/self-imposed) deadlines like this.
I think they could have waited a few months, polished up the material,
and had it out by Xmas?  Oh well, either way, I still believe in a well-done
product, period.  We're all familiar with many many items that have had`
their release-dates pushed back (and back and back...)
 
Well...what's done is done.  So anyways, does anyone have any complaints
about the quality (or lack thereof, in my case) about the binding process
they used for their books?  I dunno about you guys, but my books are quickly
coming apart and losing pages.
 
Paul
=========================================================================
Date:         Tue, 9 Feb 1993 11:47:49 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Quality, etc...
 
I have found numerous omissions, and things can be hard to find even if
you know they are in the book somewhere.  There are also mistakes in
various parts of the book, and the reference screen has table information
that does not match that in the main book.  Don't get me wrong, I love the
game.  I have considered dumping over 150 issues of Dragon because I doubt
I will ever play D&D again.  However, a 10 page or so addendum sheet
listing mistakes would more than satisfy me.
 
I have had no problem with the bindings as of yet, but have heard of
people who have.  Get in touch with GDW and see if they are willing to
stand behind their work.  My only wish would be that the books came out in
hardcover.  I realize that this would add about $20 to the price, but
would make a much more durable product.  As an example, I bought my
original Dungeon Masters guide about 1982-3 or so.  It has seen very, very
serious use, and only has a few pizza stains and scuff marks on the cover.
 It has stood abuse and neglect better than most items I own.  I think
Gary did the right thing when he came out with it in that format.
 
Oh well, on with the show...
 
P.S.  Where is Journeys #4?
P.P.S.  How about a monster manual of sorts?
 
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Wed, 10 Feb 1993 01:08:05 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Quality, etc...
In-Reply-To:  from "Dain A. Muller" at Feb 9, 93 11:47 am
 
There needs to be a major revision to the system.  I have seen the same
contradictions and maybe someone can pass the information on to GDW.
There is a beastiary coming out and I believe it was supposed to
be released this month, but was delayed.  What I would like to see
is a list of all the contradictions that people found and I will be
glad to send GDW and Journeys a letter to get the correct information.
Soooo....start posting your contradictions and Ill start writing :)
 
MCP
=========================================================================
Date:         Wed, 10 Feb 1993 12:09:02 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         S702137R@VAX.EDINBORO.EDU
Subject:      Re: Quality, etc...
 
I am glad to see I'm not the only person waiting for JOURNEYS #4.  I agree
about making MYTHUS hardcover.  especially with stitched bindings like the
original 1st edition AD&D books.  Don't just dump your DRAGONS, you might
regret it (I always go through different gaming phases), but if you do, I
might be interested in buying some.  Some of the tables do irk me because
of obscure location, etc--a table appendix would have been nice.  Oh well,
I do like the game, and no one's perfect.
 
 
==============================================================================
|                        ------>   TAU-MAN   <------                         |
==============================================================================
| STEVEN REICH            | THIS SPACE FOR RENT  | S702137R@VAX.EDINBORO.EDU |
| 1606 SUNRISE LAKES DR#4 | Write to m           | EDINBORO UNIVERSITY OF PA |
| ERIE, PA  16509         |                      | (I commute)               |
==============================================================================
=========================================================================
Date:         Wed, 10 Feb 1993 16:12:09 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emi@EDDIEI.B17C.INGR.COM>
Subject:      Answers
 
Answers to todays questions:
 
 
        1) My mythus binding broke, I sent it back and got a new one:
           if you want to call GDW there phone number is (305) 452-3632.
 
        2) After talking with GDW today they said that they are aware of many
           of the problems in the first editions. These problems were corrected
           in the GM's screen. So if a conflict exists, go with the screen.
 
        3) Journeys #4 was returned from the press this week and will be sent
           out soon.
 
        4) The beastiary is being edited as we speak it is expected out in MAY.
           PS I've seen a little of it and was impressed. MHO
 
        5) (New Era will be out in April may) Yes I know this is the wrong
           forum but I am just passing on what I found out.
 
        6) I talk to GDW regularly so if you have any comments or ERATTA that
           you want forwarded to them feel free to send then via me.
 
        7) Will anyone be attending Continuity in Birminham Al. this weekend?
           If so I will be running a mythus campaign.
 
        8) Last call for parties interested in playing in my mythus PBeM.
 
        9) I would welcome any comments on the Mythus adventure that was
           uploaded last month. PLEASE
 
 
******************************************************************************
"You're not like the others. You like the same things I do:
wax paper, boiled football leather, dog breath.
We're not hitch-hiking anymore, we're riding!"
 
- Ren Hoek
******************************************************************************
=========================================================================
Date:         Wed, 10 Feb 1993 20:30:58 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         LORD OF THE DEEP <S018@NMUMUS.BITNET>
Subject:      mythus pbem
In-Reply-To:  In reply to your message of WED 10 FEB 1993 17:12:09 EST
 
     I am very interested in the pbem what are you lookin for exactly I
have just purchased the books and am looking through them now but am
confused beyond belief, let me know and i will get active
=========================================================================
Date:         Thu, 11 Feb 1993 12:07:51 +0100
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Urban Nilsson <dat91uni@LUDAT.LTH.SE>
Subject:      How to get the archive file(s)
 
I missed some discussion the last weeks and want to catch up
but I have forgot how to get the archive file(s), please
help me, how do I do ?
 
Thanks in advance
 
/Urban
 
---
Lev Gott ...    , Have a nice life ...
 
Urban Nilsson  (UNI)                  | Snailmail: Magistergatan 2
Internet:      dat91uni@ludat.lth.se  |            252 27 Helsingborg
Phone, voice:  +46 42 182154          |            Sweden
                                      |
IgorMud:       Cedric                 |
---
=========================================================================
Date:         Thu, 11 Feb 1993 09:51:13 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: Quality, etc...
In-Reply-To:  <9302091853.AA08789@news.cis.ohio-state.edu>; from "Dain A.
              Muller" at Feb 9, 93 11:47 am
 
Dain A. Muller writes:
> I have found numerous omissions, and things can be hard to find even if
> you know they are in the book somewhere.  There are also mistakes in
> various parts of the book, and the reference screen has table information
> that does not match that in the main book.
 
Speaking of not being able to find anything. Here is a funny story, Lester
Smith, (the editor for the Mythus books.) was running a demo game in
GenCon. And he couldn't find some of the tables. :)
=========================================================================
Date:         Thu, 11 Feb 1993 14:09:43 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emi@EDDIEI.B17C.INGR.COM>
Subject:      MPBeM
 
When submitting requests to play Mythus PBeM, please include your email address!
 
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|GM                            *   most powerful beings in the     |
|Huntsville, AL                *   universe. It's unsettling to    |
|(205)-859-4501                *   discover that we're wrong."     |
|emi@eddiei.b17c.ingr.com      *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Thu, 11 Feb 1993 18:55:18 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         IF25105@FARMNTON.BITNET
Subject:      Re: MPBeM
 
Hi, my name is Alice Pinard and I just subscribed yesterday.  I didn't
realize that this list dealt with a specific playing system.  Is it
necessary to know this system, because I've never even heard of it.  If
it is I'm sorry for wasting your time.  Either way I wish you all fun in
your future travels.
=========================================================================
Date:         Fri, 12 Feb 1993 16:49:34 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         LORD OF THE DEEP <S018@NMUMUS.BITNET>
Subject:      Re: MPBeM
In-Reply-To:  In reply to your message of THU 11 FEB 1993 18:55:18 EST
 
     Stick around and learn, we are here to discuss the new role playing
game by gary gygax called dangerous journeys the firs segment of said
game is mythus
=========================================================================
Date:         Fri, 12 Feb 1993 16:14:03 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "w. troy tucker" <WT3077@CMSUVMB.BITNET>
Subject:      why buy mythus??????
 
     TO all you wise Sages out there on the mythus list,
 
I'm new to the list, and I've been reading the posts on the MYTHUS LIST
to see if I should fork out the bucks to by the books.
 
Can anyone out there tell me why I should invest in the money (and time).
 
I own play scores of games but I find that many of the games I get end
up on the shelf after only a few sessons.  Does MYTHUS seem like a game
that will stand the most critical test, the test of time?  If so why?
 
always looking for a better game.......
                      W. TROY TUCKER <WT3077 @ CMSUVMB>
=========================================================================
Date:         Sat, 13 Feb 1993 12:29:17 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      The test of time and investing in Mythus...
 
The biggest thing about a role playing game stading the test of time is
related to just how many people are willing to take the time to learn/back
the game.  Mythus is an amazing feat, it can be as complicated or as
uncomplicated as you wish to make it. (Lines of Ambition charts should say
it all...)  I think that AD&D (by T$R) had the possibility at one point of
having all of the things that Mythus has now, it just get greedy and
decided to center on making money instead of quality product.  As an
example, how many errors in the 1st edition DMG or PH have you found? Now
look at second edition...  I rest my case.
One of the best things about Mythus is that it is a Skill Based system, no
more levels, and there is always something more to learn no matter how
much you know.  The combat is complicated if you need it to be so, and the
damage levels are brutal - realistically so.  Example is the damage
modifyer for hitting somebody with an arrow at close range:  Long Bow,
Self negates something like 42 points of armor before applying damage.
That means that if you have a good bowman with a good strength you could
quite possibly kill an opponent in a blow.  Only problem is that this
applies backward to the HPs (Heroic Personas) as well. But look at it
logically, a AD&D fighter of 20th level could have as many as 130 or more
hit points and an AC of -8 or -9 due to items.  He could seriously walk in
and wipe out a whole army of 0 level people (because he gets an attack per
person per level of people less than 1st level. It means 20 people die a
round.  You might as well have a .50 caliber machine gun, it does about
the same damage.)  In mythus, even somebody really powerful (human max in
everything) has 240 P trait.  A well placed arrow by the bowman of above
does - 3d6+bonuses (probably around 9) times hit location.  Or at max it
could be 108 points of Ultra-Vital damage, and the plate mail you are
wearing is basically punched through without providing any protection.
Two or three blows of that, and your HP is eating dirt. This might sound
vicious, and unbalaned, but it is realistic.
I think I have strayed a little from my original point.  If you want to
learn another role playing game, especially Mythus, you need to find a
group willing the invest the money in the books, and who are willing to
play. Mythus is a new game, therefore there are not a gazzillion modules
out for it yet.  You might (god forbid) have to do some leg work and
create a few. Oh well, if you do, submit them to Journeys magazine, or to
here, and help the game grow.
On a scale of 1 to 100, I give Mythus a 90  (More points as the game expands)
 
Enjoy
 
 
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Sat, 13 Feb 1993 16:11:29 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         LORD OF THE DEEP <S018@NMUMUS.BITNET>
Subject:      why buy mythus??????
In-Reply-To:  In reply to your message of FRI 12 FEB 1993 17:14:03 EST
 
     Because if you don't buy it now and it does stand he test of time
it will be a collectors item and you will have missed out and if it does
not stand the test of time then it is still a collectors item as gygax's
second game and you missed it again.
=========================================================================
Date:         Sun, 14 Feb 1993 01:32:42 MST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         steven myers <smyers@HPBS2979.BOI.HP.COM>
Subject:      Unsubscribe Me
 
Unsubscribe Me Pleeeese.  I don't have enough time to read mail.
--
 +-- --- --- --- --+   Hidin' From Real Life @
 | | | | | | | | | |   Hewlett Packard, Boise!
 | --- --- --- --- |   "How 'bout them printers?"
 \-+-+-+-+-+-+-+-+-/                                 As always, happy gaming,
  \+-+-+-+-+-+-+-+/                                  and.... Keep 'em Guessing!
   \ | /---\ | | /      Ask me about minschons!
    || |o o| | ||       (No, you can't get them
    || | > | | ||        from Amway!)
    || | U | | ||                                     Happy! Happy! Joy! Joy!
    || +++++ | ||                                                  -Ren
    || | | | | ||       Wheeeeeeeee!
    || | | | | ||             -me.
    |+-+-+-+-+-+|                                     Steve Myers
    /+-+-+-+-+-+\                                     smyers@hpdmd48.boi.hp.com
   /-+-+-+-+-+-+-\                                    Speak to Me!
  -----------------
                     And you thought YOU had an obnoxious signature!
=========================================================================
Date:         Fri, 19 Feb 1993 01:01:47 WST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         patrick <s4805016@MAIL.NCKU.EDU.TW>
Subject:      Re: fw:re:fw:Misc.
In-Reply-To:  <9301160116.AB01233@mail.ncku.edu.tw>; from "Wayne" at Jan 15,
              93 7:45 am
 
can you please talk more clearly,thank you.
:)
:wq
=========================================================================
Date:         Fri, 19 Feb 1993 22:32:35 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      A simple error
 
The Heka Generating K/S table is incorrect on the actual table about the
heka created for Heka-Forging.  The text note states that if only other
Physical K/S area Heka is being used, you use P Trait for Heka.  If not,
you use the PMPow+PNPow/2, not PM Category.
 
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Mon, 22 Feb 1993 18:31:48 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      AP/x
 
I have found two descriptions of what an AP/x is in the main book.  The
first is on page 111 (or 114...) and states that an AP/x can be used for:
1 point to a train, 1d6 joss factors, or a special connection.  On page
304 (I believe, but just check AP in the table listing for both pages) it
states that an AP/x can be used for: 1 point to a trait, 1d3 Joss Factors,
a new K/S Area or Sub Area, or 1d3 special connections.  What is up with
this? Which one is correct?  Or is neither?
 
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Mon, 22 Feb 1993 21:59:04 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: AP/x
In-Reply-To:  from "Dain A. Muller" at Feb 22, 93 6:31 pm
 
My limited understanding of AP's is as follows:
 
You can use them to improve your K/S areas at a 1:1, 1.5:1, or 2:1 ratio
depending on your vocation and which Area you wish to spend the AP's.  If
it is your primary trait (ie P for a knight) then it is 1:1, secondary is
1.5:1, and the tertiary is 2:1
 
The second thing that you can do is improve your traits directly by using
the table on page 135.  It can be very costly to do this, but it will
affect a greater number of K/S areas.
 
The third way that you can spend AP's is by increasing the number of Joss
factors that you have.  It costs a number of AP's equal to the new level
of Joss that you will have to improve your Joss by one factor.  For
example, a HP has a joss of 4 and wants to increase it to 5.  It will cost
him 5 AP's to go to 5, and 6 AP's to go to a level of 6, plus the 5 for
going up to 5, for a total of 11 AP's to go from 4 to 6.  5 + 6 = 11.  Of
course there is a limit to the number of AP's you can spend this way, but
I dont remember the number off hand, 3 or 6 sounds right...but Im not sure.
 
You can also acquire new K/S areas, but Ill skip the details.
 
I hope this helps...
 
MCP
=========================================================================
Date:         Tue, 23 Feb 1993 02:36:32 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: AP/x
In-Reply-To:  (null)
 
Thanks for the help, but you described AP/g's, not AP/x's.
Now that I have my book in front of me, I'll list the exact text:
 
pg. 136: Exceptional Performance APs-
These are abbreviated "AP/X" and are the least common but most valuable
kind of Accomplishment Point.  THey are given by the GM for very expert
and clever play and immediately boost one of your HP's Attributes, raise
the HP's Joss total, or grant the HP an instant special connection,
depending on the nature of your clever activity.  Each item is increased
by 1 for each AP/X given.  For example, 1 AP/X would increase and
Attribute by 1, yield 1d6 Joss factors, or give one Special Connection.
 
This does not jibe with the text on pg. 304: Awarding Exceptional
Accomplishment Points-
The best, but rarist, kind of Accomplishment points are given for
exceptionally clever playing.  The award could be 1 point added on to an
Attribute, a new K/S Area or Sub-Area, 1-3 more JFs, or 1-3 free Special
Connections.  See page ** of Chapter 11 for notes reguarding these.
 
(the ** is actually in the text as if this section was unfinished...)
 
It is obvious that they are both talking about AP/Xs.  Which one is valid?
 Or is Neither?
 
On another note entirely, for a little giggle read the
Physical K/S list, and note the placement of Toxicology and Trade Language.
Also, if you own the GM's screen, the page number references for Trade
Language, Toxicology, Weapons (Military, all other), and Zoology are
incorrect. I believe Trade Language is on 160, and the others are on 161.
 
This is no where near as cute as the reference to the 7 sided die...(Try
to find it...  It is in the Mythus Magic Book)
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Tue, 23 Feb 1993 13:34:05 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mark Boone <mboone@NSWC-WO.NSWC.NAVY.MIL>
 
I have a question about where the Heka points are deducted from when
a casting is done.  At first, I thought that any Heka spent on a
casting was just deducted from your total Heka.  So, if one had more
total Heka remaining than what the casting required, you could cast it.
 
But, based on rules for recovering heka, this seems wrong.  It seems that
heka spent on a casting is deducted from the K/S Heka that the casting
belongs to.  Is this so?
 
This seems to enforce some severe limitations on heka points available for
a casting.  Below is an example that demonstrates this.  BTW, the majority
of the table that determines how much heka is generated per K/S is wrong;
I'll post what the table should be soon.
 
Example:
   HP info that is pertinant...
      M Trait = 90, SMCap = 20, K/S Alchemy at 26% STEEP.
 
   The Alchemy generates 46 heka points (STEEP+SMCap) and the HP can
cast up to Grade II castings.  The basic heka cost for grade I is 20,
and for grade II is 35.
   This allows the HP to only cast 1 grade II casting or 2 grade I
castings, if that, since most castings require additional heka to be
spent.  So..., after the alchemy heka is used up, where is the extra
heka deducted from?  (the HP's ACT heka??) This is the only possible
choice I can see.  Otherwise, the BHC for a grade quickly outstrips the
heka generated by a K/S. Anybody else got some ideas on this?
 
Thanks.
 
Mark.
=========================================================================
Date:         Tue, 23 Feb 1993 11:56:55 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Heka Points
 
My interpretation on the use of Heka is that any Heka from any K/S may be used
toward any casting. The only exceptions to this is the Music/Poetry & Lyrics K/S
(possibly one more - I don't have the Magick book table in front of me).
 
The reason Heka is recovered "in up to n K/S" is so that basically each K/S
contributes to your overall Heka total as a part of the whole. Therefore, if you
have more Heka generating skills, you get more Heka back when you recover.
 
However, you might argue that Heka should be allocated only to castings specific
to that K/S. Then in order to cast spells above, say, grade II-V, it would be
necessary to use a reservoir in order to attempt the casting. This doesn't seem
too brutal, but then what do you do with trait heka and heka generated from
skills that do not have castings (like Metaphysics or Religion, for example)?
This leads me to believe that Heka is pooled together for all castings excepting
the Spellsongs K/S which receives extra Heka from the skills I mentioned above.
 
-John
=========================================================================
Date:         Tue, 23 Feb 1993 18:08:14 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: your mail
In-Reply-To:  (null)
 
In response to your Heka problems, I commiserate.  The rules are not very
clear on the subject.  The way we have been doing it is thus:
 
Category #1:    Heka from K/S Area with Castings
Category #2:    Supplemental Heka (From all K/S Areas that do not have
castings, Category, and Trait Heka)
 
Thus if you run out of Heka from your main K/S Heka, you can use
supplemental Heka. An example of this:
Trait:91, Full Prac Dweomercraeft with Steep 43, Demonology steep 20,
Metaphysics steep 20.
 
Category #1:    43 * 10 = 430 Heka
Category #2:    91 (Trait), 20+SMCap (Demonology), 20+SMCap (Metaphysics)
                Total: somewhere around 160 or so.
 
Thus if you had cast spells going over your Dweom Heka, you could use your
supplemental Heka.  (Supplimental Heka is mentioned somewhere in the book,
but the page eludes me, and it isn't really defined.)  In the case of the
Alchemy K/S you mentioned, it would have to steep+attribute as base plus
supplemental to pull from.  You might also want to consider creating Heka
Storage devices and the like.
 
Hope this helps a bit.
 
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Wed, 24 Feb 1993 11:26:50 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      MYTHUS-L FAQ SHEET! READ IT
 
--0-700938322-730571281:#27811
Content-Type: TEXT/PLAIN; charset=US-ASCII
 
 
--0-700938322-730571281:#27811
Content-Type: APPLICATION/octet-stream; name="mythus.faq"
Content-ID: <Pine.3.05.9302241101.B27811@acunix.wheatonma.edu>
Content-Description:
 
                               Dangerous Journeys
                                     Mythus
                                  Emailing List
------------------------------------------------------------------------------
 
This mailing list supports the GDW Dangerous Journeys Mythus role
playing game system. It is unrestricted and open for all to use. We want
your contributions for our upcoming FTP site as well as messages for the
list.
 
We would like to see rules questions, campaign questions, modules,
alternative rules, new spells, new weapons, new magickal items, and even
origional fiction for the list!
 
I will be maintaining an archive of all rules, spells, items, fiction,
and other things that seem to get a good response. These will be
combined into a few files on the FTP site to make life easier. If anyone
knows who to format them out in TeX or Postscript please let me know!
 
mythus.formats         - PLEASE download this file BEFORE sending up
                         rules, spells, items, or monsters. These are
                         the preferred formats for the articles. This
                         way we keep the compilations nice and neat!
 
mythus.rules           - Will be a compilation of well received rules
                         additions and modifications.
 
mythus.magick.spells   - Will be a compilation of all spells sent to the
                         mailing list.
 
mythus.magick.items    - Will be a compilation of all magick items sent
                         to the list.
 
mythus.monsters        - Will be a compilation of all monsters sent to
                         the list.
 
So watch for the FTP coming soon!
 
PBEM:
    We would like to see some PBEM games get started to
    playtest out some of the things sent to the network.
 
IRC:
    Watch for the #MYTHUS channel! This is the channel we all should use
    when on IRC so we can track each other down easilly! Maybe get some
    PB-IRC games going eh?
 
PROGRAMS:
   We would like to see origional programs written for the system for
   character generation, heka calculation etc. Send em up!
 
ARTICLES:
   If you are quoting, siteing, referanceing, or using any part of a
   copywritten document in your articles. PLEASE include the copywrite
   information and book/magazine title and page number in your message. We
   don't want to violate any copywrite laws!
 
   If you are posting rules, spells, items, monsters, or modules. Please
   use the following subject line header formats:
 
   RULES: <your subject>
   SPELL: <your subject>
   MONSTER: <your subject>
   ITEM: <your subject>
   MODULE: <your subject>
 
   You get the idea right? good. Also, players.. PLEASE do not read
   modules, just hand your GM a copy. It will spoil it for you if you know
   the adventure!
 
----
Matthew E. Pearson
MYTHUS-L Coordinator
mpearson@lynx.dac.northeastern.edu
mpearso2@acunix.wheatonma.edu
 
----
EOF
 
--0-700938322-730571281:#27811--
=========================================================================
Date:         Wed, 24 Feb 1993 13:24:13 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      HEKA and other stuff
 
 Looks like to me there are two options a DM can do with HEKA points
 He can either allow the characters to use all thier HEKA towards spells
 (with the exceptions earlier mentioned)
 Or he can say you may only use HEKA in the skill you got them from.
 
 Well I have decided to allow my players to decide how they want there spells
 to be cast.  But I have placed limitiations to the all powerfull HEKA and
 a great advantage to the limited HEKA.
 
 I gave every spell in the skills they know to the individuals who chose
 limited HEKA.  And I rolled up which spells the mages that had great HEKA
 use.  (Of course I dont have Full Practicioners in my game)
 
 Now up to now the only problem I have run into is that my players want to
 teach each other spells and make that mage with great HEKA use able to cast
 all spells.  I havnt come up with a time to learn new spells yet, and any
 ideas are welcome.
 
*******************NEW TOPIC********************
 I want to make sure I have shield rules down.
 If a character has a shield and a sword, without the weapons special skill
 flourintine (spelling)  then he gets the number of parries with his shield
 accourding to his shield STEEP.  And he gets a number of attacks/parries
 with his sword accourding to his sword STEEP.
 
 Is this correct???  The book doesnt come out and say this is how its done
 in any one place so I just want to be sure before the group gets into a
 fight where it will actually matter.
 
 *************************Next TOPIC***********
 
 According to the STR bonus charts and the Large Creatures extra damage for
 missiles chart.  A giant would get an around say +50 points of damage for each
 attack.  Now accourding to the chart on the next page a giant would also get
 +4 points of damage PER DIE on all his missile weapons.  SO that would mean
 a giant throwing a 4d6 boulder would do 4d6 + 16 + 50 points of damage!!!!!
 or more. hmmm sounds like alot  are there any rules hidden that I havnt seen
 yet.
 I have been considering altering the additional damage due to PMStr slightly
 to give +1 for each point abouve 12 (or is it 13) up until +12.  Then for each
 5 points above 25 the person would do an extra d6.  This would make the large
 and stroung creatures still do alot of damage, plus as a DM I can make
 creatures stronger to give them more hit points without causing there damage to
 sky rocket.   ANY comments
 
 ZOG out
=========================================================================
Date:         Wed, 24 Feb 1993 15:53:09 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: MYTHUS-L FAQ SHEET! READ IT
In-Reply-To:  from "Matthew E. Pearson" at Feb 24, 93 11:26 am
 
In addition to the sheet, why dont we also start an email directory of
names and addresses of people that play mythus in a particular area of the
country.  Basically a list of mythus players in your local area for people
to get together and play...what do you think?
 
MCP
=========================================================================
Date:         Wed, 24 Feb 1993 16:55:49 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: HEKA and other stuff
 
Regarding the use of shields:
 
        I believe that without Weapons Special Skills, Flourintine for both the
Shield and the Sword, you may _not_ have above the number of total
parries/attacks that your Sword has. Therefore, an 81 steep in Sword would
normally allow 3 attacks/CT, right? Well, you may either attack with the sword
up to 3 times, parry up to 3 times with the sword, or parry up to 3 times with
the shield (or any combination thereof adding to 3). Of course, the smart player
will not bother parrying with the sword, since the shield is better at parrying
in most cases (magical blades?). With the Flourintine skill, you may parry with
the shield as many times as your steep allows, and also attack with the sword as
many times as your skill allows. Offhand, I forget whether your steeps in shield
and sword are thus limited by steep in flourintine.
 
        Under no circumstances should you allow a player to use both the shield
and sword at full parry/attack combined without the flourintine skill. The
flourintine skill would be useless otherwise. It's the same as asking, "Can I
attack with both a sword and an axe according to my respective steeps in those
skills even though I don't have flourintine skills?"
 
 
Regarding the STR bonus charts:
 
        I think the original intent with those strength charts might have been
to give huge bonuses for strength damage. However, the strength of some of
Gary's monsters may be too high to give more P Trait. Monsters shouldn't have
such high strengths (unfortunately I don't have a book here), but should have
their PCaps raised to account for P Trait. This is stated somewhere in the text.
+50 is a lot of damage, but when you look at it, the ogre _is_ quite large
(bigger than AD&D ogre), and should quite feasibly kill an un-/lightly armored
HP in 1 or 2 blows around the vitals or worse. I wouldn't want to face 14' of
Arnold Schwarzenegger. That's probably why their BAC's are so low. It's pretty
typical for high damage attacks to have low BAC's on all the monsters.
 
        This doesn't really answer your question, but I thought I'd add a couple
things to the discussion. Extra damage dice (averaging 3.5 pts/5 pts STR) lowers
damage a little bit, but potential actually increases. I'd stick with the
current damage modifiers or go to something less, say d6/8 or d6/10 STR after a
certain point.
 
-John
=========================================================================
Date:         Thu, 25 Feb 1993 00:59:15 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: HEKA and other stuff
In-Reply-To:  (null)
 
First off, I would like to have a stern word with the editor for the first
publication of the rules book.  To my knowledge, Combat, Hand Weapons
should be alphabatized before Combat, Hand-to-Hand Lethal.
 
Spells and availability.  In all fairness, if one HP knows a spell,
another can learn it from him.  You could however stick them with lengthy
learning times, or lots of costs.  I think it a fair (as an on-the-fly) rule
that it should take about 1 week per grade level to make a spell either
known or recallable.  At this rate, your characters would have to spend
lots of time doing so. I would also suggest employing the rules listed on
pages 29-31 of the Mythus Magic book.
 
My understanding of the issue with shield is: unless you do not have
florentine, you can only use a shield to parry (pg. 164).  If you do have
it, you can use the shield to attack as well.  You would get as many
parries as you had "attacks" with the shield, depending on what system of
combat spacing you are using.
 
Also, when dealing with monsterous (by this I mean Huge) creatures,
remember that their weapons can do additional damage as applied by the
table on page 255.  Also, it is not necessary to make a Giant with 60's or
70's or more in PMPow, and PNSpd is divided by the times human sized
modifier (So you don't get a giant with a PNSpd of 60 acting light years
ahead of the party.  You can simply boost PMCap to make huge P Traits.
Plus, if something 12 times the size of a man (72 feet tall, weighing
1800lbs or more, and swinging a 12-20 foot long club should do a very
impressive amount of damage.  He would most likely be able to kill all but
the best protected opponent of man sized in a blow.  It would be like
having a house or a car land on you.  I think (PMPow of 60) +48 damage
reasonable, and would even consider an exposure roll because it hits EVERY
part of your body.  (Can you yell 'Four' when he hits you?  I knew you
could...)  Don't forget, if you are 'launched' by a hit, take into account
the arc and falling damage as well.  (It is very ugly, I know, but I have
to take a quote from Darklands by Microprose - It is ridiculous that a
fighter could walk into a room and kill hundreds of people and remain
standing even after being filled with arrows (AD&D).  In Mythus, a more
realistic system seems appropriate. Basically, don't pick a fight with a
Giant on a brawn level, forge a link, and toast his mind.  (Couldn't take
more than 200 Heka...)
 
Have fun.
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Thu, 25 Feb 1993 01:26:11 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: MYTHUS-L FAQ SHEET! READ IT
In-Reply-To:  (null)
 
I Agree.  I believe that all of the people who are subbed to this list at
Wheaton College are also the players on Campus. But here is a list of us
anyway-
 
93dam@acunix.wheatonma.edu      Dain Muller.  Currently playing a Magister
                                of fair power.
93smh@acunix.wheatonma.edu      Stefan Hojnowski.  Currently playing an
                                Assassin.
mpearso2@acunix.wheatonma.edu   Matt Pearson.  Currently GMing.
96rwn@acunix.wheatonma.edu      Robert Noble.  Currently making an HP.
 
we also have 3 other players who are not on internet.  Wheaton College is
in Norton MA.
 
-
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Thu, 25 Feb 1993 07:30:59 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mark Boone <mboone@NSWC-WO.NSWC.NAVY.MIL>
 
   The table used to calculating the heka generated by K/S is grossly
wrong.  The table rarely agrees with the descriptions given for each
K/S.  The heka generated by HP's in the back of Book 1 go by the K/S
descriptions and not the table.
   Below is the table as based on the K/S descriptions.  Some of the
descriptions don't even mention how heka is calculated (Fortune Telling,
herbalism, Mediumship).  I dropped the Music K/S from the table since
it does not generate any heka.  Also, when an average of two stats is
needed, this is rarely shown correctly in the book, so beware.
 
K/S Area        Heka Generated
------------------------------------------
Apotropaism     STEEP + (MMCap + MRCap)*.5
Astronomy       STEEP
Demonology      STEEP + MMCap
Dweomercraft    STEEP + MMCap                           (part)
Dweomercraft    STEEP*10 + Magick STEEP + M Trait       (full)
Magick          STEEP + MRCap
Spellsongs      STEEP + (MMSpd + MRSpd)*.5
 
Endurance       STEEP
Gemsmith/Lapid. STEEP
Heka-Forging    STEEP + (PMPow + PNPow)*.5
 
Alchemy         STEEP + SMCap
Astrology       STEEP + SPCap
Conjuration     STEEP + (SMPow + SPPow)*.5
Divination      STEEP + SPCap
Exorcism        STEEP + SMCap
Fortune Tell.   STEEP + SPCap   ?no ref
Herbalism       STEEP + SMCap   ?no ref
Mediumship      STEEP + SPPow   ?no ref
Metaphysics     STEEP
Music Comp.     STEEP
Mysticism       STEEP + SPCap
Necromancy      STEEP + SMPow
Occultism       STEEP
Pantheology     STEEP
Poetry/Lyrics   STEEP
Priestcraft     STEEP + SMCap                           (part)
Priestcraft     STEEP*10 + Religion STEEP + S Trait     (full)
Religion        STEEP
Sorcery         STEEP                                   (no pact)
Sorcery         STEEP*Pact + Demonology STEEP + S Trait
Witchcraft      STEEP                                   (no pact)
Witchcraft      STEEP*Pact + SM Category
Yoga            STEEP
=========================================================================
Date:         Thu, 25 Feb 1993 11:16:59 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Shields
 
Can I vehemently disagree with you John?
 
I have played NERO, a live action RPG, and have used a shield.
No, my steep may only be 10 in it, but I can block and attack at the same
time. I can not(to save my life) use two weapons effectively, nor could I
use the shield to bash (even if the rules allow it, which they don't)
Thus the florentine skill is reserved to allow either attacking or
parrying with the shield, instead of just parrying available in full.
The only question I have about shields is their armor protection.  When
do these numbers come into effect?  or is it only for averaged armor, and
if so, then why does it cover more than one area?
 -
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Thu, 25 Feb 1993 11:07:15 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Shields
 
You certainly can (and just did) vehemently disagree with me Dain.
 
In your NERO game, can you honestly tell me that you can attack just as
effectively (and often) while actually attempting to parry as often as
possible with the shield? My argument is that you can't parry 3 times with the
shield _and_ attack 3 times with the sword in a single CT w/o the florentine
skill. I'm not saying you can't parry, say once with the shield, and attack
twice with the sword. I've played in similar events and found it exceedingly
difficult to concentrate both on parrying an enemy's blows while concentrating
on a full attack.
 
-John
=========================================================================
Date:         Thu, 25 Feb 1993 19:32:26 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Shields
In-Reply-To:  from "Dain A. Muller" at Feb 25, 93 11:16 am
 
We ran into the florentine problem too.  First the worst of the steeps
florentine vs the weapon is used to determine your BAC...this really puts
huge limits on the florentine sub-area.  Also, we limited the off hand
attacks to 1/2 * the normal value to prevent unbalancing.  One of my HP's
decided to go with the bastard sword *2 combo...pretty bogus, huh?  The
shield parries are so good, that 3 parries per CT is obscene.  Against
most weapons the shield parry is a joke to make and with 3 per
round...OUCH!  If you keep the number of attacks the same, I'd advise
making the HP lose the protective value of the shield...how can he try to
deflect a blow and get the benefit of the shield against another opponent?
Just a thought...as long as your Hp's STEEP is in the mid 40's for
Weapons. Special Skills, its not too bad, but when it gets up there, look
out for the ugly 70 BAC's, etc.  The only reason I reduced the number of
attacks is because the 3 attacks/CT really unbalanced our game, but if it
isnt making much of difference, keep the 3 :)
 
MCP
=========================================================================
Date:         Fri, 26 Feb 1993 14:34:32 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         RMIT Computer Society <zrmitcs@MINYOS.XX.RMIT.OZ.AU>
Subject:      Change of Subscription
In-Reply-To:  <9302251856.29002@minyos.xx.rmit.oz.au>; from "Dain A. Muller" at
              Feb 25, 93 11:16 am
 
Please can you change zrmitcs@minyos.xx.rmit.oz.au to
s903080@minyos.xx.rmit.oz.au
Thank you
 
 
--
/----------------------------------------------------------------------\
|  RMIT Computer Society                                               |
|  ~~~~~~~~~~~~~~~~~~~~~                                               |
|  The Opinions expressed here are probably not RMIT's in any way.     |
|   They are the author's :-)                                          |
\----------------------------------------------------------------------/
=========================================================================
Date:         Mon, 1 Mar 1993 14:32:20 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Theresa Verity <UWFGAMER@UWF.BITNET>
Subject:      D-Cubed 1993 Convention Announcement
 
C O N V E N T I O N  Announcement:
 
                  Allied Gaming Interests, Inc.
                          presents
 
     DDDD       CCCC  U    U  BBBB   EEEEE   DDDD     9999   3333
     D   D     C      U    U  B   B  E       D   D   9    9      3
     D   D --  C      U    U  BBBB   EEEE    D   D    99999   333
     D   D     C      U    U  B   B  E       D   D       9       3
     DDDD       CCCC   UUUU   BBBB   EEEEE   DDDD       9    3333
                          (D-Cubed 1993)
 
           The Southeast's largest "Gamer's Only" Convention
 
      When: June 5 - 6, 1993
 
      Where: Pensacola Civic Center
              Pensacola, Florida
 
      How Much: $10 per day
            $15 for both days
 
      Hotels: Seville Inn (1-800-277-7375, ask for group rate #2910)
               Days Inn (1-800-325-2525, ask for D-Cubed special)
                  Both $39 a night!!!
 
      Guests: Greg Porter (BTRC)
               Bill Olmesdahl and Ed Stark (West End Games)
               Chris McCubbin (Steve Jackson Games)
 
      Games Supported:
            AD&D, Ancients, Ars Magica, BattleTech, Champions, Dream
      Park, GURPS, MegaTraveller, Napoleonics, Paranoia, Rifts, Rune
      Quest, ShadowRun, Space Hulk, Star Fleet Battles, Star Wars,
      Twilight 2000, WarHammer 40K, WarHammer Fantasy Role-Play.
            (* Others to be added if a GM is found)
 
      Attractions:
            Miniatures contest, auctions, 2 24-hour gaming zombie
      zones (one at each hotel), seminars, movies, company
      sanctioned tournament games, an entire wing for dealers,
      alternative videos, white sands of Pensacola Beach, seasoned
      GM's, and more...  At least one new role-playing game will
      be unveiled this year, come see what it is!!!
            Although there is no formal costume contest, we do want
      to encourage those who wish to dress up.  ALL weapons are to
      be Peace-Bonded or boffo.
 
      For More Information:
            A.G.I., Inc.                  UWFGAMER@UWF.CC.UWF.EDU.internet
            P.O. Box 37186                UWFGAMER@UWF.bitnet
            Pensacola, FL                 TVERITY@CONCH.SENOD.UWF.EDU
                  32526-0186
            (904) 944-9627
 
     6-color T's are $14, XL up to XXXL $16
      (printed on white, 100% pre-shrunk heavweight Onieta T's)
=========================================================================
Date:         Mon, 1 Mar 1993 14:35:33 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Theresa Verity <UWFGAMER@UWF.BITNET>
Subject:      More info...
 
A T T E N T I O N - This is a note concerning all who are interested in
attending/helping out with a REAL hard-core gamer's convention...
 
Sections:
GAME MASTERS - Looking for additional GMs for overflow and game support.
DEALERS/GROUPS/ORGANIZATIONS - availability of booths.
GAMING FOR THE DEAF - Special offer.
CONVENTION PROGRAM ADVERTISEMENTS - Get them now..
LIVE ACTION ROLE-PLAY IN 1994 - Possibility of a "Dream Park" South?
 
   Allied Gaming Interests is looking for a few good GMs to handle our
expected overload for our tournament games...  We are also looking for
GMs who can run games that we'd like to support...
 
  We are looking for GMs who live in the Southeast US and who can devote
at least 4 hours of their time to help GM...  AGI has a policy of allowing
GMs in for free and assisting with hotel rooms (rooms are just $35) for
the days and nights they help run games.  In return GMs have to be avail-
able for overflow...  For the following tournaments we have the adventures
already written and need a few volunteers to help:
 
      Star Fleet Battles (2 Refs)     AD&D (Beginner level) (2)
      Star Wars (2)                   WarHammer FRP (1)
      Space Hulk  (1)                 Paranoia (2)
      MegaTraveller  (2)              WarHammer 40K (1)
      GURPS (anything) (4)
 
  The rest are covered...
 
  The following are games we really want to have run, and have contacted
the companies for support:
 
    Amber                     RuneQuest          Napoleonics
    Role Master               Silent Death       Ancients
    CyberPunk 2020
    and a few others....
 
   We are only looking for experienced GMs, prefer 2 years minimum exper-
ience in the game system and has to be up-to-date with the rules...
 
   The long version of the convention announcement was distributed not
long ago.  If you want another copy of it mail me direct at either TVERITY@
CONCH.SENOD.UWF.EDU or UWFGAMER@UWF.CC.UWF.EDU.  Please specify in your
header that you are commenting/volunteering for the AGI GAME MASTER
SEARCH (etc) or are just wanting to re-receive the convention information.
Our GM search will end in one month (4/1/93)...
 
  For further information write: AGI, Inc. P.O. Box 37186, Pensacola,
FL  32526-0186... (SASE please)
 
  D-Cubed 93 will be held at the Pensacola Civic Center (20,000 sq.
feet, complete with one of the largest and most diverse dealer rooms in
the South) in Pensacola, Florida (NW Florida for those without maps)
on June 5th and 6th...  Two hotels have been alerted to stand by
for guests...  This is a GAMER's ONLY con - true gamers in the areas
of Chess, Strategy/Tactical simulations, board gaming, role-playing
and computer gaming/simulations are encouraged to attend.
 
  Our special guests will be: Greg Porter of BTRC, Ed Stark and
Bill Olmesdahl of West End Games and Chris McCubbin of Steve Jackson
Games will be on hand for seminars...  WEG will be running our final
tournament rounds of Paranoia and Star Wars...
 
  Fees for rooms are $39, 2 day pass is $15, 1 day pass $10 - all
costs are held until 05/05/93!!!  Hotel space is running out FAST!
 
  At least one new RPG will be unveiled at D-Cubed 93!  Why should
the bigger cons have all the fun?  We can do it too!!!
 
  Don't miss this event... We have TONS of stuff planned - some of
it VERY unique to this convention (GEnie and AOL direct links to
play Neverwinter Nights and Battletech - Computers sharing a HUGE library
(over 250 megs) of gaming fluff and stuff from the Internet - 2
24-hour Gaming Zombie mini-conventions where the truely dedicated
game till they drop, an area dedicated to auctions and a flea
market, a Japanimation festival, and TONS more...)  You will NOT
get bored... We'll make sure of that!
 
  Join in on the fun and don't miss one of the hottest new conventions
in the US (we're not bluffing)...  We are expecting around 750 gamers
and already have most of them pre-registered (culling their requests
made us aware that we are short on GMs), and we have room for up
to 1200...
 
  Winners of events receive a "one of a kind" Weekend Warrior T-Shirt
proclaiming them the top winner in each one of our tournaments (plus
merchandise or certificates awarded from the gaming companies them-
selves).... (100% heavyweight Oneita)
 
  Our Miniatures contest is sponsored by four major miniatures compan-
ies...  Prizes are also awarded in this area (8 categories), plus the
Weekend Warrior shirt... (100% heavyweight Onieta)
 
  All shirts sold are 100% cotton from Oneita (heavyweights) for long
lasting wear...  Art supplied on the official con shirt is professional
quality - 6 color, white shirt...  Limited number of shirts left with 200
being made.  Advance orders for the shirt are being taken and will be
filled when you attend the con (or we can mail it to you after the con)...
These shirts were modeled at Hurricon and Jaxcon last weekend and
received very high marks from other convention guests...  Shirts are
going for $14 (S-L), $16 for XL up to XXXL - preshrunk...
 
  DEALERS!!!  We only have two more booths available!  Write us at
the above mailing address or contact Theresa at UWFGAMER@UWF.CC.
UWF.EDU as soon as possible for rates and placing... Clubs may also
set up space (heck, a Star Trek fan club, a gaming club, and a comp-
uter enthusiast group is in our con with booths) in either the Dealer
Wing or along special areas...
 
  CONVENTION PROGRAM BOOK ADVERTISEMENTS:  Space is still available in the
convention program...  E-mail or write us for rates and placing.
 
  GAMING FOR THE DEAF:  We are currently looking into making available
a few deaf-only tournaments - or making available skilled interpre-
ters for our guests to utilize free of cost.  If there is a genuine
desire (ie: you will attend if we provide this service) to have
interpreters for the deaf or to have a silent game - contact us
ASAP!!!
 
  LIVE ROLE-PLAYING GAMES: Whiew...  Look out for D-Cubed 94...  We
might be able to make a "Dream Park" South for the 1994 con!!!  Get
involved NOW in the planning of 1994 (94 will continue like 1993, but we
anticipate hosting a full scale tournament area (50,000 sq. feet -
indoors for LIVE roleplaying)...  If you belong to AMTGARD, the
IFGS, Maverick or a student live gaming group contact us immediately
about D-Cubed 94...
 
Theresa Verity
CEO of Allied Gaming Interests, Inc.
 
"Dream Park" is probably licenced to R. Talsorian Games and is the
brainchild of the IFGS (Barnes and Niven specificially)... Dream Park
South is being planned as a convention within the D-Cubed format... If
there is enough interest we WILL make it happen...  If the use of "Dream
Park" is unacceptable we'd like to get some alternative name ideas...
=========================================================================
Date:         Tue, 2 Mar 1993 01:04:39 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Heka
 
It has come to my attention from taking to people that there is a problem
involved with full practitioners.  It comes in the form of the fact that
they are able to wield a vast amount of Heka, and everybody and their
brother who has Dweomercraeft and Magick will want to make the role to see
if they are one of the lucky few.  Admittedly, HPs are supposed to be the
upper crust of humanity, but our party (as an example) has 5 full
practitioners, one of which is a dual-full (my character).  When I created
my character, I thought that nobody else would be willing to take the time
to learn 1400+ spells and get the complicated magick system under their
belt.  I was wrong, and instead of being the spell caster for the group, I
am one of a large number.  I happen to be the one that does most of the
casting, and for exactly that reason, I question the cause of full
practitionership.  The rules don't explain why one person is, and one
person isn't a full practioner.  Is it the equivilent of a Quirk, or is it
something that is trained into you by years of study?  I chose the latter
because it made sense that a person who studies the ebbs and flows of
magick would understand better how to draw upon them.  I worked out a
training period for my character, and as a result made him in his late
30's at start (beginning training at 7.)  Other characters would be
spending time gaining their other abilities instead of practicing magick.
This does bring to light an interesting idea - full practionership
in other schools of casting.  How would a Demon like to meet a full
practitioner of say Exorcism?  How about a full practitioner Heka Forger?
I think you get the idea...  However, if this can be achieved, what is the
cost?  I mean, if you were full practioner in 11 schools, you would have
upwards of 12,000 or more Heka.  I don't think so...
 
However, what if it is a Quirk?  Does that mean that that many people
actually have this Quirk?  This seems less probable.
 
A solution I presented was this (and this idea needs input) what if you
start out at x1 for Heka unless it is your Vocation type (i.e.
Dweomercraefter, Alchemist, etc...) in which case you start out with x2
(this is your Vow).
Every time you gain an AP/x in that particular school, you can add a
single multiplier.  You save the party through crafty use of magick (my
favorite, cast Shades of Probability Formula to cause a spell to be
special failed) or something similar, and the GM feels it is worth an AP/x
at the end of the adventure, you can get a higher multiplier.  This works
for religious reasons as well, after all, Ential Beings are just more
powerful forms of Demons and Devils with whom sorcerers and witches make
pacts with.
 
This would allow Heka power to go up with skill of play (Gary attend to
this) instead of granting it all in one glob.  It would have to be earned
by craft and diligence instead of thrown into your lap.  It also allows
you to get multipliers in other Heka Castings.
 
Under a system like this, I would consider a full practitioner somebody
able to use Heka at a x3 or so for the spell effect, otherwise, I think
the spells would have to be worked out to allow for a gradiation of
powers.  This would also solve fighters who want to make the role.  Sure,
this is a skill based system (and a damn fine one!), if the fighter wants
to put down his +10 to BAC, +10 Skill, +10 Damage Two Handed Sword with 15
weapon points and an 80 BAC to cast spells, let him.  It is his choice.  I
just hope that the other characters don't all decide to cast Formulas or
Cantrip at the same time, and in the face of 20-30 monsters...
 
Again, any thoughts, feelings, additions, please feel free to say them.
That is what this list is for.  If we can come up with a logical and fully
worked out system, maybe Omega Helios and GDW will consider it for a revision.
 
Unwards and Upwards...
 
 -
--------------------------------------------------------------------------
Dain A. Muller                  |  I know my Locknar when I see it, and
WUG President @ Wheaton College |  thats MY Locknar!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Tue, 2 Mar 1993 07:47:45 -0700
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Thomas Woodrow Green <253@EF.GC.MARICOPA.EDU>
 
I just remembered an interesting rule that my group put together. We were
having difficulties when receiving experience (and not too much mind you)
that the players would put all of it, ALL of it on one or two particular
scores. Which is within their right, but really unbalancing when your
character can go halfway from a Masters degree in a K/S to a Doctorate. We
also couldn't find a good use for education that we have in other systems.
So we came up with the following.
 
        Each K/S may not be increased by more than 1 steep point after every
 adventure with the following three exceptions:
         1 - If your education score is higher than the K/S in question
then you may raise is up to two points at one time.
         2 - If someone else in your group has a higher education and
steep in the K/S they are teaching you then you may raise it up to two
points at one time.
         3 - If you have a doctorate level (a 41 or more I think) then you
may raise it as much as you like at one time, providing you have the APs.
 
 
     This ruling keeps your characters from becoming too tough too
quickly, gets them to utilize education or find teachers (whiich helps
keep the game's realism), and helps to round them out (since they will be
putting APs into other K/S's).
 
                                  Tom
=========================================================================
Date:         Tue, 2 Mar 1993 09:45:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Heka
In-Reply-To:  (null)
 
As far as full practiotionership..
 
(I am Dain's GM)
 
My thought on the issue was this..
 
First on the table of castings... make the italicised fields normal so
that everyone can cast up to that level at their steep. (re DR Extreme for
a Grade IX at 61 steep)
 
Then... make a ritual.. (like concentration which is not a -real- spell)
so that when you attain grade IX (ie mastered all known spells in your
school) you can perform this ritual (expensive.. at at DR extreme for a 61
steep) and pull it off.. you become a "full-practitioner" in that school
of magic.. Wouldnt it be nice to be a full-practitioner CONJUROR! or
DIVINER!
 
The reasons for the above are that you cannot fully channel heka in a
particular school until you have MASTERED that school's particular way of
invoking heka. Also full-practitioners I would make the only ones able to:
Make new spells
Cast on-the-fly (ie make a casting up on the spot for a specific purpose)
 
Why? because picture a college TA designing and building a nuclear
reactor? what are the odds of it working? EXACTLY... only a -MASTER-
should be able to make such spells..
 
This makes full-practitionership a GOAL not a handout at the start of a
character. They have to work for it.. but it is WORTH IT! And as far as
being in-game.. anyone who is then a FULL-PRACTITIONER would be revered
and feared by most others.. (re: excorcism full-practioner to a demon...
"Don't screw with me demon.. I have 610 heka in excorcism alone... :) "
 
Pretty cool..
 
This works well in our interpretation of heka usage.. being..
 
if a K/S has 'castings' then the heka gained from that k/s can only be
utilized by castings under that k/s
 
other k/s areas generating heka but no castings (yoga, demonology) throw
all their heka into "supplimentry heka" than can be used by any casting or
power, reservoirs are included in this.. BUT you must be able to fork over
the activation cost of the casting with heka from the K/s making the
casting.. (ie the 20 for a grade 1)..
 
Waddya think?z
 
--
-----------------------------------------------------------------------------
Matthew E. Pearson             | OS/2 The only way to fly...
mpearso2@acunix.wheatonma.edu  | Windoze- No Thanks
                               | Spam spam spam spam, spamitty spam!
      The Warlord              | As if....
-----------------------------------------------------------------------------
Opinions presented are my own so dont copy them or else..
-----------------------------------------------------------------------------
=========================================================================
Date:         Tue, 2 Mar 1993 20:46:57 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: your mail
In-Reply-To:  (null)
 
Tom, I like your suggestion, but isn't cutting back from no more than 5 in
any K/S area per application a little harsh?  However, in light of that
kind of rule, it might be an idea to add 1 point per 20 k/s in Education,
not if it is above the K/S you are training in.  Thus a person with a 60
education could add 3 points to a K/S Area.
 
Just a suggestion.
 
--------------------------------------------------------------------------
Dain A. Muller                  | One of the few and the proud who own
                                | a copy of the Motorhead Box Set!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Wed, 3 Mar 1993 01:58:34 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Response to Matt
 
Just so you know my argument against Matt's proposal-
 
If you build a spellcaster, you don't want to wait for 61+ Steep before
you know if he is worth keeping.  With limited Heka, and most likely poor
combat skills because they cost 2 AP/Gs per steep point, he doesn't stand
a very good chance of survival, and will constantly be regrouping to get
Heka back.  200-300 points of Heka is water when casting a 4th or 5th
level spell.  Putting up 1 fairly decent Armor, Physical takes 35-110+.  I
like the fact that Gary fixed the AD&D mage problem of only getting a
spell at first level.  I don't want to see a repeat by cutting mages off
from power until they are high level.  This leads to the problems of the
mage not fully participating, so getting shorted on experience, and when
he finally does get powerful, he fights back by taking over the entire
party.  Seriously, recall when your AD&D mage got Fireball (especially
before 2nd edition when they capped it at 10d6).  He was the Troll Killer
from hell...What army of kobolds?...You get the idea.  I've seen 6-9th
level mages wipe out entire hords of monsters without the fighters ever
seeing action.
 
To digress...the mages are already at a disadvantage because of casting
times, don't take all their magical energy away until 61+ steep as well.
 
--------------------------------------------------------------------------
Dain A. Muller                  | One of the few and the proud who own
                                | a copy of the Motorhead Box Set!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Wed, 3 Mar 1993 07:52:15 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mark Boone <mboone@NSWC-WO.NSWC.NAVY.MIL>
 
PANTHEONS:
 
Can anybody help fill in some of the Mythus pantheons?  By this, I mean
a listing of the gods/goddesses and their ethos.  No information about the
seperate pantheons is given in the Aerth (book3) which is very frustrating!
Fortunatelly, many of the pantheons can be gleaned from other sources (historic
or a Legends/Lore book); but a couple are bit harder to flesh out.
 
Below, I've listed the Mythus pantheons and their possible ADnD equivalents.
The one's with "----"'s I have no idea about and are the one's I'm looking for
info on.  Thanks.
 
Mythus          ADND Equiv
--------------------------
Aeqyptian       Egyptian
Atlantlan       ----
Babylonian      same
Chinese         same
Greco-Roman     Greek
Hindre          Indian
Incan           ? Central American
Kalevlan        Finnish
Kelltic         Celtic
Lemurian        ----
Manitou         ? American Indian
Mongolian       ----
Nipponese       Japanese
Norse           same
Persian         ? Sumerian
Phonecian       ? Sumerian
Slavic          ----
Telclan         ? Central American (Toltecs)
Vodoun          ----
=========================================================================
Date:         Wed, 3 Mar 1993 07:35:34 -0700
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Thomas Woodrow Green <253@EF.GC.MARICOPA.EDU>
Subject:      Armor
 
Another problem I have is with armor:
 
      I would love to get picky and have the individualized settings for
armor (Vital has 20blunt points and Superduper-Vital has 15pts). It says
that a character can only wear one armor piece of armor for each type
(i.e. one helm, one gauntlet, etc).
 
    BUT!!! The armor table does not list what each piece is. It does not
say
           Marbakechong .... ... .... ... ...... Corslet ... ....
 
 
    I've tried using the armor's description to find out, but it is just
too difficult. Does any armor fanatic have a listing of what the different
pieces are....?
 
 
                                     Tom
=========================================================================
Date:         Wed, 3 Mar 1993 13:39:02 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Response to Matt
 
Rebuttal to Dain's argument vs. Matt:
 
> If you build a spellcaster, you don't want to wait for 61+ Steep before
> you know if he is worth keeping.  With limited Heka, and most likely poor
> combat skills because they cost 2 AP/Gs per steep point, he doesn't stand
> a very good chance of survival.
 
        Worth keeping? Oh, please! The only difference between a full-practioner
and a partial-practitioner is that one is _easier_ to run than the other. You
don't have to be as careful with a full-practitioner; nor, IMHO, do you
necessarily need to roleplay as well to stay alive, because of the extra grades
of castings you have available.
 
        I won't use Matt's system, but for entirely different reasons than Dain.
I like the idea of deciding whether your character can channel full heka or not
at the beginning of the game because it denotes some sort of aptitude. Aptitude
takes into account ability to learn, and so I can see how Matt develops his
system using a check at 61+ steep, but if the character basically doesn't have
the ability to take that extra step, shouldn't his master have been able to
inform him at the time of his "internship?" The full-practioner is simply one
who can do more than the average mage/priest. Call it genetic, or whatever. Some
people are just better at some things. You may argue that the same is true for
any K/S, but that's not the argument here. I say keep the original roll at
character generation for determining full-practitionership.
 
        Regarding mages being too weak... The debate over AD&D low-level mages
being too weak has gone on too long. Let me just say that WRT Mythus, mages are
not as weak as in AD&D, and they can more easily handle their own. I've played
long enough to see how powerful they can be. If run properly, a little or no
fighter cover will be all that is needed. Whining about impotent vocations has
no place in a game like Mythus, where basically any skill can be picked up.
Granted, dweomercraefters require 2 AP to increase a Physical K/S, but it's easy
enough to specialize in a particular Hand Weapon from the start and have in the
neighborhood of 30+ steep in the weapon. This steep easily matches the common
soldier of Aerth. Your magus isn't expected to fight a warrior vocation or an
ogre in hand-to-hand combat! Of course he'd lose.
 
        So don't whine about how your characters' weaknesses. Emphasize their
strongpoints! Anything less is poor role-playing.
 
 
 
Respectfully,
 
        John Peters
=========================================================================
Date:         Wed, 3 Mar 1993 16:29:02 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Armor
 
The GM's Assistant Screens come with a booklet that lists the armor and weapons
tables, and it is in this booklet that the actual types (i.e. locations) of
armor are shown by number. I believe this data was left off the chart in the
books.
 
Hope that helps.
 
-John
=========================================================================
Date:         Wed, 3 Mar 1993 21:15:45 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Hunt <CDHUNT00@UKCC.UKY.EDU>
Subject:      dweomer & priestcraeft
 
I would agree pretty much with John Peters.  The implication seems to be that
a full practioner is a natural occurence, sort of like a child prodigy.  Also,
the problem of too many full practioners would seem to be an INCREDIBLY unique
one, especially when one of the 5 (or so) is a dual full practioner!!!  Since
the chance is based on a DR of hard (I'm pretty sure, I don't have the books
right now) that means a really GREAT chance is somewhere around 20%, probably
a little lower.  And, I think the GM is supposed to make that role. If that is
not concrete (and it shouldn't be), maybe the GM should exercise that option
when a lot of people want to be heka users, to avoid that problem of too many.
 
I think allowing full practioner in K/S reas which have spells is too much.
They seem to be meant as specializeed areas and besides, the spell number is
small compared to the dweomer and priestcraeft lists.  The advantage, if any,
would be negligible.  Finally, it should be noted that full practioners do
have to deal with the problem of diminishing returns when regaining Heka.
That means there is a penalty for blowing a big load of Heka at one or a few
times.  Think of the possibility that a powerful heka user seeks to cook the
brain of a full practioner and he or she uses a lot of heka defending his/her
self.  Powerful HPs draw powerful opponents.
 
 
                                          Sorry if I droned on,
                                          Happy gaming!
                                          Chris Hunt
=========================================================================
Date:         Wed, 3 Mar 1993 23:29:54 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: your mail
In-Reply-To:  (null)
 
Okay, well the religions are a bit harder to flesh out that that.
Basically, everything around the area of Persia would probably fall into
the Babalonian or Sumerian.  I have seen a book on the religion of
Atlantis, but because the place never existed, its authenticity leaves me
a little sceptic.  Also, trying to conform to AD&D is bad.  Admittedly,
Dieties & Demigods is a good source book, but a lot of the info has been
altered to fit game mechanics.
 
If you want better info on any religion, pull out a real map, find the
area in question, and do a bit of historical research.  There are so many
religions, and so many gods, that it would fill an entire library to
catalogue them all.  (My college library has upwards of 2000 books on
gods,godesses, and mythology.)
 
Good luck.
 
--------------------------------------------------------------------------
Dain A. Muller                  | One of the few and the proud who own
                                | a copy of the Motorhead Box Set!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Wed, 3 Mar 1993 23:34:53 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Armor
In-Reply-To:  (null)
 
Tom, basically you need the Mythus Gaming Screen.  It comes with a book of
lists which replace the ones in the Mythus Book.  It also lists what each
piece (meaning a number from 1-12 as represented by type in the Mythus
Book) for each piece.  It also changes some of the values - like suits of
armor cover NVSU instead of NVS.
 
I really don't want to spend the time copying the entire list in, but
would consider it if I REALLY had to.
 
 
--------------------------------------------------------------------------
Dain A. Muller                  | One of the few and the proud who own
                                | a copy of the Motorhead Box Set!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Wed, 3 Mar 1993 23:40:51 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Ladies and Gentlemen, as of January 21, 1993,
              a communist dictator ship will have taken over the District of
              Columbia." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Greetings...Magick and archives...
 
Two questions:
 
#1: I don't have my Mythus Magick book nearby, but I can't quote numbers, but
don't priests and mages get an awful lot amount of spells.  I mean, I remember
making a test character and he had a LOT of spells...and he wasn't even a full
dweomercraefter.
 
My question is this:  did I miss something.  How many castings does a caster
get?  I mean, the HP I made had trouble deciding which spells NOT to take.
Where did I go wrong?
 
#2: Has the ftp archive site been set up yet, if not, whoever is in charge of
the archives, send 'em to me at one of the following addresses:
 
stu_rwmorris@vax1.acs.jmu.edu
 
or
 
stu_rwmorris@jmu.bitnet
 
Thank you.
 
Lucifer >:}
=========================================================================
Date:         Thu, 4 Mar 1993 10:48:36 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      Re: Greetings...Magick and archives...
In-Reply-To:  (null)
 
On Wed, 3 Mar 1993, Ladies and Gentlemen, as of January 21, 1993, a communist dictator ship will have taken over the District of Columbia. wrote:
 
> My question is this:  did I miss something.  How many castings does a caster
> get?  I mean, the HP I made had trouble deciding which spells NOT to take.
> Where did I go wrong?
>
 
Nope they do get alot.. you need to be a -real- scholar to keep track of them!
 
> #2: Has the ftp archive site been set up yet, if not, whoever is in charge of
> the archives, send 'em to me at one of the following addresses:
 
Well.. here is the problem.. no I do not have an FTP site.. HOWEVER...
 
I have just setup a MythusBot on IRC in channel #Mythus
it can give you the file lists and DCC files to you.. it also accepts DCC
gets so you can make submissions.. read the next post..
 
Warlord
Mythus-L Coorinator
 
 
--
-----------------------------------------------------------------------------
Matthew E. Pearson             | OS/2 The only way to fly...
mpearso2@acunix.wheatonma.edu  | Windoze- No Thanks
                               | Spam spam spam spam, spamitty spam!
      The Warlord              | As if....
-----------------------------------------------------------------------------
Opinions presented are my own so dont copy them or else..
-----------------------------------------------------------------------------
=========================================================================
Date:         Thu, 4 Mar 1993 10:50:40 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <mpearso2@WHEATONMA.EDU>
Subject:      MYTHUSBOT UP ON IRC!
 
I have just setup MythusBot on the #Mythus channel of IRC..
 
It can DCC you files and take submissions.. if you send a file up.. PLEASE
do a /msg mythusbot comment 'file name/description' so I know what it is!
 
I am looking for a few good files that were put up here but lost in the
shuffle..
 
Teresa's Hit-location tables & miniature movement rules
 
The CORRECT list of gained HEKA per K/S area (posted a week ago..)
 
Please mail these to me or DCC them up to Mythusbot..
Do this:
/msg mythusbot help
 
To get the command list.. It is slow on showing the help.. so bear with it.
 
Please drop by the #Mythus channel to see who is around also! Later folks
 
Warlord
Mythus-L Coordinator
--
-----------------------------------------------------------------------------
Matthew E. Pearson             | OS/2 The only way to fly...
mpearso2@acunix.wheatonma.edu  | Windoze- No Thanks
                               | Spam spam spam spam, spamitty spam!
      The Warlord              | As if....
-----------------------------------------------------------------------------
Opinions presented are my own so dont copy them or else..
-----------------------------------------------------------------------------
=========================================================================
Date:         Thu, 4 Mar 1993 19:00:13 MET
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Christian Feddern <feddern@FSINFO.CS.UNI-SB.DE>
Organization: Universitaet des Saarlandes D-W-6600 Saarbruecken, Germany
Subject:      Dual Full
In-Reply-To:  <9303022205.AA19010@uni-sb.de>; from "Matthew E. Pearson" at Mar
              2, 93 9:45 am
 
Reading the discussion about full pract and partial pract,
i found out that i have a problem: when is a Hp allowed to try
for Dual Full pract.? Is full heka ability only possible for certain vocation
(Dweomercraefter and priestcraefter) or for all vocations?
 
Another question : How does the thing with the heka resistance work?
                   For Example if onen has a 28 Resistance factor(I think it
                   was the ogre)
Happy playing
 
Chris
 
P.S:Please don't flame my english spelling. :-)
--
Christian Feddern
chfe@stud.uni-sb.de
feddern@fsinfo.cs.uni-sb.de
fach1@gipsy1.cs.uni-sb.de
 
 
 
Have you no Honor?
Aye indeed .I keep it at the bottom of my backpack and take it out to
shine it up and look at it on windy nights in the wilderness, by the
fire. It looks grand , I tell you. But it is poor company, and
doesn't keep one warm.
Torm of the Knights of Myth Drannor.(6th Level Thief)
=========================================================================
Date:         Thu, 4 Mar 1993 16:45:59 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Christopher Hunt <CDHUNT00@UKCC.UKY.EDU>
Subject:      Re: Dual Full
In-Reply-To:  Message of Thu,
              4 Mar 1993 19:00:13 MET from <feddern@FSINFO.CS.UNI-SB.DE>
 
To answer some of your questions, Chris, only someone with dweomercraeft and/or
priestcraeft (& the requisite activating K/S) can become a full practioner.
The chance is based on a DR of Hard (I believe-I have to look it up) in the
STEEP of the dweomer or priestcraeft K/S.  Also, the HP must have a score of
more than 100 in the trait area (i.e. Mental or Spiritual).  Generally, the
average chance will be around 10-15%.  I hope this helps, if not mail me to
complain :-) and I'll try to redirect.
 
 
                                      Chris
=========================================================================
Date:         Sun, 7 Mar 1993 14:59:07 MET
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Christian Feddern <feddern@FSINFO.CS.UNI-SB.DE>
Organization: Universitaet des Saarlandes D-W-6600 Saarbruecken, Germany
Subject:      Heka types
In-Reply-To:  <9303050153.AA26855@uni-sb.de>; from "Matthew E. Pearson" at Mar
              4, 93 10:48 am
 
Because my last submission was answered (really someone must have understand it)
i think i  could ask another question concerning some not correctly given
information in the rules: What are the different heka types(positiv,negative etc.)
and what can the characters do with it. There is something about absorbing heka
but i don't understand what is meant .
 
Thank for helping a hard working gm :-)
--
Christian Feddern
chfe@stud.uni-sb.de
feddern@fsinfo.cs.uni-sb.de
fach1@gipsy1.cs.uni-sb.de
 
 
 
Have you no Honor?
Aye indeed .I keep it at the bottom of my backpack and take it out to
shine it up and look at it on windy nights in the wilderness, by the
fire. It looks grand , I tell you. But it is poor company, and
doesn't keep one warm.
Torm of the Knights of Myth Drannor.(6th Level Thief)
=========================================================================
Date:         Mon, 8 Mar 1993 11:00:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Heka types
In-Reply-To:  (null)
 
Okay, well, as far as I know (and I'm not positive about this) there are
to following Heka types:
Power (grades 1-9)
Preternatural castings (the spells in the Magick Book) (grades 1-9)
Supernatural Castings (grade X+)
 
Supernatural Heka is 10 times more potent.
Ential Heka is 100 times more potent.
Thus: An HP has 1000 points of Heka, if Supernatural, he would have 10,000
if he was Ential he would have 100,000.
 
Negative Heka is any type of Heka directed at an individual which has been
sent so as to cause harm.  (Heka Darts, Wound Mental Charm, Thunderbolt)
 
Positive Heka is that directed so as to cause good results (Healing, Minor
Formula, Quicken, Penumbrate Armor Formula)
 
I hope that clears up a few questions.
 
Also, to dispute a posting I placed earlier - I found (by pure chance) the
rule governing Heka.  It is treated as one contiguous lump sum, only
broken out by the various means of regaining it, or by special
circumstances (see Heka-Forger.)  Sorry for the added confusion.
 
Also, for those who don't like the overwhelming power of a
full-practitioner, I have found yet another nightmare to add to that - on
page 11 of the Magick Book, it talkes about being able to make Vows of
Service for  Exorcism, Mysticism, Priestcraeft (if not full prac),
Herbalism, Necromancy, Sorcery, and if allowed, Spellsongs and
Appotropaism.  It also mentions that GMs can add other Heka Generating K/S
areas to include a Vow of Service (but mentions that mostly Spiritual ones
would be concerned.)  The multiplier can be from 1-7 (7 being rare!) and
the person has to pass tests from 1 to 3 times a year to increase or
maintain their multiplier.  Personally, a Necromancer with a 7x Heka,
especially if he/she is already Heka-able is a really nasty prospect.
 
Screw ups (We found more GDW!)  In the GMs screen, in the listing of
spells in the last few pages, you forgot to include Exorcism Spells.  OOops!
 
Grade IV General Dweomercraeft lists Negative Gravity Charm.  There is no
spell listed in the book by that name.  I think it very unlikely to be the
grade IX Elemental Spell Newton's Negative Gravity Spell.  I can find no
other reference to the vanished spell.  OOOps!
 
Also, as a general discussion, why is it that spiritual damage is
relegated to 1d6 + 1d6 per 10 steep and Heka, even though under the
Spiritual combat text in the main book, it mentions being able to forge a
link, and expend Heka in the same manner as in Mental combat, I can find
no spell to create this type of link.  Thus even a really nasty
priest can only do 11d6.  Mental combat on the other hand, has no limits.
If you wish to channel 400 points of Heka, you can do so.
 
Well, that's about it for me for now...
 
 
--------------------------------------------------------------------------
Dain A. Muller                  | One of the few and the proud who own
                                | a copy of the Motorhead Box Set!
93dam@acunix.wheatonma.edu      |
--------------------------------------------------------------------------
=========================================================================
Date:         Tue, 9 Mar 1993 09:08:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Monster's BAC
 
G'day,
 
  Has any body figured out how to run monsters ?  I have a basic question:
 
How many attacks/ct does a monster get ?   The descriptions in the various books
generally list the kinds of attacks and the BAC damage etc. but don't detail
how many actual attacks are made.
 
Take a giant:  big axe: BAC 50 --- does this mean it gets the same number of
attacks/ct as a fighter with a STEEP of around 40 ?  (Assume big axe as 8 WP)
 
Anybody got any suggestions ?   A single giant with one attact/ct is toast vs.
a party of fighter types with decent parry/attack chances.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Wed, 10 Mar 1993 00:35:20 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Monster's BAC
In-Reply-To:  (null)
 
I agree.  It doesn't really state how many attacks a monster gets per CT.
Running on a estimated Steep is a good idea, however if you look at page
320, it states that BAC is "Per weapon type, BAC 50 plus weapon points,
+13 damage bonus"  This would seem to me that they are listing BAC, and
actually mean Steep.  Your giant therefore would (with 50 BAC) have about
2 attacks per CT.  My feelings would be to give an attack rate commesurate
with the power of the creature in question.  A giant is huge and Slow.  If
he connects, you get catapulted.  I could see him having only 2 attacks
per CT.  However, if you take the Tiger from page 323, it seems to me that
it would get both foreclaw attacks and the bite in the CT, possibly
bringing in the rear claws as well.  That would be 4 attacks per CT, based
on the fact that a tiger is quite quick.
 
Until a rule can be patterned out, or an authoratative response is heard,
I suggest doing what you feel most comfortable with.
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 10 Mar 1993 14:20:16 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Update of rules from Alan Kellog and GDW
 
I just got a response from GDW concerning some mistakes I encountered with
the rules.
 
1. Under Dweomercraefter (Green) Vocation, Hand Weaepons should read:
Combat, Hand Weapons            8               (PMCap + PNCap)*.5
 
2. Clarification of the Defense Bonus Formulae:  the added protection is
to -all- parts of a single piece of armor.  Thus leather would get
7,7,7,10,10,7,20 from Defense Bonus Formula I.
 
3. Parrying rules - (I asked about parrying when using the optional
spacing of attacks)  A parry may be attempted at any time, no matter when
the HP made a previous attack.  The only exception is that you can not
parry and attack at the same beat (spaced point).  Parrys do not affect
subsequent actions, so if your next attack was spaced 10 after your first,
and you parried half way between them, when you got to the 10 initiative
point later, you would still get your attack provided you still had
attacks left.
 
4.  I got an answer about Mental and Spiritual damage.  Yes, it is just
that much easier to kill somebody mentally.  Remember, however, somebody
blown away mentally or spiritually is -not- dead yet.
 
5. Death Magick Ritual (Dweomercraft Grade 9), this spell lasts for a
number of hours equal to the persons lowest Trait, and then ends.  Thus it
is possible to heal them before the spell kills them.
 
6. Elemental Force Formula:  the creature's BAC should be equal to the
casters STEEP in their primary Dweomercraeft school.  The same would be
true for Summon Elementary Cantrip, and the elementary so summoned would
do 3d6 of the appropriate damage type if in FPM.
 
7. Elemental Hands Charm: The caster must make a succesful attack
immediately upon completion of the casting, or, optionally, hold it until
the next CT.  In any case, if the attack fails (against Combat, HTH Lethal
or Non-Lethal) the effect is lost.
 
8. Beads of Fire:  The damage is 7d6+7.  However, Zocchi Enterprises does
make a 7 sided die that apparently actually works.
 
Well, that covers information gleaned so far.
Enjoy.
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 10 Mar 1993 14:50:43 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Beta <S28H@NMUMUS.BITNET>
Subject:      Re: SIGN-OFF
In-Reply-To:  In reply to your message of WED 10 MAR 1993 04:20:16 EST
 
Please sign me off of this list.
 
THANK YOU BETA
=========================================================================
Date:         Wed, 10 Mar 1993 21:01:06 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Update of rules from Alan Kellog and GDW
 
Thanks for the info, Dain! I have an Elemental Dweomercraefter in my group
who will be very pleased to see how this was cleared up!
 
-John
=========================================================================
Date:         Thu, 11 Mar 1993 20:49:33 +0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         patrick <s4805016@MAIL.NCKU.EDU.TW>
Subject:      Re: SIGN-OFF
In-Reply-To:  <9303102002.AA28229@mail.ncku.edu.tw> from "Beta" at Mar 10,
              93 02:50:43 pm
 
>
> Please sign me off of this list.
>
> THANK YOU BETA
>i want to sign off too,
what should i do?
seong
=========================================================================
Date:         Thu, 11 Mar 1993 10:31:13 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: Update of rules from Alan Kellog and GDW
In-Reply-To:  <9303110142.AA10867@matt.ksu.ksu.edu>; from "Dain A. Muller" at
              Mar 10, 93 2:20 pm
 
>
> I just got a response from GDW concerning some mistakes I encountered with
> the rules.
>
>
> 3. Parrying rules - (I asked about parrying when using the optional
> spacing of attacks)  A parry may be attempted at any time, no matter when
> the HP made a previous attack.  The only exception is that you can not
> parry and attack at the same beat (spaced point).  Parrys do not affect
> subsequent actions, so if your next attack was spaced 10 after your first,
> and you parried half way between them, when you got to the 10 initiative
> point later, you would still get your attack provided you still had
> attacks left.
>
  Did he mention anything about the issue of whether you get the same
number aof parries if you have a sheild than if you didnt.
 
>
>
> 8. Beads of Fire:  The damage is 7d6+7.  However, Zocchi Enterprises does
> make a 7 sided die that apparently actually works.
>
  Well not to be a stickler,  BUT there is no such thing as a random, truly random 7 sided die.  In order for a die to be random it must have equal area
sieds, and each vertice must have the same number of axis extending from it.
(Some of the names might be off...it has been a few years since I wnt to
  the seminar)
> Well, that covers information gleaned so far.
> Enjoy.
>
>
> -------------------------------------------------------------------------
> Dain A. Muller                |  Come and see the violence inherant in
>                               |  the system!  Help, help, I'm being
> 93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
> -------------------------------------------------------------------------
>
ZOG OUT
(boy I wish there was a good terminal oopen.
=========================================================================
Date:         Thu, 11 Mar 1993 15:44:56 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Update of rules from Alan Kellog and GDW
In-Reply-To:  (null)
 
>   Did he mention anything about the issue of whether you get the same
> number aof parries if you have a sheild than if you didnt.
>
Nope, sorry, it wasn't a question I was concerned with when I sent my
letter in.
 
>   Well not to be a stickler,  BUT there is no such thing as a random, truly random 7 sided die.  In order for a die to be random it must have equal area
> sieds, and each vertice must have the same number of axis extending from it.
> (Some of the names might be off...it has been a few years since I wnt to
>   the seminar)
I haven't seen or used it, I was just relaying what I was told.  I don't
see how it can work unless it is loaded in some particular way to enhance
other faces.
 
-----------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-----------------------------------------------------------------------------
=========================================================================
Date:         Fri, 12 Mar 1993 13:31:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         RMIT Computer Society <zrmitcs@MINYOS.XX.RMIT.OZ.AU>
Subject:      PLEASE remove me from this mailing list!
In-Reply-To:  <9303120118.10509@minyos.xx.rmit.oz.au>; from "Dain A. Muller" at
              Mar 11, 93 3:44 pm
 
Please unsubscribe me from this mailing list.
=========================================================================
Date:         Fri, 12 Mar 1993 21:45:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Stefan Hojnowski <93smh@WHEATONMA.EDU>
Subject:      Amulets
 
I would like to point out a small problem with the Grade V Heka-Forging
spell, Amulet Ritual.  The text of the spell is as follows (from page 219
in the Mythus magick book).
 
Time: Permanent Special                 Other Heka Costs:
Area: 1 object                                  R&D: Nil
Distance: Touch                                 Other: Nil
Materia Cost: 500 BUCs
 
This Ritual of five ATs casting Time enchants a previously prepared item
with a dweomer which will enable it to accept and repeat one sort of
moderate protective power gained through the laying of a Casting upon it,
thus making the subject object into a true amulet.  Note that such an
amulet will functin strickly within the quidelines presented in the
"Magickal items" chapter of this book, regarding protective devices.
 
The guidlines to which this spell refer are as follows (from page 332).
 
An Amulet is a powerful defensive object (or subject contained in an
object of some sort) which has innate or umbued power to ceaselessly
perform magickal functions of broad, generally protective nature.  An
Amulet is frequently, but not necessarily, a medallion worn around the
nect.  The Amulet contains a very large self-recharging power source (a
dedicated Heka Resevoir), which  contintinuously holds and/or operates a
number of special Casting Effects/Forces....
 
This spell seems a little out of place as a Grade V.  Think about this for
a second.  With about a total of 800 BUCs you could make a permanent
magickal item.  Spells like the Grade I Defense Bonus I Formula require
1000 BUCs per point of defense.  I discovered this while my character was
trying to make an amulet which would protect me from poison.  I used the
Grade III Apotropaist Spell, Protection from Posion.  Because of my STEEP,
the protection confered was immunity to poisons up to STR 81.  Anything
above that would still subtract the immunity.  All this for only 800 BUCs.
 What a deal.  I think someone at GDW screwed up the Grade (or the materia
cost or both).  This is to say nothing about how this VERY LARGE dedicated
Heka resevoir is added to the Amulet (or how much very large is).  Would I
need to use the Grade VII, Heka-Forging spell, Heka Binding Ritual?  And
even if that were applied to the item.  How does the Amulet replenish the
heka that it uses to keep the effect continually active?  Does anyone know
anything about this that I am missing?  Or does anyone have any
suggestions on how to comprimise to make this fair?  My GMs ruling was
that if I created a dedicated pool with enough Heka to activate the spell,
the nature of the Amulet was such that it would continue the effect by
drawing fragmented heka from the surrounding environment.
 
Thanks...
 
--
-----------------------------------------------------------------------------
Stefan Hojnowski            | America the Beuatiful, land of the free
93smh@acunix.wheatonma.edu  | Don't Change the words to land of
                            | Hypocrisy                --Anthrax
-----------------------------------------------------------------------------
=========================================================================
Date:         Mon, 15 Mar 1993 09:53:49 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Craig Ryhorchuk <craigr@JABARU.CEC.EDU.AU>
Subject:      Re: PLEASE remove me from this mailing list!
In-Reply-To:  <m0nX4P5-0004C1C@jabaru.cec.edu.au>; from "RMIT Computer Society"
              at Mar 12, 93 1:31 pm
 
>
> Please unsubscribe me from this mailing list.
>
 
Try sending to listserv@brownvm.......
unsubscribe mythus-l
 
 
That might work.
=========================================================================
Date:         Mon, 15 Mar 1993 11:20:48 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathan Woodcock <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: PLEASE remove me from this mailing list!
 
        The way to leave the mailing list is to type SIGNOFF MYTHUS-L as the only text in the message to LISTSERVE@BROWNVM.BROWN.EDU.
 
Ciao!
=========================================================================
Date:         Thu, 18 Mar 1993 10:38:00 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "If darkness is the absence of light,
              then evil is the absence of good" <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      How are things going?
 
        On ADND-L, the one thing I always delete are the "this is how my
campaign is going" stories.  I just quit my AD&D campaign and have started
GMing Mythus.  I was wondering if anyone had any stories to tell of their
campaigns.  In ADND, things get re-hashed and rather boring after a while,
but with a new system like this one, I think it could be fruitful.
 
        Here's my basic scheme:
 
        The group begins in the small town of Troyes, seat of the County of
Champaigne in Francia.  One of the HPs (who rolled a 99 when deciding his
SEC) is the son of the Count, the other is an assassin trained by the Francish
"secret service" (of which I haven't a name...anyone know French?).  The game
began at the beginning of the "Hot Fair" of Champaigne, which takes place in
August.  During this fair, they are visited by the Count's cousins, both from
a darker side of the family (their grandfather was quite insane...he was the
Count's uncle).  The cousins are the Duke of Luxembourg and his Magister (for
those of you who don't have the Epic of AErth memorized, Burgundy and Francia
don't like each other too much).  The Duke's son starts hitting on the Count's
eldest daughter (the HP's half-sister), vieing for marriage and the union of
the Duchy of Luxembourg and the County of Champaigne.
        In the tournaments that follow, the Duke's son and the Count's son (the
HP) end up in the final round of the joust.  Through a little black magick
spread by the Magister, the HP loses.  At dinner that night, the Count is
unusually irritable (due to the magister's Cause Discord Cantrip) and tells the
Duke to take himself and his lecherous son out of the County.  While everyone
is whirling about the dinner, the Duke and his son kidnap the Count's daughter
and head back into Burgundy.
 
        Now, the HPs need to sneak into Burgundy and retrieve the Count's
daughter, without creating an international incident.  As far as the Duke is
concerned, he will pretend to know nothing of the events, and wash his hands of
the situation if it doesn't go his way, leaving his son as the villain.  Should
be interesting...
 
        One "alteration" I made to the game was the creation of character
histories.  In the past, I've used Central Casting's Heroes of Legend to create
random histories, but after a while, they get monotonous.  So, I stole an idea
from White Wolf's Vampire RPG and put the HPs through a "prelude."  Basically,
I asked them about their character as if I were a psychologyist, working from
questions such as "What is your character's first memory?", "Has he ever seen
anyone die?  How does he feel about that?", "What was his <father, mother,
brother, master, etc> like?"....and so on.  It allows a little bit of creation
on the part of the HPs and makes for a more interesting history.
 
        So what do you people do?
 
        Lucifer >:}
=========================================================================
Date:         Fri, 19 Mar 1993 08:20:07 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      IRC Robot Up! FTP Site Soon!
 
Folks!
  MythusBot is up and running inthe #Mythus channel of IRC... doing a:
/msg mythusbot help
 Will give you all kinds of help. I will post up the help file to it
here later.
 
In addition our long awaited FTP site is coming OVER THE WEEKEND! So
PLEASE mail me or /dcc send to mythusbot all your submissions!!!!
 
Matt Pearson (Warlord)
Your friendly neighborhood MYTHUS-L Coordinator!
--
--
-----------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in a blackened room. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
-----------------------------------------------------------------------------
All opinions expressed are just that. Opinions, and they are my own.
-----------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
-----------------------------------------------------------------------------
                  There are many ways to get what you want!
                           - The Sex Pistols -
-----------------------------------------------------------------------------
=========================================================================
Date:         Fri, 19 Mar 1993 22:53:59 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Speak of the devil..." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Mail...
 
Is my mail getting through?  I've posted a couple of times and didn't really get
a response...
 
Lucifer >:}
=========================================================================
Date:         Fri, 19 Mar 1993 22:54:18 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: Mail...
In-Reply-To:  <9303200400.AA08722@matt.ksu.ksu.edu>; from "Speak of the
              devil..." at Mar 19, 93 10:53 pm
 
>
> Is my mail getting through?  I've posted a couple of times and didn't really get
> a response...
>
> Lucifer >:}
>
when you post to the MYTHUS-L, you will/should recieve a letter staiting that
it has successfully posted the mail to the group.  You will not actually
recieve a copy of the posted material, but it is posted if you get a letter
stating such.
 
ZOG paitently waiting the arival of JOURNEYS #4 out
=========================================================================
Date:         Sat, 20 Mar 1993 00:36:46 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Journeys 4
In-Reply-To:  from "Scott Allen Bauer" at Mar 19, 93 10:54 pm
 
Hmm, I got Journeys 4 about a week or so ago.  If you guys dont have it, i
could scan in a preview to wet your appetites.  Btw, is that ftp working
yet?  *grin*
 
MCP
 
P.S.  Necropolis is awesome...I just dont have any egyptian minatures,
anyone know where to get them?
=========================================================================
Date:         Sat, 20 Mar 1993 19:01:20 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         the Jaff <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: How are things going?
 
re:what is your casmpaign like?
 
  Unfortunately, I do not have a group to play Mythus with.  I bought
the books, and like them very much (aprt from them being an organisational
nightmare), but have no-one to play with.  My regular D&D group either
doesnt have the time to play another system or are too stuck on D&D to
want to play another system, which I think is pretty sad.
  BTW, I live in Newvastle, Australia, if anybody is trying to get a group
together here.
 
Regards,
The Jaff
=========================================================================
Date:         Sat, 20 Mar 1993 19:27:13 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         the Jaff <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      dj
 
  How much do people outside Australia pay for the Mythus books?  I own
The rule book and Mythus Magick, and have seen in the shops Necropolis
and the Epic of Aerth, but all the books are $40 each, which is way
outside my budget.  It is a real shame, I bet they are notthat expensive
overseas.
  Haven't seen any adventure modules where I live (Newcastle) for Mythus
either.  What is this Legends 4 that people are waiting on?  And any idea
when the other genre dangerous journeys books will be released, if some
havent already?  I feel i little in the dark over here in Australia.
 
Ciao!
Nathan
 
PS.  Do any of you own modems and read any international message bases?
=========================================================================
Date:         Sat, 20 Mar 1993 07:30:22 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: Journeys 4
In-Reply-To:  <9303200637.AA11751@matt.ksu.ksu.edu>; from "CIAROCHI JOEL F." at
              Mar 20, 93 12:36 am
 
>
> Hmm, I got Journeys 4 about a week or so ago.  If you guys dont have it, i
> could scan in a preview to wet your appetites.  Btw, is that ftp working
> yet?  *grin*
 
great...Its time to go down to the game store and find out if they just
havent gotten it yet or if they are no longer getting it since I was
the only person buying it.
 
>
> MCP
>
> P.S.  Necropolis is awesome...I just dont have any egyptian minatures,
> anyone know where to get them?
>
We have some AEgyptian minatures here at the local store, is there any
type of minature you specifically want??
 
ZOG waiting for a MYTHUS Monster Manual to claw its way to
  my store OUT
=========================================================================
Date:         Sat, 20 Mar 1993 16:36:56 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Snyder <csnyder@CSUGRAD.CS.VT.EDU>
Subject:      Orginization (spelling)
In-Reply-To:  <no.id> from "the Jaff" at Mar 20, 93 07:01:20 pm
 
Yep, sometimes its a little sketchy on the presentation.  I seem to have the
same problem you do.  I have three roommates who take one look at the rulebooks
and run screaming off into the horizon.  Oh, well, maybe over the summer.
=========================================================================
Date:         Sat, 20 Mar 1993 18:30:17 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Aegyptian minatures
In-Reply-To:  from "Scott Allen Bauer" at Mar 20, 93 7:30 am
 
I was just looking for the nomad types on horseback and the standard
pharoah dress guards.  I got the demons and I had a huge lizard for the
Democroc...Im just looking for about 7 to 8 humans.
 
MCP
=========================================================================
Date:         Mon, 22 Mar 1993 16:14:08 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      australia
 
Here in cleveland OH I have paid between 28 and 22 dollars a book for
the mythus books. From what I have heard the monster manual should be out
in april. Also when I was talking to the guys at GDW at GENCON last year
they said they expected to have the next genre out by gencon time next year
so hopefully at gencon this year. Can anyone out there confirm this report
 
Also i have been preparing to start a campaign here in cleveland and what i
have done when each player creates his character i run him through a little
solo adventure to explain how they characters get together. I really hate
using the you are in a bar sitting with strangers and suddenly you are all
an adventuring group.
 
One last thing I liked the idea of asking the psycological question to help
form a characters background.
=========================================================================
Date:         Mon, 22 Mar 1993 17:25:49 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Austrailia?
 
Bummer, must be really hard to find gamers.  If you have access to IRC,
perhaps you could organize an on-line type of game.  I think there is even
a random die roller that works over IRC.
 
 
BTW: Necropolis is an Adventure/Module.  Pretty huge, huh?
(somebody asked about adventures/modules, and where to get them)
 
AEgyptian miniatures - Ral Partha sells a set called Nomads or something
that would work pretty well.  Also, if these are for Necropolis, get a lot
of skeletons, mummies, and other mostly dead ilk.
 
I heard that the AErth Bestiary is going to be out in a month or so.  Yeah!
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Mon, 22 Mar 1993 19:26:08 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Mythus Beastiary
In-Reply-To:  from "Michael Robellard" at Mar 22, 93 4:14 pm
 
According to my catalog, the Beastiary Volume I is due out in April.  At
least that is when it is supposed to arrive in game stores.  Ive seen the
ad for it.  Other than that, it's anyones guess.  Just be patient, and it
will be here in no time.
 
MCP
=========================================================================
Date:         Mon, 22 Mar 1993 18:25:57 U
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: Mythus Beastiary
 
                RE>>Mythus Beastiary                                   3/22/93
The Bestiary will be out sometime in May, according to the GDW person I talked
to several weeks ago. Hopefully a "Panthiary" will be next (something like the
TSR Legends [& Lore] books).
 
TSR has gotten wimpier and wimpier about kowtowing  to fundamenalists. They
purged all demons (always the best monsters, in my opinion) from AD&D. I'm
glad that GDW has more backbone. Gary always had a special place in his heart
for demons and devils and daemons et al. Their place in the Nether hierarchy
would be an important part of any pantheon book for Aerth.
 
Rick (on that "other" coast)
=========================================================================
Date:         Tue, 23 Mar 1993 13:18:49 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         the Jaff <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: australia
 
>Here in cleveland OH I have paid between 28 and 22 dollars a book for
>the mythus books. From what I have heard the monster manual should be out
>in april. Also when I was talking to the guys at GDW at GENCON last year
 
  Those prices are substantially cheaper than the $40 we have to pay ($50
at some shops that specialise in rip offs).  It will be a long time
indeed befoe I can afford all the Mythus books i Want (which is all of
them :)
 
>Also i have been preparing to start a campaign here in cleveland and what i
>have done when each player creates his character i run him through a little
>solo adventure to explain how they characters get together. I really hate
>using the you are in a bar sitting with strangers and suddenly you are all
>an adventuring group.
 
  If I lived closr I would ask to join in :)   Yes the tavern scene has
becomes a little too stereotyped for my liking, plus unrealistic the
way PC's who dont know each other from a bar of soap suddenly decide, no
questions asked, to adventure together.
  In my last campaign I used a common cause to unite the characters, thus
they came together oftheir own free will and but together as a necessity.
 
>One last thing I liked the idea of asking the psycological question to help
>form a characters background.
 
  Yes, this was a good idea, though it is potentially time consuming.
 
Ciao!
=========================================================================
Date:         Tue, 23 Mar 1993 13:20:53 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         the Jaff <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: Austrailia?
 
>Bummer, must be really hard to find gamers.  If you have access to IRC,
>perhaps you could organize an on-line type of game.  I think there is even
>a random die roller that works over IRC.
 
  Yes I can access IRC but ifwe get caught here at uni then we lose our
accounts, straight away, no questions or appeals.  Its pretty dangerous.
  I know of only one other person in my area who has the mythus books and
is interested in playing.  Everyone else is too stuck on AD&D.
 
Ciao!
=========================================================================
Date:         Tue, 23 Mar 1993 13:27:00 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         the Jaff <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: IRC Robot Up! FTP Site Soon!
 
>In addition our long awaited FTP site is coming OVER THE WEEKEND! So
>PLEASE mail me or /dcc send to mythusbot all your submissions!!!!
 
  So did it get up?  What is the address?  Can't wait man...
 
Ciao!
=========================================================================
Date:         Tue, 23 Mar 1993 02:38:54 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      IRC & Etc..
 
Yeah, we have the same problems, use IRC and we get in trouble.  I have a
list of remote login IRC servers somewhere, that is if you can Telnet...
 
I agree with the T$R comments about Demons.  The replacements they threw
in are just not the same.  Plus, now that they have their own publishing
company, and don't have to send everything through the editors at Random
House, the quality of their products has deteriorated.  Plus, who ever
heard of buying a $10 (or more, depending on where you live) HARDCOVER
catalog of items the company puts out!  Come on, I remember getting the
100+ page catalog free every 3 or 4 months.  Jeez, need a few buck more?
 
Setting up adventures can be pretty tough.  The 'mysterious' stranger in
the bar is a bit old and care-worn at this point.  There are various other
things you can do however -
 
A town bulletin appealing for help
The High-Priest of your temple orders you to investigate something...
If you are a land-owner, a disturbance on your own land leads to
information about another adventure...
Unknown relative dies and leaves you with a map...
Basically, think about how we hear about any type of news that might
interest us.  We get a call from a friend (or a special connection?), we
hear it on the news (town crier), or we stumble upon it.
 
Also, about the auto-trust thing with HPs.  I have used it to my
advantage.  I knew that a new member was joining the group.  I took them
aside, and gave them a character sheet containing information for one of
the nasty NPCs.  I had them run an assassin inside the group, who stole
information and objects that the party had been gathering to get the blame
centered on the assassin.  Of course they trusted the new PC/NPC, who
managed to get the items, and split.  Then I let the new player use their
own character.  It was really rich.  Hasn't stopped them from trusting the
new player instantly though.  Oh well, I guess they'll never learn.  Maybe
I'll get a chance to do it again.  (Think, convince one person who is
switching characters to play a powerful Evil OP inside the party, whose
goal it to steal from them, and eventually kill them.  I know it doesn't
promote unity, but it could be very amusing.  The person playing the OP
would have to be a good role-player, and you would have to have the kind
of game where handing notes to the GM is a common occurance.)
 
As for adventure ideas, or traps, read Black Dweomercraefter, Sorcery, and
Witchcraeft Spells.  Think of some of these things Trigger Effected...
Personally my favorite is Trigger Effect Command Skeleton Company Formula
with the right preparations to control it after created.  The party would
walk into a whole host of undead.  Could be nasty...
 
Whelp, have fun...
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Tue, 23 Mar 1993 10:20:20 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: IRC Robot Up! FTP Site Soon!
In-Reply-To:  <no.id>; from "the Jaff" at Mar 23, 93 1:27 pm
 
>
> >In addition our long awaited FTP site is coming OVER THE WEEKEND! So
> >PLEASE mail me or /dcc send to mythusbot all your submissions!!!!
>
>   So did it get up?  What is the address?  Can't wait man...
>
> Ciao!
>
 
Coming up today! I'll let ya know in a bit..
--
--
-----------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in a blackened room. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
-----------------------------------------------------------------------------
All opinions expressed are just that. Opinions, and they are my own.
-----------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
-----------------------------------------------------------------------------
                  There are many ways to get what you want!
                           - The Sex Pistols -
-----------------------------------------------------------------------------
=========================================================================
Date:         Wed, 24 Mar 1993 02:03:17 +0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         patrick <s4805016@MAIL.NCKU.EDU.TW>
Subject:      Re: unsubscribe
In-Reply-To:  <9303231523.AA00508@mail.ncku.edu.tw> from "Matthew Pearson" at
              Mar 23, 93 10:20:20 am
 
unsuscribe MYTHUS-l
=========================================================================
Date:         Tue, 23 Mar 1993 14:38:40 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      IRC
 
Hello, I really don't mean to sound stupid, but what is IRC?
 
Thanks,
 
David F Bump Jr
david@midway.ecn.uoknor.edu
 
"Of me, it has often been said that I am a vial of hemlock waiting to be
  mistaken for a bottle of fine wine.  I disagree on two counts.
  First, I never wait for anything.  And second, I've never taken
  as long as hemlock to finish a job."
         --Arathin the Merciless, Grandmaster of Assassins
=========================================================================
Date:         Tue, 23 Mar 1993 18:52:25 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: IRC
In-Reply-To:  (null)
 
IRC is Internet Relay Chat.  It allows continuous back and forth dialog
similar to Relay off the Vax, but not as good as the Talk command.
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 24 Mar 1993 12:54:38 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "NATHAN WOODCOCK FROM NEWCASTLE,
              AUSTRALIA" <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: IRC
 
>Hello, I really don't mean to sound stupid, but what is IRC?
 
  It stands for Internet Relay Chat, and is basically a live chat between
people from all around the globe, anybody who has internet/telnet to the net
can access it ifthey have an address.  Hundreds of people chatting at once,
with heaps of cat areas.
 
Ciao!
Nathan
=========================================================================
Date:         Wed, 24 Mar 1993 07:58:24 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Gygax speaks
 
I was talking to Gary Gygax the other day and he would wanted to know if people wanted a condensed (less complex) version of mythus. That is basicly take the
Mythus Prime rules, some spells, etc and repackage the whole thing in a single
book for under $20.  I told him that as a veteran RPGer I was not daunted by
size or complexity of the book but I don't represent world in general. So I
told him that I would put the question out on the net and return to him any
comments. He also wanted to known if there was any interest in a Mythus Fanzine that would contain monsters, characters, adventures, etc. to be published
monthly. He didn't seem to pleased with what GDW is doing with Journeys.
 
 
I've been off the net for a while, so sorry if these answers are a little
behind the current discussion.
 
> Looks like to me there are two options a DM can do with HEKA points
>
> 1. He can either allow the characters to use all thier HEKA towards spells
> (with the exceptions earlier mentioned)
>
> 2. Or he can say you may only use HEKA in the skill you got them from.
 
      I talked to Dave Newton last week and he said option one is correct.
      He also mentioned that his intent was that Dweomercrafters get access to
      school spells. Any one else who just happens to have Dweomercraft only
      has access to the basic dweomercraft spells.
 
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Wed, 24 Mar 1993 09:53:34 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: Gygax speaks
In-Reply-To:  <no.id>; from "Eddie Ironsmith" at Mar 24, 93 7:58 am
 
> I was talking to Gary Gygax the other day and he would wanted to know if people wanted a condensed (less complex) version of mythus. That is basicly take the
> Mythus Prime rules, some spells, etc and repackage the whole thing in a single
> book for under $20.  I told him that as a veteran RPGer I was not daunted by
> size or complexity of the book but I don't represent world in general. So I
> told him that I would put the question out on the net and return to him any
> comments. He also wanted to known if there was any interest in a Mythus Fanzine that would contain monsters, characters, adventures, etc. to be published
> monthly. He didn't seem to pleased with what GDW is doing with Journeys.
>
 
Eddie! We thought you had died! wow...
 
The simplified game may sell better than the full rules.. But I
personally like the full rules albeit a MAJOR addendum or new edition is
needed. Overall I think its a pisser game. Hence why I started this
group!
 
Its too bad we cant get Gary on the Net here.. Small little 30man list..
We could give him some good ideas and bugs that need working out.
 
I would be more than glad to help out WORKING on a Mythus FanZine if we
could get some support for it. Journeys is OK.. but a private intimate
fanzine might serve all of us much better.
 
Eddie, back to getting Gary on the net. I -can- setup a 'private'
mailing list as well as this public one so that Gary wouldnt get
inundated with mailing list mail if he is interested.
 
>
> I've been off the net for a while, so sorry if these answers are a little
> behind the current discussion.
 
No kidding you were off! We missed ya! The new FAQ is coming up! We
-HAVE- an FTP and a IRC robot..
 
Matthew Pearson
MYTHUS-L Coordinator
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Wed, 24 Mar 1993 10:25:12 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
 
                               Dangerous Journeys
                                     Mythus
                                  Emailing List
------------------------------------------------------------------------------
 
This mailing list supports the GDW Dangerous Journeys Mythus role
playing game system. It is unrestricted and open for all to use. We want
your contributions for our upcoming FTP site as well as messages for the
list.
 
We would like to see rules questions, campaign questions, modules,
alternative rules, new spells, new weapons, new magickal items, and even
origional fiction for the list!
 
FTP:
 
I will be maintaining an archive of all rules, spells, items, fiction,
and other things that seem to get a good response. These will be
combined into a few files on the FTP site to make life easier. If anyone
knows how to format them out in TeX or Postscript please let me know!
 
Mythus FTP Site:
                129.100.100.12 (ftp.engrg.uwo.ca)
 
The following files are being worked on. Any submissions to the list or
to me personally would be GREATLY appreciated.
 
mythus.rules           - Will be a compilation of well received rules
                         additions and modifications.
 
mythus.magick.spells   - Will be a compilation of all spells sent to the
                         mailing list.
 
mythus.magick.items    - Will be a compilation of all magick items sent
                         to the list.
 
mythus.monsters        - Will be a compilation of all monsters sent to
                         the list.
 
 
PBEM:
    We would like to see some PBEM games get started to
    playtest out some of the things sent to the network.
 
IRC:
    Watch for the #MYTHUS channel! This is the channel we all should use
    when on IRC so we can track each other down easilly! Maybe get some
    PB-IRC games going eh?
 
    The MythusBot IRC Robot should be online. Send 'help' to it for info
    on how to use it.
 
PROGRAMS:
   We would like to see origional programs written for the system for
   character generation, heka calculation etc. Send em up!
 
ARTICLES:
   If you are quoting, siteing, referanceing, or using any part of a
   copywritten document in your articles. PLEASE include the copywrite
   information and book/magazine title and page number in your message. We
   don't want to violate any copywrite laws!
 
   If you are posting rules, spells, items, monsters, or modules. Please
   use the following subject line header formats:
 
   RULES: <your subject>
   SPELL: <your subject>
   MONSTER: <your subject>
   ITEM: <your subject>
   MODULE: <your subject>
 
   You get the idea right? good. Also, players.. PLEASE do not read
   modules, just hand your GM a copy. It will spoil it for you if you know
   the adventure!
 
----
Matthew E. Pearson
MYTHUS-L Coordinator
mpearson@lynx.dac.northeastern.edu
----
EOF
=========================================================================
Date:         Wed, 24 Mar 1993 11:01:55 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "If I was to own both Texas and Hell,
              I'd rent out Texas and live in Hell."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      ftp site...
 
Uhhhhhh...exactly _where_ on engrg is our ftp stuff located?
 
Lucifer >:} lost...
=========================================================================
Date:         Wed, 24 Mar 1993 10:10:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Gygax speaks
 
In message "Gygax speaks", you write:
 
> I was talking to Gary Gygax the other day and he would wanted to know if people
> wanted a condensed (less complex) version of mythus. That is basicly take the
> Mythus Prime rules, some spells, etc and repackage the whole thing in a single
> book for under $20.  I told him that as a veteran RPGer I was not daunted by
> size or complexity of the book but I don't represent world in general. So I
> told him that I would put the question out on the net and return to him any
> comments. He also wanted to known if there was any interest in a Mythus
> Fanzine that would contain monsters, characters, adventures, etc. to be
> published
> monthly. He didn't seem to pleased with what GDW is doing with Journeys.
 
As far as I'm concerned, they should toss the Mythus Prime rules.  There was
no need for them.  If you want a less complex set of rules, don't use all the
optional rules and you could even drop "sub-areas" if you really wanted to.
 
My players and I much prefer the full Advanced Mythus rule set and after
creating a couple simple characters the rules seemed pretty clear.
 
A Mythus Fanzine would be interesting but I'll reserve judgement until I see
it.  Monsters would be great. So far the descriptions I've seen in the
core books and in Necropolis are still pretty hazy.
 
>
>       I talked to Dave Newton last week and he said option one is correct.
>       He also mentioned that his intent was that Dweomercrafters get access to
>       school spells. Any one else who just happens to have Dweomercraft only
>       has access to the basic dweomercraft spells.
>
 
Well that certainly puts a limit on non-Dweomercrafter's spell power.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Wed, 24 Mar 1993 09:09:04 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Gygax speaks
 
        I don't think there's any particular need out there right now for a
"simpler" version of the Mythus rules. Personally, I wouldn't want Gary to spend
time on putting together a subset of the rules when the "full" game is as of yet
incomplete and unrevised.
 
        I'd like to get a Fanzine for Mythus going, because although Journeys is
decent, I would prefer something entirely dedicated to the Mythus game.
 
        On another note, I was writing a sort of GM's assistant program for
Mythus. I originally intended it to keep track of time, spell durations,
movement, and heka regeneration for parties of HP's and eventually OP's. My
players put up lots of spells, so I like to be able to keep track of how much
heka they have and when the spells go down. It's getting along, and now that my
classes are done with, I'll have time to really get into it. I was just
wondering if anyone would find something like this useful (written in C on the
PC). Also, if there are any suggestions out there for other things I could take
care of, I'd love to hear them. I was going to add some combat stuff, but I
wasn't sure how far that could go. If anyone out there can think of neat ideas
for Mythus programs but isn't too knowledgeable of programming languages, I'd be
happy to work on them.
 
 
-John
=========================================================================
Date:         Wed, 24 Mar 1993 17:53:03 MET
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Oskar Swida <swida@II.UJ.EDU.PL>
 
Wow! This is first list about roleplay I found.
 Here in Poland it's hard to find roleplay at all,
 of course we play AD&D or WFRP but I haven't heard about
   Mythus before...
 
 
 
 
    Could annyone give me more information about Mythus system ????
 
 
    Thannks!!
               Oscar.
=========================================================================
Date:         Wed, 24 Mar 1993 12:53:35 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: your mail
In-Reply-To:  (null)
 
On Wed, 24 Mar 1993, Oskar Swida wrote:
 
> Wow! This is first list about roleplay I found.
>     Could annyone give me more information about Mythus system ????
>                Oscar.
 
Mythus is Gary Gygax's new game, available from GDW (Game Design Workshop)
at 309-452-3632 (USA) or GDW, P.O. Box 1646, Bloomington, IL 61702-1646.
It is a skill based system that kicks major butt over any other RPG I've
ever seen.  If you're into RPGs, this is the system for you.
=========================================================================
Date:         Wed, 24 Mar 1993 12:58:12 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Gygax speaks
In-Reply-To:  (null)
 
A simpler version?  NOT!  I want a more complex version (with less bugs...)
I agree, the Mythus Prime rules seem almost an afterthought, and an
unneeded one at that.  A simple version might sell better, but in all
reality, Gary tried that once before with D&D (remember the old boxed
sets?) and I'm not sure that they went over all that well.  I only bought
them before I realized just what was going on.  (Albiet, now they are
collectors items, like Eldrich Wizardy, Chainmail, and the rest.)
 
I'm up for a Fanzine.  I agree that although Journeys is doing an o.k.
job, it isn't doing it fast enough (no offense, but an infant game like
Mythus needs lots'o support for a while, and 1 issue every 2 months isn't
that support.)  If you want to talk to me about it, mail me, or call me @
508-285-0764.  I have a fair amount of free time, and wouldn't mind
organizing or editing it to a degree.
 
Can we get Gary to join our list?  Can we get him to join our gaming
group? Can we somehow get in touch with him to let him know the things we
want revisions of in the rules?
 
The Mythus Program - we've been working on a presentation manager software
package to get the characters in order.  I think something for the other
facets of the game would be bonus. Maybe when all the parts are together,
it can be sent to GDW or Omega Helios and turned into something
professional.  No offense against your C capabilities, but you and I don't
have the backing to make it a useful tool for all Mythus players.  And I
sincerely hope that the 30 people on this list are not the total number of
players of the game.
 
Matt - thanks for the FTP site. Would you explain the MythusBot for us?
I'll go to the site, and upload an article I sent to GDW about Archaic
Weights and Measurements as soon as I get around to it.  Does anybody mind
Word Perfect (IBM version), or should I kill all the tabs/fonts/sizes and so
forth and make it into a geneneric text file?
 
Also, RE: Armor, anybody (like Gary's Brother) willing to cough up some
stats for the missing Groin Cup?  Personally, I want one for my character,
he might meet somebody nice... (I hope Cure Disease kills AIDS... Just
kidding)
 
BTW:  I'm glad to see things are actually moving on this list.  For a
while I thought I was posting into a void.
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 24 Mar 1993 13:23:36 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Spell Idea...
 
(My HP is a Priest of Shadowy Darkness, but really likes the spell Burley One)
 
 
Saramos-Kova's Shades of Strength Ritual
Grade V Basic Tutelary Casting
Heka Cost: 100 + Special                Other Heka Costs:
Time: 1 day/Special                      R&D: Nil
Area: 1 Subject                          Other: 100/Extra Day
Distance: 1 Rod
Cost: 500+
 
E/F/M:  This complicated ritual of at least 2 hours requires a permanent
Inclusive pentagram of Complex, Runic variety and at least a 200 STR, as
well as the burning of 500 BUCs of incense during the casting.  For each
additional 1000 BUCs value of incense, it grants a +5% to the casters
chance of completing the casting. A priest can only gain the benefit of
one +5% bonus per 20 STEEP in the Priestcraeft K/S area.
With the use of this casting, the priest seeks to coalesce energies from
the Shadow and Positive planes in order to increase the effective strength
of the recipient.  During the casting, the recipients body, below the
neck, begins to darken and take on a dusky hue as the magickal energies
bond themselves to the person's form.  When done, the subject's skin is
quite a few shades darker, and tends to shift a little under a
scrutinizing gaze.  The spells effect can be cancelled by the caster, or
else is destroyed by exposure to sunlight or its equivalent; a CT of
exposure negates 1 hour of the casting effect.
The caster can increase one of the Physical Trair Attributes by 1 point
per 10 STEEP with the use of this casting.  The dweomer lasts for 1 day
plus 1 day per 100 additional Heka invested in the spell at the time of
casting.  Each additional 100 Heka points makes the casting 5% harder to
complete.
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 24 Mar 1993 15:58:00 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Gygax speaks
In-Reply-To:  <199303241404.AA22626@mailhost.ecn.uoknor.edu> from "Eddie
              Ironsmith" at Mar 24, 93 07:58:24 am
 
> I was talking to Gary Gygax the other day and he would wanted to know if people wanted a condensed (less complex) version of mythus. That is basicly take the
> Mythus Prime rules, some spells, etc and repackage the whole thing in a single
> book for under $20.  I told him that as a veteran RPGer I was not daunted by
> size or complexity of the book but I don't represent world in general. So I
> told him that I would put the question out on the net and return to him any
> comments. He also wanted to known if there was any interest in a Mythus Fanzine that would contain monsters, characters, adventures, etc. to be published
> monthly. He didn't seem to pleased with what GDW is doing with Journeys.
 
I don't think the Mythus Prime set is necessary, but I would suggest putting
out the advanced rules again, minus the sections w/sample spells, monsters,
etc., and the mythus prime rules.  Anyone who wants mythus is not going to
buy it for the simplicity of the basic rules (they already have systems for
that) but for the awesome flexibility and detail of the advanced version.  The
size and complexity is only a problem in that it still doesn't have a good
index (which could be fixed for a price :)) and that it is sometimes difficult
to connect the charts to the text.  That's about it though.  Oh, and a hard
cover would be much appreciated.  Mine's already beginning to look a little
ragged around the edges. (grin)
 
 
                                Michelle Bump
=========================================================================
Date:         Wed, 24 Mar 1993 16:01:04 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Gygax speaks
In-Reply-To:  <199303241404.AA22626@mailhost.ecn.uoknor.edu> from "Eddie
              Ironsmith" at Mar 24, 93 07:58:24 am
 
I don't think any other version of the game is necessary.  I have heard
a lot of complaints, however, from people who said the rules were too
complex.  When it got right down to it, most were complaints about
the writing style and editing.  Me, I like the style....
Journeys is okay, but I sure wouldn't mind something which gave some
characters and monsters.  I won't be using the EoA in the Mythus
campaign I am getting ready to run, so adventures would be of
slightly less value to me, but I sure the world at large would
appreciate some... :)
 
>       He also mentioned that his intent was that Dweomercrafters get access to
>       school spells. Any one else who just happens to have Dweomercraft only
>       has access to the basic dweomercraft spells.
 
Um, intent or not, I wouldn't use that rule.  IMHO, DJ/Mythus is the
best RPG I've seen.  Leaps and bounds above AD&D, but the basis for
that judgement is the skill system.  I have already had to change
a couple of (major?) rules.  For me, Mythus' strength is the fact
that there are no classes.  The vocations are cool, not restrictive,
and for the most part tailored to the character in question.
 
Problem One:  Only dweomercraefters/priestcraefters can be full
practitioners.  That one's right out.  First thing I did was
allow any skill to gain full practice in combination with
either religion or magick.  Even worked out a really good way to
handle it.  Second thing I did was throw out full practitioners.
For priestcraefting, there is the vow of service.  I allow it
to apply to about the same list of skills the books allow,
usually to priestcraefting.  I also took off the cap on the
multiplier to allow them to reach the 10X point.  I am trying
to work out a similar (magick based, not religion based)
mechanic primarily for dweomercraefters.  I've got a few
ideas, but haven't had a chance to test them.  If anybody
want to hear the rule on non mage/priest full practitioners,
I'll either mail or post it.  I personally prefer to avoid
balancing the power of an ability by its scarcity.  There also
seem to be an inordinate number of full practitioners in the
Necropolis, considering how rare they're supposed to be....
 
Problem Two:  I lied, this isn't a problem, it's a comment and
a request.  Namely, that when new books/volumes whatever are
released, those sections are removed from other books.
For the first release, putting the magic system and some
monsters, etc, in the Mythus book was kind of necessary, but
I would ask that in later editions those sections be removed
since they're too small to be of any real use when the
Mythus Magick and Bestiary are out.  It could save quite a bit
of space, too.  Of course, if Mythus Prime was thrown out too,
I don't know anyone who would miss it....  :)
 
I'd like to hear comments/queries from others who use the
system, so if you have something to say (non-inflamatory, I hope)
then let me know, please.
 
Thanks,
David F Bump Jr
david@midway.ecn.uoknor.edu
 
"Of me, it has often been said that I am a vial of hemlock waiting to be
  mistaken for a bottle of fine wine.  I disagree on two counts.
  First, I never wait for anything.  And second, I've never taken
  as long as hemlock to finish a job."
         --Arathin the Merciless, Grandmaster of Assassins
=========================================================================
Date:         Wed, 24 Mar 1993 16:21:52 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      character creation
 
I have a question....In making characters for campaigns out there, how much
did you use the vocations in the book?  In the campaign I was/am (I guess)
running, almost everyone of the players chose to make their own vocation
using the guidelines in the book (kind of).  They ranged from a yeoman type to
a hired killer (just killing, no spy stuff like the assassin vocation in the
book), to a multiple school dweomercraefter.  It worked well, and I kept
copies of all the vocations for later use (I suppose I could post them here if
anyone cares...).
 
Also, have any of you tried the readied spells, as was mentioned in the book
and actually told about in Journeys 2 or 3 (I don't remember which)?  I found
that when running and making OP's it simplified things constantly, as well as
giving my players an optional limitation which made my life that much easier.
 
 
One other thing...I noticed that in making characters (when using the rolling
method) I keep coming up with steeps of 50-60+ in their major areas (like
Combat, Hand Weapons!).  This puts them, if the steep level chart is right in
past master and grandmaster ranges constantly.  I have not been GM'ing long,
but I have discovered that I then have to make everyone they run up against
also in this power catagory to make them feel like anything is challenging.
It's driving me nuts, because that much power for OP's or EP's should
supposedly be very rare.  What I have started to do is to set their steeps
not by the dice or really by their stats as it does in the rules, but instead
by their approximate level of ability, or in other words by the steep level
chart.  Therefore instead of having HP's running around doing pioneer level
work in their field, I have them being equivilent to bachelor's degree level
or some better, depending some on their stat but mostly on their character and
vocations.  This also encourages my players to come up with good histories,
because just because they've been to Nippon once does NOT mean they can have
45 steep in Yoga (grin).  What do you think of this?
 
 
Michelle Bump
=========================================================================
Date:         Thu, 25 Mar 1993 13:26:51 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "NATHAN WOODCOCK FROM NEWCASTLE,
              AUSTRALIA" <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: Gygax speaks
 
>I was talking to Gary Gygax the other day and he would wanted to know if people wanted a condensed (less complex) version of mythus. That is basicly take the
>Mythus Prime rules, some spells, etc and repackage the whole thing in a single
>book for under $20.  I told him that as a veteran RPGer I was not daunted by
 
  I would say a definate no.  What we do nned desperately is a revised edition
of the Mythus rules, because the book is an organisational nightmare, all the
important tables and information are scattered all overthe damn book, and the
index is absolutely useless.    But the system itself is brilliant :)
 
Ciao!
=========================================================================
Date:         Thu, 25 Mar 1993 00:54:56 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Speak of the devil..." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Re: Campaign styles and magick...
 
From: David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
 
>>       He also mentioned that his intent was that Dweomercrafters get access to
>>       school spells. Any one else who just happens to have Dweomercraft only
>>       has access to the basic dweomercraft spells.
>Um, intent or not, I wouldn't use that rule.  IMHO, DJ/Mythus is the
>best RPG I've seen.  Leaps and bounds above AD&D, but the basis for
>that judgement is the skill system.  I have already had to change
>a couple of (major?) rules.  For me, Mythus' strength is the fact
>that there are no classes.  The vocations are cool, not restrictive,
>and for the most part tailored to the character in question.
 
I'd have to agree with that one.  I like the idea of other heka-users
utilizing those spells...especially one who's supposed to be supported by the
forces of good to fight evil...so he dips into some black magick and...well...
 
>Problem One:  Only dweomercraefters/priestcraefters can be full
>practitioners.  That one's right out.  First thing I did was
>allow any skill to gain full practice in combination with
>either religion or magick.  Even worked out a really good way to
>handle it.  Second thing I did was throw out full practitioners.
>For priestcraefting, there is the vow of service.  I allow it
>to apply to about the same list of skills the books allow,
>usually to priestcraefting.  I also took off the cap on the
>multiplier to allow them to reach the 10X point.  I am trying
>to work out a similar (magick based, not religion based)
>mechanic primarily for dweomercraefters.  I've got a few
>ideas, but haven't had a chance to test them.  If anybody
>want to hear the rule on non mage/priest full practitioners,
>I'll either mail or post it.  I personally prefer to avoid
>balancing the power of an ability by its scarcity.  There also
>seem to be an inordinate number of full practitioners in the
>Necropolis, considering how rare they're supposed to be....
 
I'll have to disagree with you here, but its more of a matter of taste than
anything else.  The campaign I'm running is fairly low-magick and low-beast.
I even utilize a system that will sometimes exclude dweomercrafters from
using magick _at_all_ (kinda makes them "witch hunters" or failed apprentices
or something of that sort...), though the chances aren't too high that that
will occur.  I just wanted a removal from the old AD&D style of high magic
(especially in a game where magick is so damn powerful) and settle more on
characterization and plot and such....hence, I tend to discourage spellcasters.
To each their own...
 
>Problem Two:  I lied, this isn't a problem, it's a comment and
>a request.  Namely, that when new books/volumes whatever are
>released, those sections are removed from other books.
>For the first release, putting the magic system and some
>monsters, etc, in the Mythus book was kind of necessary, but
>I would ask that in later editions those sections be removed
>since they're too small to be of any real use when the
>Mythus Magick and Bestiary are out.  It could save quite a bit
>of space, too.  Of course, if Mythus Prime was thrown out too,
>I don't know anyone who would miss it....  :)
 
Actually, I disagree with this too.  Fooling around with Mythus Prime did help
me understand the rules a bit better (one afternoon with me and a buddy of
mine).  I'm sure it would help others daunted by the rules...
 
>I'd like to hear comments/queries from others who use the
>system, so if you have something to say (non-inflamatory, I hope)
>then let me know, please.
 
No need for thermal protection from me ;)
 
>Thanks,
 
You're welcome...
 
>David F Bump Jr
>david@midway.ecn.uoknor.edu
 
>"Of me, it has often been said that I am a vial of hemlock waiting to be
>  mistaken for a bottle of fine wine.  I disagree on two counts.
>  First, I never wait for anything.  And second, I've never taken
>  as long as hemlock to finish a job."
>         --Arathin the Merciless, Grandmaster of Assassins
 
I like the quote, by the way...
 
Lucifer >:}
=========================================================================
Date:         Thu, 25 Mar 1993 01:02:22 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Speak of the devil..." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Vocations and character generation...
 
From: Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
 
>I have a question....In making characters for campaigns out there, how much
>did you use the vocations in the book?  In the campaign I was/am (I guess)
>running, almost everyone of the players chose to make their own vocation
>using the guidelines in the book (kind of).  They ranged from a yeoman type to
>a hired killer (just killing, no spy stuff like the assassin vocation in the
>book), to a multiple school dweomercraefter.  It worked well, and I kept
>copies of all the vocations for later use (I suppose I could post them here if
>anyone cares...).
 
OF COURSE WE CARE!!!!!
Please send anything you create to the list.  With such a young system, any
discussion of ideas is WONDERFUL!!!
Oh, BTW, I have used only vocations for my players.  I like keeping away from
making it a point-based system and try to preserve the mixture of class and
skill-based.  Personal preference, though...
 
>Also, have any of you tried the readied spells, as was mentioned in the book
>and actually told about in Journeys 2 or 3 (I don't remember which)?  I found
>that when running and making OP's it simplified things constantly, as well as
>giving my players an optional limitation which made my life that much easier.
 
Readied spells...I don't have a subscription to Journeys (though I'm getting one
VERY soon), could you summarize what is said about it (I know there's a modifier
for casting them...just don't know what they are...)
 
>One other thing...I noticed that in making characters (when using the rolling
>method) I keep coming up with steeps of 50-60+ in their major areas (like
>Combat, Hand Weapons!).  This puts them, if the steep level chart is right in
>past master and grandmaster ranges constantly.  I have not been GM'ing long,
>but I have discovered that I then have to make everyone they run up against
>also in this power catagory to make them feel like anything is challenging.
>It's driving me nuts, because that much power for OP's or EP's should
>supposedly be very rare.  What I have started to do is to set their steeps
>not by the dice or really by their stats as it does in the rules, but instead
>by their approximate level of ability, or in other words by the steep level
>chart.  Therefore instead of having HP's running around doing pioneer level
>work in their field, I have them being equivilent to bachelor's degree level
>or some better, depending some on their stat but mostly on their character and
>vocations.  This also encourages my players to come up with good histories,
>because just because they've been to Nippon once does NOT mean they can have
>45 steep in Yoga (grin).  What do you think of this?
 
I think the general idea is that the HPs are supposed to be some of the best
joes around (hence the attractiveness can only be average to stunning...no
ugly heroes).  When I go home for the summer and run the game, I will be
fiddling with things a bit to average the heroes out a bit, such as attractive-
ness and attributes (maybe 3D6+2...though that's gettin' close to the old AD&D)
 
>Michelle Bump
 
Lucifer >:}
=========================================================================
Date:         Thu, 25 Mar 1993 05:02:20 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: character creation
In-Reply-To:  (null)
 
In response to Michelle Bump, I agree, some of the starting STEEPs can be
really nasty.  And how about this - in our campaign, everybody gets 1
quirk and 1 counter quirk.  I was rolling up a Hunter, and the Quirk I got
was 'Double the STEEP of any non-heka generating K/S Area'.  This means
that the 50 Combat HTH is now 100.  Hmm, is this guy Conan, or is there a
problem in starting ability?  Maybe you shouldn't add the Attributes to
Starting Steep, and you might end up with a slightly less powerful
character.  on the other hand, these are HPs, and are supposed to be 3x+
better than the average man.  If our characters hadn't had the abilities
they did, we would have been rolled in Necropolis.  Maybe the chalenges
shouldmatch the players. Make nasty, earth shakers for the HPs rolled up
normally, and less powerful ones for handicapped players.  I dunno, it's 5
am and I'm rambling...
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Thu, 25 Mar 1993 14:14:00 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: character creation
In-Reply-To:  from "Dain A. Muller" at Mar 25, 93 5:02 am
 
Well I have to agree that the HP's are tough and they are meant to be.
The problem is that if you run Necropolis with a group of less than 6 HP's
or so, the characters will get nuked.  The first two encounters are nasty,
unless you are tough and they get much worse throughout the module.  I let
my HP's roll for 24 attributes and keep the best 18.  If you do not do
this and plan to use Necropolis, which is awesome, you have to reduce the
monsters or make a load of tough OP's.  The problem with OP's is that my
HP's find them expendable and don't treat them as equals.  In general the
starting characters are VERY powerful, but they are well balanced into the
nastiness of Necropolis and for the monsters lurking about.
 
MCP
 
Btw, I limited the advancement to a 1 poit increase in any K/S area,
unless it was in your primary, then I limited to 2.  Having Hp's with
Combat HTH above 70 or so, makes it sick :)
=========================================================================
Date:         Thu, 25 Mar 1993 15:02:24 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Campaign styles and magick...
 
> I'll have to disagree with you here, but its more of a matter of taste than
> anything else.  The campaign I'm running is fairly low-magick and low-beast.
> I even utilize a system that will sometimes exclude dweomercrafters from
> using magick _at_all_ (kinda makes them "witch hunters" or failed apprentices
> or something of that sort...), though the chances aren't too high that that
> will occur.  I just wanted a removal from the old AD&D style of high magic
> (especially in a game where magick is so damn powerful) and settle more on
> characterization and plot and such....hence, I tend to discourage spellcasters.
> To each their own...
 
I'm not entirely sure what you're disagreeing with, so I get the feeling
I wasn't terribly clear.  I also run campaigns that are low magic and
have virtually no "monsters."  What I was attempting to do was to keep
away from making the dweomercraefting vocations about the same as
AD&D magic-users, i.e., only those few with that vocation can be
"real" magi.  I like the skill system too much to do that to it.  The
method I use to create characters involves a fair amount of story
telling and very little in the way of rules.  Of course, that's just
my style so I didn't think I'd post about it.  Instead, I was trying
to say that I didn't really like the way full practice was handled.
Since the characters would know nothing of their vocation, why
should that make a difference in their magical skill.  If, as in
your case, the GM wants magical skills to be low, no problem.  If
someone else wanted them to be high, it's okay.  I just think it
should allow for at least the possibility of it being that regardless
of vocation.  According the the rules of full practice, only those
with the dweomercraefting or priestcraefting vocations can become
real magi or priests.  Obviously, this will make no real difference
if one uses the point allocation system, as that makes it impossible
to get full practice without a special quirk.  And if you don't want
lots of magic, then everyone would be fairly low.  I just don't think
those without specific vocations should lack that potential.  It
came just a little too close to the class system for my tastes.
 
 
> Actually, I disagree with this too.  Fooling around with Mythus Prime did help
> me understand the rules a bit better (one afternoon with me and a buddy of
> mine).  I'm sure it would help others daunted by the rules...
 
Yeah, it can be pretty helpful.  I sure don't think many people will
actually be using it as a game system, but it's a pretty good
instructional device.
 
 
> I like the quote, by the way...
 
Thanks, just one of the little bits from my own little world.  :)
 
"Sanity is a rare and wondrous thing...       David F Bump Jr.
  I want no part of it!"                      david@midway.ecn.uoknor.edu
     --Baron Aloysius Gustav
=========================================================================
Date:         Thu, 25 Mar 1993 15:24:57 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      test
 
This is just a test, don't panic.
=========================================================================
Date:         Thu, 25 Mar 1993 15:18:13 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Vocations and character generation...
In-Reply-To:  <199303250607.AA29987@mailhost.ecn.uoknor.edu> from "Speak of the
              devil..." at Mar 25, 93 01:02:22 am
 
> Readied spells...I don't have a subscription to Journeys (though I'm getting one
> VERY soon), could you summarize what is said about it (I know there's a modifier
> for casting them...just don't know what they are...)
 
Actually, I thought readied spells were somewhere in the two books...
Oh, well.  All they amount to is that a caster can "pre-cast" up to
three spells, spending the heka and rolling success, etc at the
beginning of the day.  Later on, he can cast any of those spells
a lot faster.  Problems:  If the caster takes damage, or casts any
spell not on the "readied" list, all the readied spells (and the
heka spent!) are lost.  One of my favorites is readying say,
Weapon of Defense Charm and Armor, Physical.  Saved the life of
my dweomercraefter first game session.
 
> I think the general idea is that the HPs are supposed to be some of the best
> joes around (hence the attractiveness can only be average to stunning...no
> ugly heroes).  When I go home for the summer and run the game, I will be
> fiddling with things a bit to average the heroes out a bit, such as attractive-
> ness and attributes (maybe 3D6+2...though that's gettin' close to the old AD&D)
 
Another thought might be to leave the stat system as it is, but re-set
the average from 10 to about 13.  That would allow the HPs to not be
quite so gradiose, but at the same time it's real easy to apply!
Not exactly the best of solutions, but maybe worth a thought or two?  :)
 
I don't really like having heroes of that caliber running around.
It's not that I have anything against stories/campaigns based on that
"heroic" scale, it's just a lot harder to challenge them as a GM.
I get the feeling the system was set up with the idea of the HPs
being challenged by one or maybe two major badguys on their level
(or a bit above) and a horde of followers/fodder, etc.  Nothing
wrong with that style, but I prefer to not have to make that many
enemies  :)  I love to get one "badguy," who's tougher than any
of the HPs, and have that one (with maybe a couple of thugs)
challenge the whole party.  It gives me more time to figure out
how he would react, and I don't have to spend nearly as much
time making attacks from a small army of twits.  It's also usually
easier for my players to recognize that one guy as their true
opponent when  a) he's better than any of them, and  b) they aren't
fighting so many incidentals (like orcs in AD&D).
 
Just a couple of opinions, of course....
 
 
David F Bump Jr
david@midway.ecn.uoknor.edu
 
"Battle is your perrogative, and death your destiny."
        --Rahlmoore
 
PS  I am glad this mailing list is here.  When the system first
came out, I was looking around for people who didn't hate it.
I only found a couple until a recent argument on r.g.f.misc,
and it's like all of a sudden there are people who like it
and appreciate its good points...  :)
=========================================================================
Date:         Thu, 25 Mar 1993 15:35:10 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Vocations and character generation...
 
> Oh, well.  All they amount to is that a caster can "pre-cast" up to
> three spells, spending the heka and rolling success, etc at the
> beginning of the day.  Later on, he can cast any of those spells
 
Actually, you don't roll success until you actually use the spells. However, you
receive a +10 bonus at the time of the roll. Heka is spent ahead of time, like
you said. I think it's a nice balance between getting off powerful spells at a
faster rate and keeping dweomercraefters from becoming _too_ powerful.
 
> time making attacks from a small army of twits.  It's also usually
> easier for my players to recognize that one guy as their true
> opponent when  a) he's better than any of them, and  b) they aren't
> fighting so many incidentals (like orcs in AD&D).
 
I agree whole-heartedly! As a GM, I hate throwing hordes of things at the
characters. I like thought-provoking adventures, and w/o a few baddies that are
stronger than the HP's, it's difficult. Every once in a while, my players have
this bloodlust, so I throw a few punching bags at them. It helps them settle
down for some good old-fashioned brain exercises.
 
Why did you have to remind me of orcs? I hate those damn things after playing
D&D for so long! :)
 
-John
=========================================================================
Date:         Fri, 26 Mar 1993 11:04:23 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         p-m agapow <agapow@LATCS1.LAT.OZ.AU>
Subject:      Re: Gygax speaks
In-Reply-To:  <9303241404.AA00372@latcs1.lat.oz.au> from "Eddie Ironsmith" at
              Mar 24, 93 07:58:24 am
 
> I was talking to Gary Gygax the other day and he would wanted to know if people wanted a condensed (less complex) version of mythus. That is basicly take the
> Mythus Prime rules, some spells, etc and repackage the whole thing in a single
> book for under $20.  I told him that as a veteran RPGer I was not daunted by
 
More to the point, a condensed rulebook that wasn't so bloody chatty would
be useful. In some sections of the rules (for example the economic
section) the text just rambles on and on and ... you get the idea. All
that chatter far from making things clear just muddies the water. This is
not to say that my ideal rules would be something like the dreaded Avalon
Hill or SPI case format rules ("14.2.3.1 Latvian Grandmothers and High
Explosives") but that a leaner tighter system would go a long way to
making the whole thing more acessible.
 
Piff off the Mythus Prime rules. They bear little relationship to the rest
of the rules, don't serve as a good introduction to the system and aren't
sufficiently powerful to support even a simple campaign.
 
p-m
 
------------------------------------------------------------------------------
paul-michael agapow (agapow@latcs1.oz.au) Machine Intelligence Lab, LaTrobe Uni
 
   This signature was originally recorded on analog equipment. While we
   have attempted to preserve the meaning of the original, the high
   resolution of this media may reveal limitations of the source.
=========================================================================
Date:         Thu, 25 Mar 1993 21:25:14 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Gimme a light. SHIRAK! No,
              bud light." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      DESIGN: REALISTIC ship-to-ship combat
 
I know this doesn't have much to do with traveller, adnd, or mythus, but...
 
I'm going to be working on a new space-combat system that integrates role-
playing, reality, and fun into a workable (though admittedly complex) system.
I'd like some help to create this system.  I think I might start with EGG's
Dangerous Journeys system as a base to start from, but knowledge of that
system is not necessary.  I just need people with imagination...
 
I'd like to discuss things via IRC, if you have access to it.  If not, just
drop me a line saying your interested and I'll try to send out a "report"
on the discussion.  I'd like to set up a time in the next couple of days
to start this...
 
Any volunteers...?
 
Lucifer >:}
 
p.s. please mail me personally.  If you're on IRC, look for the #Oerth channel,
Noctifer (my name there) will be there...
=========================================================================
Date:         Fri, 26 Mar 1993 07:55:22 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Big,Bad,and Ugly
 
>> opponent when  a) he's better than any of them, and  b) they aren't
>> fighting so many incidentals (like orcs in AD&D).
 
>I agree whole-heartedly! As a GM, I hate throwing hordes of things at the
>characters. I like thought-provoking adventures, and w/o a few baddies that are
>stronger than the HP's, it's difficult. Every once in a while, my players have
 
If you want something Big, Bad, and Ugly, check this out. The Ogre is Big,
they have 420 P trait, tough skin (armor values), Resistance to Heka, Darksee
 and a hell of a punch.
 
If you just want some thing Bad try a dark elf, They have Dweomercraft steeps
in the 60's and are automatically Full-Pract.
 
If you want ugly, try a Dark elf Dweom, withan orge bodyguard.
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Fri, 26 Mar 1993 14:54:37 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Big,Bad,and Ugly
In-Reply-To:  <199303261401.AA07676@mailhost.ecn.uoknor.edu> from "Eddie
              Ironsmith" at Mar 26, 93 07:55:22 am
 
> If you want something Big, Bad, and Ugly, check this out. The Ogre is Big,
> they have 420 P trait, tough skin (armor values), Resistance to Heka, Darksee
>  and a hell of a punch.
> If you just want some thing Bad try a dark elf, They have Dweomercraft steeps
> in the 60's and are automatically Full-Pract.
> If you want ugly, try a Dark elf Dweom, withan orge bodyguard.
 
What can I say?  I've used something like it in AD&D, and right
now I'm just waiting for the bestiary....  :>
(Can't wait to see giants/dragons!)
 
David F Bump Jr
david@midway.ecn.uoknor.edu
 
"Of me, it has often been said that I am a vial of hemlock waiting to be
  mistaken for a bottle of fine wine.  I disagree on two counts.
  First, I never wait for anything.  And second, I've never taken
  as long as hemlock to finish a job."
         --Arathin the Merciless, Grandmaster of Assassins
=========================================================================
Date:         Fri, 26 Mar 1993 15:03:57 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Vocations and character generation...
In-Reply-To:  <199303250607.AA29987@mailhost.ecn.uoknor.edu> from "Speak of the
              devil..." at Mar 25, 93 01:02:22 am
 
> OF COURSE WE CARE!!!!!
> Please send anything you create to the list.  With such a young system, any
> discussion of ideas is WONDERFUL!!!
> Oh, BTW, I have used only vocations for my players.  I like keeping away from
> making it a point-based system and try to preserve the mixture of class and
> skill-based.  Personal preference, though...
 
Well, since you put it so nicely (grin), here's a couple of custom vocations.
And, just as an aside, I don't really use it as a point-based system, either.
I merely allow my players to come up with vocations which fit the idea they
had for the character, exchanging some skills for others but basically keeping
the basic idea.  I have branched out into allowing things based simply on the
class, but it was just by accident.  (a player of mine got creative in what the
definition of a vocation should be..."I think he should have Weapon, Special
Skill at a 28, base.  Really.  I mean, he fights a lot, he should be able to
be able to us Specific Target with everything, right?")
 
 
Anyway, here goes.  It maybe that these are somehow redundant with the rules,
but if so please overlook it.  The first is a multiple school dweomercraefter.
 
        Skills                  Base Steep
 
        Dweomercraeft           24
        Dweomercraeft           24
        Magick                  24
        Alchemy                 16
        Herbalism*              16
        Deception*              12
        Astrology               12
        Divination              12
        For. Lang.-
            Arcane Magickal     12
        For. Lang.-
            Hiero-Aegyptian     12
        For. Lang.-
            Choice              12
        Toxicology              12
        Combat, Hand Weapons    12
        Handicrafts/Handiwork    8
        Survival                 8
        Cryptography             8
        Nature Attunement*       8
        Multiversal P. & S.      8
        Hunting/Tracking*        8
 
The starred K/S areas can be changed out for any which may be appropriate to
the schools chosen.  This particular one was for Black and Green schools.
So, what do you think?
 
                                Michelle
=========================================================================
Date:         Fri, 26 Mar 1993 15:13:06 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      ...Now you're playing with power!...
In-Reply-To:  <199303251010.AA08451@mailhost.ecn.uoknor.edu> from "Dain A.
              Muller" at Mar 25, 93 05:02:20 am
 
> quirk and 1 counter quirk.  I was rolling up a Hunter, and the Quirk I got
> was 'Double the STEEP of any non-heka generating K/S Area'.  This means
> that the 50 Combat HTH is now 100.  Hmm, is this guy Conan, or is there a
> problem in starting ability?  Maybe you shouldn't add the Attributes to
> Starting Steep, and you might end up with a slightly less powerful
> character.  on the other hand, these are HPs, and are supposed to be 3x+
> better than the average man.  If our characters hadn't had the abilities
> they did, we would have been rolled in Necropolis.  Maybe the chalenges
> shouldmatch the players. Make nasty, earth shakers for the HPs rolled up
> normally, and less powerful ones for handicapped players.  I dunno, it's 5
> am and I'm rambling...
 
 
Oops...guess I cut too much off the quote...Oh well. (grin)
Anyway, one of the things I'm wondering is do they HAVE to be that powerful?
Do they have to be able to squash anyone they meet without trying, except for
those few  supremely evil ones who are trying to rule the world (assuming the
HP's don't)?  Isn't that scale in the world a tad unrealistic?  I mean, I know
its fantasy anyway and all, but all my players have been playing for an average
of 8 years longer than I have.  I cannot hope to challenge them on the higher
power scale.  Also, although I have not played Necropolis yet, I have looked
over it, and all in all the OP's and EP's did not look to be that overwhelming.
Of course, I might not have looked closely enough....
 
                                Michelle
=========================================================================
Date:         Fri, 26 Mar 1993 15:19:10 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Vocations and character generation...
In-Reply-To:  <199303252336.AA07661@mailhost.ecn.uoknor.edu> from "John Peters"
              at Mar 25, 93 03:35:10 pm
 
> Actually, you don't roll success until you actually use the spells. However, you
> receive a +10 bonus at the time of the roll. Heka is spent ahead of time, like
> you said. I think it's a nice balance between getting off powerful spells at a
> faster rate and keeping dweomercraefters from becoming _too_ powerful.
 
Yeah, they can save your life, but one ambush can really ruin your day.
Even if you only take a point or two of damage beyond your armor, you
just lost the heka (in my case it's like 300 points).  Now that's a
good reason to keep your eyes open!
 
> I agree whole-heartedly! As a GM, I hate throwing hordes of things at the
> characters. I like thought-provoking adventures, and w/o a few baddies that are
> stronger than the HP's, it's difficult. Every once in a while, my players have
> this bloodlust, so I throw a few punching bags at them. It helps them settle
> down for some good old-fashioned brain exercises.
 
The characters in one of my campaigns have been working for well over
a year on a major quest.  The whole time, they were opposed primarily
by  a) A high priest, b) an archmage (who they never really knew about),
and c) something more powerful than a + b, which I can't elaborate on
because one of my players is on this list.  After finishing their
quest (and killing/rendering harmless both a and b), they still have
their "one mistake and we could end up dead" attitude.  It's great,
especially considering most of the things they run into or meet
are weaker than them now, but they've learned not to attack on
sight.  Of course, there are times when not attacking on sight
is the funniest thing they could do, but all in all it makes for
a much better campaign, IMHO, when the players expect that something
that tries to stop them could beat them in a straight fight.  They
will try to think (or run) their way out of it now, which is what
I wanted in the first place...  :)
 
> Why did you have to remind me of orcs? I hate those damn things after playing
> D&D for so long! :)
 
I got so sick of them I gave them a special place in my campaign
world:  most of them are slaves.  Gives them a good reason to be
tough, overbearing, cowardly, and *really* uneducated (or stupid).
The race which enslaves them (and just about anything else they
get their hands on) are similar to the Klingons from the
original star trek.  Strong, cunning, and with a mean streak
wider than they are.  But, I digress....
 
 
"Sanity is a rare and wondrous thing...       David F Bump Jr.
  I want no part of it!"                      david@midway.ecn.uoknor.edu
     --Baron Aloysius Gustav
=========================================================================
Date:         Fri, 26 Mar 1993 15:16:47 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: ...Now you're playing with power!...
 
> Anyway, one of the things I'm wondering is do they HAVE to be that powerful?
> Do they have to be able to squash anyone they meet without trying, except for
> those few  supremely evil ones who are trying to rule the world (assuming the
> HP's don't)?  Isn't that scale in the world a tad unrealistic?  I mean, I know
> its fantasy anyway and all, but all my players have been playing for an
average
> of 8 years longer than I have.  I cannot hope to challenge them on the higher
> power scale.  Also, although I have not played Necropolis yet, I have looked
> over it, and all in all the OP's and EP's did not look to be that
overwhelming.
> Of course, I might not have looked closely enough....
 
I assume you mean you can't hope to challenge them on the higher (I hate to use
this word - really) intellectual (guile/wit) scale? I mean, you can always
challenge them with more powerful monsters. I doesn't matter how good a player
you are, a GM can always screw you over with more powerful adversaries. Well,
enough on that...
 
My main interest in your message was Necropolis. It is truly a deadly module. I
liken it to a Tomb of Horrors (re: AD&D). I put five characters through it
(along with Khonsu, the NPC). They got blown away by the sheer numbers of
opponents. You can look at the stats for the guards, and they don't look that
tough, but with their leaders up and about, they'll make a concerted effort to
surround and destroy the HP's. The High Priest (Setem-nefer?) has Unholy Word
Charm, which is disgusting. He kept rattling that one off while his goons kept
the party at bay, and soon the HP's had to flee with major losses (the guy that
was captured had a couple of the necessary items to complete the game - I won't
mention here, since some players might read it!). The only thing that saved the
group was the fact that a couple of the HP's had apotropaism and were able to
ward against the charm. And when the HP's locked themselves in an area that was
easily defendable from group attack, I'd send in one of those boar-demons to
mess with them, followed by a group of guards (re: panzer supported infantry),
and under a barage of dark wind spells (or whatever that disgusting priest spell
is. Try fighting in the dark sometime when your opponents can see fine. There's
some obvious strategies that come to mind in order to defeat the baddies, but
how many groups will come up with them the first time around w/o hindsight.
 
        In my opinion, Necropolis is a very challenging module. My group didn't
make it, but then, I'm pretty tough on my gamers.
 
-John
=========================================================================
Date:         Fri, 26 Mar 1993 21:14:00 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Speak of the devil..." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Mythus Prime
 
By the way, there is _one_ good thing you can use Mythus Prime for:
 
LARPs!!
 
The rules are simple enough to be perfect for a live action role-playing game.
A little fiddling, and you can run just about any style...
 
Lucifer >:}
=========================================================================
Date:         Sat, 27 Mar 1993 13:09:27 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      quirks/counter-quirks
In-Reply-To:  <199303251010.AA08451@mailhost.ecn.uoknor.edu> from "Dain A.
              Muller" at Mar 25, 93 05:02:20 am
 
> And how about this - in our campaign, everybody gets 1
> quirk and 1 counter quirk.  I was rolling up a Hunter, and the Quirk I got
> was 'Double the STEEP of any non-heka generating K/S Area'.  This means
> that the 50 Combat HTH is not 100.  Hmm, is this guy Conan, or is there a
> problem in starting ability?
 
Regarding this, I have a question for the list at large.  When I'm
having players make character, I try to avoid as much of the
random die rolling at large.  I mean, I ususally try to pick the
SEC that's appropriate to the character, and not let the dice
figure it out.  Stats are no big deal, they don't make much
difference, anyway.  But for quirks/counter-quirks, I was wondering
how many people roll them?  I think it can cause a lot of problems
and tends to give characters quirks that have nothing to do
with them.  The above is just one (very nasty) problem that can
occur when rolling quirks.
Now, I am glad the charts were put in.  They give a pretty good
idea of what kind of quirks would be good, and you can get a
sort of "random tidbit" about OPs, EPs, etc that way.  But, I
think it's a mistake to apply it to HPs.  The players are supposed
to have a developed character idea, right?  I just use parts of
that, or something that happened in his past to give out quirks
or counter-quirks.
 
For example:
I have a full-practitioner black dweomercraefter from Russ.  When he
was young, his father sent him to be apprenticed with a dweomercraefter
nearby, because he showed a lot of potential in that field.  Well,
Vladimir's master was rather manipulative.  (Anybody ever read
Chernevog or its prequel?)  After a few years of learning her magic
(black), he went over the edge and wandered through the wilderness
for a couple of years, insane.  He was found in nearby Kalevala by
a green dweomercraefter who nursed him back to health and healed
his somewhat shattered mind.  Eventually, Vladimir left Kalevala
and sailed southwest to Brettony, trying to get away from his past.
He spent years travelling through northern Aerope by sea, learning
various cumstoms and languages.
His quirks:  Charismaticism (something about having been completely
nuts left him with a charming demeanor) at 40 STEEP.
        Double STEEP in Linguistics.  This gave him a 90 STEEP.
(He's been travelling and studying languages for about 6 years, not
to mention he was rather bright to begin with).
His counter-quirk:
        Whenever he takes spiritual damage (S TRAIT 71), he runs
the risk of losing it again.  Not permenantly, mind you, but he
goes berserk and will destroy/kill anything he can get to (or
cast at) during the 1+ BTs of his berserk.  Now, considering he
has various kinds of dweomercraefting and can cast up to grade 6,
and doesn't care who he hurts or kills during, this can be pretty
dangerous.  (A side note, which none of the characters know, is
that his berserk can be undone in a manner similar to breaking
a subversion).
 
Anyway, I've rambled just about long enough for even me....
How many of you have similar opinions?  Dissimilar?
 
Curiously,
David F Bump Jr
david@midway.ecn.uoknor.edu
 
"Battle is your perrogative, and death your destiny."
        --Rahlmoore
=========================================================================
Date:         Sat, 27 Mar 1993 16:26:50 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Just some more rambling
 
Necropolis is nasty... It has way too many Death Traps (take 1200, and I
don't think we need to add the damage from the spikes as well...) to
monsters that make me think of 2nd Edition AD&D Dragons.  Ick!  We managed
to get through by a good deal of luck, and the fact that I have played and
run tomb of horrors enough times to know a Gygax tomb when I see one.
 
The thing I like about rolling quirks, it that then it makes you come up
with the reasons behind the quirk.  I spent a lot of time thinking about
the hunter's quirk...  I decided that it makes him -very- sure of himself.
 He thinks he can out fight just about anything.  If it is big and nasty,
he will fight it like a stubborn mule without reguard for his (parties)
personal safety.  A guy with a permanent chip on his shoulder.  I worked
this into his general personality, and eventually came up with an arrogant
womanizer who thinks he is immortal.  I like the way you worked the quirks
into the Dweomercraefter, but it is a bit of each-to-his-own type method.
 
Thanks for the spec. Vocation...
 
If I'm GMing, I can't wait to see Dragons/Giants...
If I'm the poor HP, I think I could wait a while...
 
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Mon, 29 Mar 1993 12:23:43 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         TAUMAN <S702137R@VAX.EDINBORO.EDU>
Subject:      Vocations & K/S areas
 
How many people use the vocations as is?
 
I mean, it seems illogical to allow an HP from the 'west' (i.e. not the
orient) to have such skills as Combat, HTH, Lethal; or Yoga or other
such skills.  Also, because I like worlds that are not magic-saturated,
I prefer not to let so many HP's have magic vocations.  I realize that
the rules were set up so that the HP's would be a step above (actually,
several steps above) the general population, but I prefer low fantasy
(Fritz Leiber) to high (Michael Moorcock).  The only problem, of course,
is that (to my limited knowledge) the only way to defend against mental and
spiritual combat is to have HEKA points of your own.
 
As an aside note:  has anyone ever considered the developing a fatigue-based
spell system for this game?  It seems that it would fit very well with the
other rules if the changes were made well (although HEKA points might still
have to be used for HEKA reservoirs, etc).  Just a thought.
 
 
---/Tauman              [S702137R@VAX.EDINBORO.EDU]
=========================================================================
Date:         Mon, 29 Mar 1993 15:10:48 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Mental/Spiritual attacks
 
> (Fritz Leiber) to high (Michael Moorcock).  The only problem, of course,
> is that (to my limited knowledge) the only way to defend against mental and
> spiritual combat is to have HEKA points of your own.
 
Not exactly (essentially, but not exactly).  The only way you can
actually defend against M/S attacks is to know that you have been
attacked.  According to the rules (I believe), the only way you
can tell you are being attacked (before it's too late, anyway) is
to be able to cast wound, mental or wound, spiritual.  Most
people have heka or some sort, (considering some of the skills
which generate heka like smithing) but it won't do any good unless
you have a K/S which gives you a casting to cause such damage
yourself.  Since the only people who can stop M/S attacks are those
who can use them, it would seem the HPs who can are "supposed"
to attack others like them (magi, etc).  Of course, this means
they'll only really attack the tough fighter enemies who are
causing problems, because *they* have no defenses.  I wish there
were a better way to handle those types of attacks....
Any ideas?
 
 
"Sanity is a rare and wondrous thing...       David F Bump Jr.
  I want no part of it!"                      david@midway.ecn.uoknor.edu
     --Baron Aloysius Gustav
=========================================================================
Date:         Mon, 29 Mar 1993 16:50:43 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: ...Now you're playing with power!...
In-Reply-To:  <199303262317.AA28161@mailhost.ecn.uoknor.edu> from "John Peters"
              at Mar 26, 93 03:16:47 pm
 
>
> I assume you mean you can't hope to challenge them on the higher (I hate to use
> this word - really) intellectual (guile/wit) scale? I mean, you can always
> challenge them with more powerful monsters. I doesn't matter how good a player
> you are, a GM can always screw you over with more powerful adversaries. Well,
> enough on that...
 
Well, I don't have the bestiary yet, so I don't have access to the monsters
in there, and I tend to prefer human or humanlike opponents.  Just bashing
something into submission (or being bashed) is not going to keep me or my
players satisfied, as a general rule.  Maybe I'm just strange, but that's the
kind of game I learned to play in and like.  Add to my difficulty that all of
my players have GM'ed me at one time or another (one of them in a campaign
that lasted two and a half years).  It's just that when they can hit and
protect themselves against anything just by using the stats on the character
sheet, not to mention their considerable experience with powerful characters
and monsters in a variety of systems, or their creativity, I tend to find the
prospect a little daunting.  I mean, the highest lvl. character I have ever
had is now 10th lvl. (sorry to bring up AD&D, but it's the only other reference
I have).  I will be able to do it, but not until I've had more practice.
Until then, I'll just make them work for their power 'til I get used to
dealing with it.
 
> is. Try fighting in the dark sometime when your opponents can see fine. There's
> some obvious strategies that come to mind in order to defeat the baddies, but
> how many groups will come up with them the first time around w/o hindsight.
>
>         In my opinion, Necropolis is a very challenging module. My group didn't
> make it, but then, I'm pretty tough on my gamers.
>
> -John
>
 I'm going to try to be, I'm just going to do it differently.  I think I will
reread Necropolis, though....(grin)
 
                                Michelle
=========================================================================
Date:         Mon, 29 Mar 1993 18:27:05 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Mental/Spiritual attacks
 
>Of course, this means
>they'll only really attack the tough fighter enemies who are
>causing problems, because *they* have no defenses.  I wish there
>were a better way to handle those types of attacks....
>Any ideas?
 
Remember that Mythus not a class based system. Thus the first time a
fighter get trounced by a mental attack, He may well ask his friendly
Dweomercrafter to teach him a trick or two to defend him self. Also note
that those completely lacking in mental/spiratual attributed can not be
affected by mental/spiritual attacks. (ie you can not fear a plant). I believe
the cutoff is a trait score of 30 or less provides immunity.
 
 
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Mon, 29 Mar 1993 19:04:02 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Mental/Spiritual attacks
In-Reply-To:  <199303300033.AA27476@mailhost.ecn.uoknor.edu> from "Eddie
              Ironsmith" at Mar 29, 93 06:27:05 pm
 
> >Of course, this means
> >they'll only really attack the tough fighter enemies who are
> >causing problems, because *they* have no defenses.  I wish there
> >were a better way to handle those types of attacks....
> >Any ideas?
> Remember that Mythus not a class based system. Thus the first time a
> fighter get trounced by a mental attack, He may well ask his friendly
> Dweomercrafter to teach him a trick or two to defend him self. Also note
 
In the section on mental combat, it states that only those with
the wound, mental or those capable of utilizing negative heka
can actively defend themselves (by spending heka to negate the
attack).  Doesn't this mean that the trick the guy would have
to learn would be a 41+ steep in dweomercraefting or priestcr.?
If I'm reading this wrong, let me know....
I realize there are other skills which would have a similar
casting, but I think the required steep is about the same.
Is that the way it's supposed to work?  And on a related note,
what exactly is negative heka, and how is it different from
plain heka?  I've either missed it in the rules, or it's not
there.  Anybody want to help clarify?
 
> that those completely lacking in mental/spiratual attributed can not be
> affected by mental/spiritual attacks. (ie you can not fear a plant). I believe
> the cutoff is a trait score of 30 or less provides immunity.
 
Ever see the Little Shop of Horrors?  :)  I think they learned to
fear a plant....  Seriously, though, I'm hoping the bestiary gets
published soon so I can see exactly which creatures have no M/S
traits (or no P, for that matter).
 
Thanks for whatever help you all can provide....  :)
 
 
David F Bump Jr
david@midway.ecn.uoknor.edu
 
"Battle is your perrogative, and death your destiny."
        --Rahlmoore
=========================================================================
Date:         Mon, 5 Apr 1993 11:51:05 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Hey??
 
Hey did everyone like die?
 
Eddie?
 
Dain?
 
Scott?
 
Everyone else?
 
 
heloooooooooooooooo!!!!
 
 
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Mon, 5 Apr 1993 11:55:04 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      FanZine...
 
Ok.. I dont know alot about the publishing business.. but I do know
enough about desktop publishing as does Stefan H. Dain is a great
writer..
 
I say we get a Fanzine Started!!!
 
Do Monthly issues.. xeroxed and hand mailed at start... charge say $1.00
an issue for the first few...
 
I am willing to put in the time and effort..
 
Anyone else in New England game for this?
 
Eddie I. said Gary Gygax was toying with the idea. Well we are willing
to impliment it. I am not satisfied with Journeys.. I want a hardcore
magazine devoted to Mythus or even DJ in general.
 
Anyone interested in implimenting this.. or even support it its first
few issues which we will send for free to select people.. namely on this
list to get the ball rolling!
 
Lets get this show on the road folks..
 
I will even start a new list about the Fanzine.. or maybe just keep it
in here for now..
'
Lets get cracking!
 
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Mon, 5 Apr 1993 12:30:43 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Adventure anyone?
 
Has anyone played the "Winged Horse" adventure that I uploaded several
months back? Comments, criticisms, desire more? I (et al) have just about
finished with "Wing and a Prayer" the next in the series, is any one interested?
 
 
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Mon, 5 Apr 1993 13:06:35 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Anglin <janglin@ENG.AUBURN.EDU>
Subject:      Re: Hey??
 
  Actualy, we've all been turned into newts. But we are getting better and
 will post some stuff as soon as we get better.
 
  The President of the Galaxy (self-proclaimed)
    John Anglin
    janglin@eng.auburn.edu
=========================================================================
Date:         Mon, 5 Apr 1993 14:27:54 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: FanZine...
In-Reply-To:  <9304051628.AA18800@matt.ksu.ksu.edu>; from "Matthew Pearson" at
              Apr 5, 93 11:55 am
 
>
> I say we get a Fanzine Started!!!
 
Now there is a good idea.
>
> Do Monthly issues.. xeroxed and hand mailed at start... charge say $1.00
> an issue for the first few...
 
Well if we charge at cost or a little above then each person could take
care of his own area.
>
> I am willing to put in the time and effort..
 
Count me in for this, lets get the ball started.
 
> I will even start a new list about the Fanzine.. or maybe just keep it
> in here for now..
> '
> Lets get cracking!
Lets just keep the Fanzine list here until we actually get ALOT of mail bouncingaround.
What I think might be possible is to work together on this mailing list and
collect 15-30 pages of Journeys reviews, small moudels, monsters, and just
plain interesting talk.  We will need a GOOD editor if we want this to sail
I have Word Perfect available to me, but I am not that good when it comes to
grammer. (As if you couldn't tell)
    If each person in a city took care of printing the copy of the magazine in
his own area We wouldnt have to worry about distribution, treasury and some
of the other hassles.
    I have already talked to my local game store and they said they would be
willing to put out a magazine on their shelves to be sold with the proceeds
going to the magazine 100%.
    This is a very good idea Matt, and personally I wouldnt mind getting a
little plublicity throughout the world.  =)
That is all
ZOG out
>
> --
> --
> ------------------------------------------------------------------------------
> Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
> mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
>                                    | coming for you. LOOK OUT!"
>            The Warlord             |               - Ronnie James Dio
> ------------------------------------------------------------------------------
>     All opinions expressed are just that. Opinions, and they are my own.
> ------------------------------------------------------------------------------
>                  Support the Electronic Frontiers Foudation
> ------------------------------------------------------------------------------
>
=========================================================================
Date:         Mon, 5 Apr 1993 15:52:33 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         gregg john harrison <greggjh9@AC.WFUNET.WFU.EDU>
Subject:      Re: Adventure anyone?
In-Reply-To:  <no.id> from "Eddie Ironsmith" at Apr 5, 93 12:30:43 pm
 
>
> Has anyone played the "Winged Horse" adventure that I uploaded several
> months back? Comments, criticisms, desire more? I (et al) have just about
> finished with "Wing and a Prayer" the next in the series, is any one
 
 
Well, I never saw the first.. how about a short rundown?
 
- John
=========================================================================
Date:         Mon, 5 Apr 1993 14:54:10 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Hey??
In-Reply-To:  <9304051523.AA00329@ooz.backbone.uoknor.edu> from "Matthew
              Pearson" at Apr 5, 93 11:51:05 am
 
> Hey did everyone like die?
 
I was beginning to wonder that myself...However, a connection just outside
OU went down over the weekend and so I lost access to check and see if there
were any survivors.... (Shoot, I didn't even know if I survived, it was a
rough weekend....)  Anyway, glad to see somebody out there... (smile)
 
                                Michelle
=========================================================================
Date:         Mon, 5 Apr 1993 15:49:59 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: FanZine...
In-Reply-To:  (null)
 
I'm not that bad with the grammer side of things.  I am also willing to
work on the project as I stated before.  Send me mail, or call me @
508-285-0764.
 
I like the idea about city based production, only that limits it to the
people on this list, and their cities.  Still, it isn't a bad start.
 
Currently, I have a couple of spells, a couple of modules, a couple of
monsters, and some other general stuff like that that needs work.  Let me
know.
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Mon, 5 Apr 1993 15:48:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Adventure anyone?
In-Reply-To:  (null)
 
Sure Eddie, send it our way...
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Mon, 5 Apr 1993 15:25:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Adventure anyone?
In-Reply-To:  <199304051740.AA04595@mailhost.ecn.uoknor.edu> from "Eddie
              Ironsmith" at Apr 5, 93 12:30:43 pm
 
> Has anyone played the "Winged Horse" adventure that I uploaded several
> months back? Comments, criticisms, desire more? I (et al) have just about
> finished with "Wing and a Prayer" the next in the series, is any one interested?
 
Sorry, I never saw it.  I'd like to have a look at it, though.
Is there somewhere (ftp) that these things could be stored, or
would you want to send it again?   :)
 
 
"Sanity is a rare and wondrous thing...       David F Bump Jr.
  I want no part of it!"                      david@midway.ecn.uoknor.edu
     --Baron Aloysius Gustav
=========================================================================
Date:         Mon, 5 Apr 1993 14:58:57 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Adventure anyone?
In-Reply-To:  <199304051740.AA04595@mailhost.ecn.uoknor.edu> from "Eddie
              Ironsmith" at Apr 5, 93 12:30:43 pm
 
I would probably be interested, although I apparently wasn't here for the
first installment in the series.  Go ahead and put it up, and maybe I can
get to it before my players...(smile)
 
Oh, BTW, did you ever talk to G. Gygax about joining us here on our merry
little mailing list? If so, how did it go?
 
 
                                        Michelle
=========================================================================
Date:         Mon, 5 Apr 1993 17:12:35 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      fanzine
 
 i say we get started on this fanzine.
 one of you guys who as acces to gray gagyx and the other people at gdw
should should see if they would be willing to give us some articles or
maybe an interview.
  the proposed distribution method is a good inexpensive start.  perhaps
once we get the first issue out we could start taking subscriptions and
have them mailed, but for starters just local distribution around the
cities that are represented here on the net are a good start.  as far as an
editor i am out. as you can tell i have bad grammer.  however i would be
happy to put time into this fanzine.  i can be reached by phone at
216-944-7126.
 
BTW:  this weekend i picked up a book called "THE Compleat alchemist"
no mispleliing there. that has a lot of good stuff for peopl intrested
in the alchemist vocation.
=========================================================================
Date:         Mon, 5 Apr 1993 17:10:54 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: FanZine...
In-Reply-To:  <199304051936.AA10093@mailhost.ecn.uoknor.edu> from "Scott Allen
              Bauer" at Apr 5, 93 02:27:54 pm
 
> > I say we get a Fanzine Started!!!
> Now there is a good idea.
 
I concur.
 
> What I think might be possible is to work together on this mailing list and
> collect 15-30 pages of Journeys reviews, small moudels, monsters, and just
> plain interesting talk.  We will need a GOOD editor if we want this to sail
> I have Word Perfect available to me, but I am not that good when it comes to
> grammer. (As if you couldn't tell)
>     If each person in a city took care of printing the copy of the magazine in
> his own area We wouldnt have to worry about distribution, treasury and some
> of the other hassles.
 
I'm a pretty good editor myself (I've had a few years of Journalism).
I'd be willing to put a little effort into this.  Of course, I couldn't
do much around finals, but what do you expect?  :)
I also have Word Perfect, but if needed I can use MS Word, too.
If we intend to have people take care of distribution, printing, etc
in their area, we should compile a list of interested people and
find out what areas we can cover.
Me, I'm in Norman, OK.
 
>     I have already talked to my local game store and they said they would be
> willing to put out a magazine on their shelves to be sold with the proceeds
> going to the magazine 100%.
 
I know the manager of the gaming store here, and I'm sure I can
talk him in to putting it on him shelves....
 
David F Bump Jr
david@midway.ecn.uoknor.edu
 
"Of me, it has often been said that I am a vial of hemlock waiting to be
  mistaken for a bottle of fine wine.  I disagree on two counts.
  First, I never wait for anything.  And second, I've never taken
  as long as hemlock to finish a job."
         --Arathin the Merciless, Grandmaster of Assassins
=========================================================================
Date:         Mon, 5 Apr 1993 17:12:18 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      blindness!
 
I asked earlier, but I haven't heard anything so I think I'll ask
again:
 
  What are the effects of fighting while blinded?
 
Thanks,
David Bump
david@midway.ecn.uoknor
=========================================================================
Date:         Mon, 5 Apr 1993 18:20:52 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: blindness!
In-Reply-To:  (null)
 
You know, that is a good question.  I thought I would be able to put my
finger right on the rule, and came up empty.  The only reference I could
find in a limited span is:
 
Weapons, Special Skill:
 
Sub-Area 4, Blind Fighting, allows you to attack targets that you can't
see with no penalty...
 
Basically it means that you can fight for 1d6 CTs while blind based on the
noise and other factors.  Since it does mention a DR of 'Very Difficult'
as a possibility against this K/S, I can't see how a normal HP would be
able to have any real chance at all.  I think, until a concrete rule is
found, thatit will be a GM decision type of thing.  I suggest .1 times FAC
if no skills are owned to counter the effects.
 
Dax
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Mon, 5 Apr 1993 17:58:59 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      negative heka
 
Just a quick question:
 
Anybody know what "negative heka" is exactly?
I found it mentioned in the combat section about
Mental/Spiritual Combat.  It said that only
those able to cast wound, M/S or utilize
negative heka could expend heka to negate a
M/S attack.
 
David Bump
david@midway.ecn.uoknor.edu
=========================================================================
Date:         Mon, 5 Apr 1993 16:19:44 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: negative heka
 
                RE>negative heka
If you piece together the descriptions and asides in Mythus Magick, my guess
is that the following is true of negative heka:
 
(all from memory, as I don't have any of my DJ stuff here at work)
 
1. It comes, ultimately, from the Abyssal plane (just as positive h. comes
from the Astral). There are elemental-type planes with positive and negative
titles, but I don't remember anything about them. I'm not sure if they are
really supposed to be there.
 
2. It seems to imply in the section you mention, David, that negative heka can
be used to cancel other heka, in some cases (I think Dweom. White school has a
Positive Heka casting, you might compare that).
 
3. Preternatural heka (the kind "you and I" can use) is mixed positive and
negative. I would guess that Entital is either pure negative, or pure
positive, but never mixed. Upper Supernatural planes have positive, lower have
negative.
 
That's the extent of my thinking on the subject, without access to the books
or my notes.
 
Rick
=========================================================================
Date:         Tue, 6 Apr 1993 10:57:01 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "BROTHER TYRUS HELLBANE,
              ORDER OF THE BLACK MONKS" <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: FanZine...
 
In your mail message dated 6-APR-1993 at 02:26 you said -
 
>Do Monthly issues.. xeroxed and hand mailed at start... charge say $1.00
>an issue for the first few...
>
>I am willing to put in the time and effort..
>
>Anyone else in New England game for this?
>
>Eddie I. said Gary Gygax was toying with the idea. Well we are willing
>to impliment it. I am not satisfied with Journeys.. I want a hardcore
>magazine devoted to Mythus or even DJ in general.
>
>Anyone interested in implimenting this.. or even support it its first
>few issues which we will send for free to select people.. namely on this
>list to get the ball rolling!
>
        I am very interested in supporting it, perhaps at some time in the
distant future I could wreite an article ot ywo, the problem now is that only
one other person in my area has Mythus, and everyone else is too stuck on AD&D
to want to try a new system (BARBARIANS!!!) so I cant even play the game yet.
--
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-
Nathan Woodcock                  | Memory, prophecy and fantasy - the past,
c9108613@cc.newcastle.edu.au     |    the future and the dreaming moment
an18789@anon.penet.fi            | between - are all in one country, living
aka The Jaff, Master of The Art  |           one immortal day.
aka High Imperceptor Tyrus       |
    Hellbane, Master of the Rack |         To know that is Wisdom.
    and Guardian of the Red Hot  |
    Pointy Things you Stick up...|          To use it is the Art.
    ........                     |
    Order of the Black Monks     |                             - Clive Barker
-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-
=========================================================================
Date:         Tue, 6 Apr 1993 11:02:10 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "BROTHER TYRUS HELLBANE,
              ORDER OF THE BLACK MONKS" <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      Re: Adventure anyone?
 
In your mail message dated 6-APR-1993 at 03:41 you said -
 
>Has anyone played the "Winged Horse" adventure that I uploaded several
>months back? Comments, criticisms, desire more? I (et al) have just about
>finished with "Wing and a Prayer" the next in the series, is any one interested?
 
        If you still have it, do you think you could mail me that first
adventure?  I cant afford any modules whatsoever for Mythus (actually I dont
even have a_m;.,nybody to play it with so thats not so bad :)Is[_.  I am
intersted in any advenutres anybody comes up with.
 
--
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-
Nathan Woodcock                  | Memory, prophecy and fantasy - the past,
c9108613@cc.newcastle.edu.au     |    the future and the dreaming moment
an18789@anon.penet.fi            | between - are all in one country, living
aka The Jaff, Master of The Art  |           one immortal day.
aka High Imperceptor Tyrus       |
    Hellbane, Master of the Rack |         To know that is Wisdom.
    and Guardian of the Red Hot  |
    Pointy Things you Stick up...|          To use it is the Art.
    ........                     |
    Order of the Black Monks     |                             - Clive Barker
-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-
=========================================================================
Date:         Tue, 6 Apr 1993 11:13:31 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: FanZine...
In-Reply-To:  <9304052213.AA14535@matt.ksu.ksu.edu>; from "David Bump" at Apr 5,
              93 5:10 pm
 
Well looks like we got a small group of people already interested in this
topic.  We have two people that are willing to do editing.  I think two
or three people would be good so that we dont have to worry about over
working us poor college students  =)
    I am willing to collect up all the articles after editing and organize
them in files ready to be printed.
    But there are still more jobs that we need filled.
 1) An artist to make maps of any dungeons that do not come with maps.
 We will also need a cover page and maybe some pictures in the magazine.
 (this work needs to be made up on a computer so it can be sent to everyone)
 
 2) An sectretary to take notes on where articles are in the process, to keep
 records of people that have submitted articles, and various records.
 
 I have come up with the following types of collums / articles that someone
can do on a issue basis.
A) errors in the rules
B) New rules that we talk about and decide on (New blindness rules would go
   great here)
C) Review of new products put out by GDW for DJ.
 
 
ONe another note I think it shouldnt be that big of a problem to place an
1/2 - 1 inche add in the fanzine for all the stores that will carry our
fanzine free of charge.  This way we might get more stores willing to carry
it.
 
Ohh Matt I can set up a mailing list for fanzine here.  I have a little more
pull locally than I did when we started MYTHUS-L so its no problem.
 
Any commments
 
ZOG out (where can I buy one of those .sigs)
=========================================================================
Date:         Tue, 6 Apr 1993 12:44:55 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: FanZine...
In-Reply-To:  (null)
 
I know a couple of people that might be willing to do artwork,
unfortunately I doubt that she will do more than 1 or 2 pieces for free.
You may have seen her stuff in Omni and Dragon in the ads for Digital
Dreams Network.  Her name is Nickie.
 
Stefan (93smh@acunix.wheatonma.edu) is a graphic artist by trade, so if we can
convince him to do the dungeon/map layouts, that would be cool.
 
I agree with the idea of offering ad space as a way of getting stores to
put it on their shelves.  I talked to the owner of The Compleat Stratagist
in Boston today, and he didn't have a problem, ad or no ad.
 
As for submissions, I know that Matt was working on an FTP site, and it
was supposed to be up on 129.100.100.12, but I don't know if it ever made
it.  I'll check...
 
To the other person who wanted to help edit, get in touch with me, we'll
work out a way to send data back and forth...
 
So, all I have to say now is SUBMIT.
heh
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Tue, 6 Apr 1993 11:57:57 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: FanZine...
In-Reply-To:  from "Scott Allen Bauer" at Apr 6, 93 11:13 am
 
Well im not much of an artist, but with Corel Draw and Desinger 3.1 I can
make pretty good maps and dungeons for Fanzine.  I also could help out
with the editing, but like everyone else I got 6 more weeks of hell before
I can really get into it.  Otherwise the idea is great and the columns
should be super, considering this mailing list could make a huge addendum
to the rules.
 
Another suggestion for the Fanzine would be a list that we could mail to
subscribers of all the mythus players in their state.  I will be running a
table at Origins in Dallas/Fort Worth and will be happy to try to stir up
some interest.
 
MCP
=========================================================================
Date:         Tue, 6 Apr 1993 13:20:57 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: FanZine...
In-Reply-To:  (null)
 
Cool, bring a sign up list for people who are interested.
 
Think we could get GDW to give us a list of the people subscribed to
Journeys? (Yeah, right)
 
I know what you're talking about... It is that magic date in May when we
get the little piece of paper we have spend upwards of $80,000 on.  Happy,
Happy, Joy, Joy...
 
Also, any news on Unhallowed as of yet?
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  Come and see the violence inherant in
                              |  the system!  Help, help, I'm being
93dam@acunix.wheatonma.edu    |  repressed...       <Monty Python>
-------------------------------------------------------------------------
=========================================================================
Date:         Tue, 6 Apr 1993 12:33:55 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Fanzine - subscription lists
 
Another place to find/purchase/barter subscrption lists from is the various
cons that I'm sure you all attend. It is not too hard to talk to the person
handling registration at a con ad request a copy of their mailing list.
Especially if you offer "free" ads in your Fanzine. I've dealt with the folks
at DragonCon, BamaCon, Constellation, Chamalot, Magic Carpet Con, etc (ie
Alabama, Tenn. and Georgia ) I don't mind asking them for their mailing lists.
Yell as you'll get a little closer to actual production (So that I can give
them a better idea of size, content, format, available ad space, distribution,
price, publication frequency, etc.
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Tue, 6 Apr 1993 12:43:03 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Fanzine
 
I don't think that GDW will help to sponser competition, but I will suggest
that a fanzine is simply supplimentry, would spur interest, and actually
increase sales. (But dont hold your breath!!).
 
By the way it looks like Gary Gygax is going ahead with his Fanzine. The
news that I was given is that he intends to use "professional" writers.
But I am going to talk to him tonight, if he changes his mind , would you'll
be interested in submitting articals to his fanzine? (in addition or instead of
your own fanzine?)
 
I should be here until (Tue Apr  6 18:00 CDT 1993) tonight to accept replys.
 
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Tue, 6 Apr 1993 13:40:49 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: Fanzine - PROBLEM
In-Reply-To:  <9304061743.AA15631@matt.ksu.ksu.edu>; from "Eddie Ironsmith" at
              Apr 6, 93 12:33 pm
 
Well ZOg here again.  I have talked with some of the local people
that have already done gaming newsletters in the past and relized that
we have one problem.
 
According to the law we need to get Gary Gygax's permission to sell anything
about his game Dangerous Journey's. (We might also have to get GDW's
permission also) Now dont freet yet. I think if we put together the first
issue, make it a demo issue of smaller size than a normal issue so that
Gary can see what we want to do, and then hit him up for permission to
atleast sell the fanzine at cost.
 
Those of you who are already in contact with Gary see if we can get
written permission to sell and distribute the fanzine.
 
 
About the Fanzine Mailing list I am going to set it up this weekend so
that people interested in doing this can talk about it without sending mail to
other people not interested.
 
Also for those people that are willing to do pictures and dungeon layouts,
what type of UNIX and PC programs are you working with.  I have access to
a color scanner so if all else fails I can scan the work so it can distributed
through the net.
 
ZOG out
=========================================================================
Date:         Tue, 6 Apr 1993 16:45:43 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      fanzine
 
If gary wants to start the fanzine and spend the money on his own
fanzine, i guess we could just submit articles to that. although
if he has enough of us intrested it seems like it would be in his
his best intrest, at least monitarily speaking, to have us do the
fanzine.  we could easily have him work with us on the fanzine.
as far as permission, i would think he would have no problem as
long as he got to put his thoughts and ideas into it. however if
he deceides to go ahead with his professional idea he probably
would not want to give us permission.
=========================================================================
Date:         Tue, 6 Apr 1993 19:13:28 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Origins?
In-Reply-To:  <199304061719.AA26369@mailhost.ecn.uoknor.edu> from "CIAROCHI
              JOEL F." at Apr 6, 93 11:57:57 am
 
Not exactly Mythus related, but when is Origins going to be?  I would
love to get a chance to play this game with others, plus meeting
someone from the list would be a boost.  If it doesn't fall during
one of the hell weeks, I moght be able to make it....
 
 
                        Michelle
=========================================================================
Date:         Tue, 6 Apr 1993 19:19:57 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Origins?
In-Reply-To:  from "Helen M Redden Bump" at Apr 6, 93 7:13 pm
 
Origins will be held in the Tarrant County Convention Center in Forth
Worth, Texas on July 1-4.  It is DalCon 93 and Origins 93 combined.  If
you want some info on it (like a registration form) I can pick one up for
you this weekend when I go to Big D.
 
MCP
=========================================================================
Date:         Tue, 6 Apr 1993 22:09:06 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      More Fanzine stuff...
 
Listen, if Gary wants to own/run a Fanzine, more power to him.  The whole
idea is to get more information and ideas to the people that play the
game.  I know that I will contribute to it, just as I have started
contributing to Journeys.
 
An idea is to offer to do a section for Gary.  Say assign a person to
collect monster stats, or adventure ideas, and so on.  That way he gets
input from the people who play the game, and from the "proffesional"
people who have Gary to explain things to them.
 
Also, Eddie, when can we expect a 2nd Edition with better layout and
revisions?  How about a release date for the Bestiary?  Gary must know
these things...
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 7 Apr 1993 09:26:21 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: More fanzine stuff
 
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Wed, 7 Apr 1993 11:53:56 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Origins?
In-Reply-To:  <199304070052.AA13981@mailhost.ecn.uoknor.edu> from "CIAROCHI
              JOEL F." at Apr 6, 93 07:19:57 pm
 
>
> Origins will be held in the Tarrant County Convention Center in Forth
> Worth, Texas on July 1-4.  It is DalCon 93 and Origins 93 combined.  If
> you want some info on it (like a registration form) I can pick one up for
> you this weekend when I go to Big D.
>
> MCP
>
 
That would be cool.  I'm not sure how the transfer of info would work
out, but I'm sure we could manage something.  Let me know when you
get it.
 
                                Michelle
=========================================================================
Date:         Wed, 7 Apr 1993 12:58:45 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: More Fanzine stuff (try #2)
 
>Listen, if Gary wants to own/run a Fanzine, more power to him.  The whole
>idea is to get more information and ideas to the people that play the
>game.  I know that I will contribute to it, just as I have started
>contributing to Journeys.
 
I will have to appologize, I misrepresented Gary's intent. He will accept
submissions in general (not just from professionals). He has issues one and two
pretty much completed, #1 is on Hp generation and #2 is on armor (yes
including the much asked for groin cup).  They are looking for a minimum
subscription list of at least 150+. I thought that this would not be a problem
given the interest shown in this email list alone. As to doing your own fanzine
he aggreed that The whole idea is to get more information and ideas to the
people that play the game, and said to go ahead. The bad news is that he
is going over seas for the next three weeks, so dont hold you breath for the
first issue. BTW he intrends to charge $5/issue or $4 per issue via subscription
 
When he gets back to the U.S. he plans to meet with GDW about printing a second
issue, with better editing, a GOOD index, and possibly a hard cover.
 
The bestiary is due out in June, the UNHALLOWED is due out in Aug.
 
I did not get a chance to ask about getting GDW's subscription list.
 
And on a personal note, Good Luck tring to get anything submitted to Journeys.
I have fought agout twenty miles of red tape. I hope you have more luck!
Michelle Steurgon (don't quote me on the spelling) is the editor this week
if you need to contact her directly 1(309)452-3632
 
And I thought that the "winged horse" was currently available on the net, if
not please have the list admin contact me and I will resend it. I will also
send the "wing and a prayer" along as soon as I retype it into the computer.
(My hard drive crashed, and the backups did not include the adventure).
 
--
--------------------------------------------------------------------
|Eddie Ironsmith               *  "We think of ourselves as the    |
|Senior Software Analyst       *   most powerful beings in the     |
|Intergraph - Huntsville, AL   *   universe. It's unsettling to    |
|(205)-730-1729                *   discover that we're wrong."     |
|emironsm@eddiei.b17c.ingr.com *   -- Kirk, "Errand of Mercy,"     |
|                              *      Stardate 3210.7              |
--------------------------------------------------------------------
=========================================================================
Date:         Thu, 8 Apr 1993 01:04:27 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: More Fanzine stuff (try #2)
In-Reply-To:  <no.id>; from "Eddie Ironsmith" at Apr 7, 93 12:58 pm
 
I put it up for FTP.. but the ftp-admin is taking FOREVER and a day..
 
MythusBot on IRC has it... I will repost it soon also..
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Thu, 8 Apr 1993 10:33:06 MET
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rainer Winstel <WINSTEL@VMS.BIOCHEM.MPG.DE>
Subject:      Re: More Fanzine stuff (try #2)
 
Hallo Eddie
 
do you think that the subscription to Gary's Fanzine is although possible
from abroad. I am from Germany and I am very interested in it.
I also want to contributed to the fanzine discussed in this List.
But to do this I need a little more time to get my campaign running.
Rainer
P.S.: Sorry, English isn't a K/S area of me with STEEP 100
__________________________________________________________
\Rainer Winstel                                          \
\PH.D. Student                Neminem tide               \
\MPI fuer Psychatrie          Neminem laede              \
\Munich, Germany                                         \
----------------------------------------------------------
=========================================================================
Date:         Thu, 8 Apr 1993 11:18:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: More Fanzine stuff (try #2)
 
So has E.G.G. actually said where and who to send subscription requests etc
to ?
 
I'm getting rather bored with Journeys and would love to see a magazine for
gamers.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 8 Apr 1993 13:25:14 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: try #2
 
He didn't seem ready for submissions yet. As I mentioned he has the first two
issues complete and will be leaving for three weeks, So I don't know when he
will have time to review such submissions. I should be sending him a manuscript
in a few days, so If you want I can include any of your submissions at that time
. Simply email them to me at the address below. I've got a laser printer, and
will get them to him asap. Next time I talk to him I will ask him if he wants
his address made common knowledge. If so you will be able to sent directly to
him.
 
 
 
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Fri, 9 Apr 1993 00:54:10 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Stuff in general
 
Fanzine - I want my subscription!
 
Also, I was looking at the Dweomercraeft and Magick K/S areas.  I was
mistakenly under the impression that one had to have both to cast spells
in any Dweom. sub area.  This is not the case, you have to have only the
Dweom. sub-area unless you wish to be a full practitioner (or wish to make
magickal items.)  I have a problem with this, because my feeling is that
the Magick K/S is the person's overall understanding of the way magick
works.  Thus it allows a broadening of their views outside a particular
focus (black, green, white, grey, elemental.)  It was mentioned earlier
that partial practitioners would only get their school's spells, and full
practitioners would get the General spells.  How about linking the general
spells for part pracs to the magick K/S?  What do you think?
 
Also, I am having a hard time coming to grips with the 51 Steep mark for
things like Combat, Hand Weapons.  At 51 Steep, you get 'ALL' the
sub-areas.  In this particular k/s there are about 9 of them.  That
means that at 51 Steep you know how to pick up any weapon in the world and
wield it with skill. Pretty gaff, huh?  It also allows you to 'proof' half
of the sub-areas if you specialized.  That means you have the following
for steeps:  77, 51, 51, 51, 51, 26, 26, 26.  That is before magickal
weapons, wpeapon points, and so forth.  It means you have about a 100%
chance on one weapon type if you have any kind of weapon, and about 70% on
the others with the same value of weapon.  (Imagine if you didn't
specialize...) All this does is to point out that I don't think you should
get 'ALL' or 'All, if less than 6' for the 41, 51 Steep marks, I think it
should progress as your character progresses.  Think of it, when a weapons
master reaches about 91 Steep, he should be able to use any weapon.
Again, what do you think?
 
Also, I want some rules for the construction of magickal items.  Times,
etcetera, etcetera, etcetera.  Plus, I want explanations of the potions in
the Alchemist K/S area.  Some are easy to figure out, but others are not.
I feel that this area was not properly put together, or at least not
properly fleshed out when created.  Anything to add/revise this area would
be appreciated.
 
 
Well, those are my beefs for now...
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Fri, 9 Apr 1993 01:15:30 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      The Fanzine Mailing list is up
In-Reply-To:  <9304090513.AA15840@matt.ksu.ksu.edu>; from "Dain A. Muller" at
              Apr 9, 93 12:54 am
 
Hi,
 
I realized I said I would put the mailing list up this weekend
but unfortanly I got done with it tonight.  So I am going to go
ahead and put it out ahead of schedule.  =)
 
This mailing list will be for anyone that wants to contribute input
to the net collection fanzine.  The goal of this mailing list will be
to put out a small collection of articles written by the subscribers on
rules, monsters, adventures etc. for Dangrous Journeys.
 
To subscribe to the list email
majordoma@math.ksu.edu
 
and subscribe to the group
dangerous-journeys
 
then to post letters to the group send mail to
dangerous-journeys@math.ksu.edu
 
 
Well its time to study.  But before I do I propose a toast
 
"May Gygax'z magazine get the attention and subscriptions it deserves
 and may the net fanzine get the attention of Gygax that it deserves"
 
ZOG out
=========================================================================
Date:         Fri, 9 Apr 1993 11:18:35 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Gimme a light. SHIRAK! No,
              bud light." <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Questions...questions...
 
Okay, question #1:
 
        Why is an Alchemist a mental class, but alchemy is a spiritual skill.
I can see an argument for both cases.  So which Trait would one specialize in
with Heka?  If one could utilize heka in both Mental and Spiritual, which one
should one choose as a primary area?  WHY SHOULD THESE DECISIONS HAVE TO BE
MADE????  I'm considering either making alchemy a physical skill (probably)
or making the Alchemist a spiritual vocation (not probably).  Whaddya'll think.
 
Question (okay...category) #2:
 
        What are the statistics on sais and nunchaku for Mythus?  Were they
published in Journeys?  Anyone made any up.  Please site sources...I wanna know
what's "official" and what's not...
 
Thanks bunches...(don't call me Bunches)
 
Lucifer >:}
=========================================================================
Date:         Fri, 9 Apr 1993 08:46:41 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: Magick necessary?
 
        Reply to:   RE>Magick necessary?
Dain-
 
Magick is tied to Dweom. for Full Practice in that "the lesser of the two
constrains the greater" as I think they put it. But it's perfectly reasonable
(and not contradicted by the books) to say that Magick is required for all
Dweomercraefters, full or partial. Another alternative would be to give a
penalty of one or two steps as a casting modifier for a Dweom. without Magick.
This would reflect the imperfect understanding of Magick on the part of the
caster (you could argue this for any practioner, not just Dweomercraefters).
 
Rick
=========================================================================
Date:         Fri, 9 Apr 1993 12:13:23 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Numchucks
In-Reply-To:  <9304091525.AA03580@matt.ksu.ksu.edu>; from "Gimme a light.
              SHIRAK! No,              bud light." at Apr 9, 93 11:18 am
 
> Okay, question #1:
>
>         Why is an Alchemist a mental class, but alchemy is a spiritual skill.
> I can see an argument for both cases.  So which Trait would one specialize in
> with Heka?  If one could utilize heka in both Mental and Spiritual, which one
> should one choose as a primary area?  WHY SHOULD THESE DECISIONS HAVE TO BE
> MADE????  I'm considering either making alchemy a physical skill (probably)
> or making the Alchemist a spiritual vocation (not probably).  Whaddya'll think.
Good question, Personally I am not allowing alchemist until I do some work with
the potions and other things they make.
 
> Question (okay...category) #2:
>
>         What are the statistics on sais and nunchaku for Mythus?  Were they
> published in Journeys?  Anyone made any up.  Please site sources...I wanna know
> what's "official" and what's not...
 
Well the only statistics that I have found is the ones listed under
Hand to Hand, Lethal that state
                Nunchakus                        Sais
STEEP      Attacks/CT    Damage              Attacks/CT    Damage
1-15            1       1d6+1                   1               2d6
16-30           2       1d6+2                   2               2d6+3
31-40           3       2d6+3                   3               2d6+6
41=5-           4       3d6+4                   4               3d6+3
51-60           5       3d6+5                   4               3d6+6
61+             6       3d6+6                   5               4d6+3
 
But I unfortantly couldn't find any stats about the cost, speed etc of these
weapons.
 
P.S.  IMPORTANT_______ALL READ
DOes anyone have extra journeys #4 out there, the local store's distributor
hasnt sent it to him yet so I al SOL.  ALSO is J #4 even worth it, since
they have mostly other stuff.
 
ZOG out
=========================================================================
Date:         Fri, 9 Apr 1993 12:16:49 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Misc
 
1. I should be able to get a copy of #4 for you if you can't get it otherwise.
 
2. Gary seemed interested in what is said on this net, does any one mind if
   I bounce him a copy (actually a hard copy) of what has transpired on the
   list?
 
3. If you'll want I can start compiling a list of questions for when I next
   talk to Dave or Gary (probably at the end of the month).
 
4. I really would like any feedback that you have on the winged horse. Thanks.
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Fri, 9 Apr 1993 14:00:10 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Stuff...
 
I like the idea about casting DRs for imperfect understanding...
 
Also, the sais and nunchukas-
 
My understanding is that they have a speed of 6 and -no- weapon points
(this is for optional placing of attacks.  I remember reading it under the
combat section, not under any particular weapon category.  As for cost,
make it up based on the other weapons... around 150 for a good pair of either)
 
Alchemist...  I think it should be mental, after all it is the combining
of elements in order to make a specific potion.  However, the person also
has to be able to cast the spells that will be stored in the potions.  The
main idea is that he is *not* primarily looking for Ential powers to grant
spells, rather his own mental ability.
 
Eddie - sure, send it to Gary.
 
Also, thanks for the list Zog!!!
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Fri, 9 Apr 1993 13:20:56 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Magick necessary?
 
> Magick is tied to Dweom. for Full Practice in that "the lesser of the two
> constrains the greater" as I think they put it. But it's perfectly reasonable
> (and not contradicted by the books) to say that Magick is required for all
> Dweomercraefters, full or partial. Another alternative would be to give a
> penalty of one or two steps as a casting modifier for a Dweom. without Magick.
 
 
Additionally, I don't let my players create their own castings unless they have
the Magick K/S. I recommend only allowing HP's to create castings as high as
they have 10's of steep in Magick (providing it's under their casting area's
steep, of course). For example, an HP with a 61 steep in Dweomercraeft and a 52
steep in Magick may create up to Grade V castings. For me, this extends to other
areas (Alchemy, Necromancy, etc.), not just Dweomercraeft, but it's my own
personal interpretation.
 
-John
=========================================================================
Date:         Fri, 9 Apr 1993 13:24:40 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Stuff...
 
> Also, the sais and nunchukas-
 
> My understanding is that they have a speed of 6 and -no- weapon points
 
 
For some reason I seem to remember a speed factor of 3 from somewhere *sigh*...
I don't think they do have any weapon points, though. Maybe the GM Screen has
some helpful tidbit. I'll have to check...
 
-John
=========================================================================
Date:         Sun, 11 Apr 1993 08:35:44 +0300
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         keren@MATH.TAU.AC.IL
Subject:      Alchemist
 
I think Alchemist should be spirtual , it should be like an art. To make
  a potion you have to feel each time the right way ( just like cooking
  even the greatest chef can make mistakes from time to time ) . If it
  were mental , then you can made potion by the hundreds ( just like cars ...
  some will put the ingredients , some will do the spell ( a higher level
  spell that can make some potions togther ) and so on ).
 
     Just my .02$
 
    Shmuel Keren
=========================================================================
Date:         Sun, 11 Apr 1993 12:30:47 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Mystake with my last post
In-Reply-To:  <9304091525.AA03580@matt.ksu.ksu.edu>; from "Gimme a light.
              SHIRAK! No,              bud light." at Apr 9, 93 11:18 am
 
I found out today that I misspelled the address that you
need to mail to in order to subscribe to the fanzine mailing list
the correct address is
 
majordomo@math.ksu.edu
the group is dangerous-journeys
 
ZOG out
=========================================================================
Date:         Mon, 12 Apr 1993 06:38:14 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: Misc
In-Reply-To:  <no.id>; from "Eddie Ironsmith" at Apr 9, 93 12:16 pm
 
> 2. Gary seemed interested in what is said on this net, does any one mind if
>    I bounce him a copy (actually a hard copy) of what has transpired on the
>    list?
>
 
Go for it. As list moderator (one of them) I have no objections. I'd
love to get Gary on the net personally. Maybe start a private list then.
As I always have beleived the best input on a game (or whatever for that
matter) comes from the people who use it. Not from the people who
designed it.
 
No offense intended. But people sometimes dont see their own errors.. I
know I cant proofread my own work! :)
 
Matt
 
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Mon, 12 Apr 1993 16:13:55 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      alchemist
 
i don't beleive that the alchemist should be a spirtual catagory
the main requirments of an alchemist is his abillity to read alchemist
script, make concoctions, and other chemical creations. all of this is
mental related. i disagree about the recent idea that alchemy is an art.
alchemy is the combination of chemistry and magic. both of which are
are very much mental skills. unlike cooking, in alchemy there is no judgment
of when something is done or burned. you can't stop a chemical operation
half way through and have a medium-well poison. alchemy is a science
just like its two components (magic and chemistry). and therefore should
be mental
=========================================================================
Date:         Mon, 12 Apr 1993 16:22:25 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Feather Fall equiv...]
 
Has anybody seen the equivalent of the Feather Fall spell?  I know there
is Slow Gravity, but it means you have already fallen over 400 feet by the
time it really slows you down, not to mention thecasting time.  Any insights?
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Mon, 12 Apr 1993 16:43:28 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Bump <david@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Feather Fall equiv...
In-Reply-To:  <199304122126.AA06944@mailhost.ecn.uoknor.edu> from "Dain A.
              Muller" at Apr 12, 93 04:22:25 pm
 
> Has anybody seen the equivalent of the Feather Fall spell?  I know there
> is Slow Gravity, but it means you have already fallen over 400 feet by the
> time it really slows you down, not to mention thecasting time.  Any insights?
 
The Bounce Charm might do what you're looking for.  Cast it on yourself, and
falling shouldn't hurt you.  Of course, you'd bounce off, but what do
you want, perfection?  :)  Also useful in missile-fire situations!
 
David Bump
david@midway.ecn.uoknor.edu
=========================================================================
Date:         Mon, 12 Apr 1993 20:02:43 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Stefan Hojnowski <93smh@WHEATONMA.EDU>
Subject:      Alchemy
 
Page 175 of the Dangerous Journeys Book states the following:
 
"Because it does contain some concepts of science, this area is always a
difficult and uncertain practice.  However, Alchemy allows the mind to
work under the guidance of the spirit..."
 
I believe that that explains why it is a Spiritual K/S area with a Mental
Vocation.
=========================================================================
Date:         Mon, 12 Apr 1993 19:35:20 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Alchemy
 
>alchemy  is the combination of chemistry and magic. both of which are
>are very much mental skills. unlike cooking, in alchemy there is no judgment
>of when something is done or burned. you can't stop a chemical operation
 
This assumes that the alchemist has a full and true understanding of of all of
the salient laws, properties, interactions, etc. For instance, if *you* were
given the necessary materials for gun powder but no scales, weights or measures:
could you produce consistant black powder every time dispite varience in the
quality of the raw materials. Especially if your mentor had drilled into your
head that Bananna peals were critical and moisture content was not!
 
 
In the same way, does evey alchemist completely know the interactions between
Heka charged mandrake root and elves blood (unbenonst to him a critial factor
is actially the phase of the moon).  Note that I am not saying that Alchemist
does not know what he is doing. Just that things that are HARD/VERY DIFFICULT
for a PHD level (ie 50+ steep) may not be fully understood (ie cutting edge
technology. Thus at that point it may well be that those that are creative or
who instictivly fall to correct solutions would be SP Trait oriented.
 
In a similar argument, Computer Science is often argued as being an art and or
science. Hence the phrases "Voodoo Programming", and "I don't know why, I just
copied if from somewhere and it works".
 
MHO
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Wed, 14 Apr 1993 08:08:50 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Feather Fall.. FONUD
 
I beleive its grade II general Dweomercraeft...
 
Slow gravity Charm
 
duhhhh... we are really bright aint we..
 
:)
 
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Wed, 14 Apr 1993 14:04:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Feather Fall...
 
The problem with Slow Gravity is the following:
It takes 3 seconds to cast, and then only slows your decent by half for
every CT.  I believe that you will have become a pit pizza by the time it
does anything useful for you.
 
The problem with Bounce Charm is similar:
It only reduced half damage from high speed impact.  But hey, it might be
better than nothing.
 
I was hopeing that somebody had seen an Eyebite or something somewhere
that one could 'Ready.'  Oh well, it makes pit traps and deadfalls just
that much more dangerous.
 
Eddie, I like your description of the Alchemist.
 
Also, anybody thought of any rules or costs to use the laws of Magick as
seen in Gary's books about Setne Imohotep?  I.e. the Sympathetic Magick
used to put out the fire in the palace?  If you haven't read it, it goes
something like this:
 
A fire is burning in a building.
...A representation of the building make of paper and wood is lit on fire
and then smothered.
...The flames on the real building go out because of the Sympathetic Law
of Magick.
 
The same type of thing is used in Necropolis to move an object.
 
There is, however, no costs associated with it in either case.  Any ideas?
 
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 14 Apr 1993 18:50:33 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Help me I'm falling
 
>The problem with Slow Gravity is the following:
>It takes 3 seconds to cast, and then only slows your decent by half for
>every CT.  I believe that you will have become a pit pizza by the time it
>does anything useful for you.
 
I don't have the book, but I sem to remember a trigger effect spell that
might be used in conjunction with a slow gravity and/or bounce that would
do the trick.
 
Other aternatives would include levitate, fly, reducing your mass, etc. Be
creative and I sure you will find an alternative. Or (as a GM) require that
the HP alchemist use a fresh eagle feather for his potion (note the convenient
mountine spire in the distance). I'm sure that he person playing the HP will
find a way.
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Thu, 15 Apr 1993 07:57:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Help me I'm falling
 
In message "Help me I'm falling", you write:
 
> >The problem with Slow Gravity is the following:
>
> I don't have the book, but I sem to remember a trigger effect spell that
> might be used in conjunction with a slow gravity and/or bounce that would
> do the trick.
>
 
I have a real problem with that particular interpretation of the Trigger spell.
If it can be used to activate some casting on a person based on some set of
cercumstances (falling, being attacked, the code word "bubba" ....) then it
will result in mages walking around with hordes of "Triggered" spells to
protect themselves against every contingency.  This becomes really scary if
you interpret the casting of the "tiggered" spell as having used up the
Heka required.  The caster can cast/set all the contingencies they can think of
and then rest for a day or two to regain the lost Heka !!
 
Very scary.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 15 Apr 1993 11:54:02 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Stefan Hojnowski <93smh@WHEATONMA.EDU>
Subject:      Triggered effects...
 
The thing with the trigger effects spell and others like it is that you
can only have one active at a given time.  You can make it so that it will
protect you from any number of things but you have to guess which one you
will run into first.  I think there are a couple of different version of
this spell but you have to be able to cast (or have cast on you) each one
and even then I think there are only three or four different spells of
this type.  It gives some protection but it shouldn't get out of hand.
=========================================================================
Date:         Thu, 15 Apr 1993 11:13:34 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: The Gross Trigger
In-Reply-To:  <9304151050.AA14496@matt.ksu.ksu.edu>; from "Wayne" at Apr 15,
              93 7:57 am
 
> I have a real problem with that particular interpretation of the Trigger spell.
> If it can be used to activate some casting on a person based on some set of
> cercumstances (falling, being attacked, the code word "bubba" ....) then it
> will result in mages walking around with hordes of "Triggered" spells to
> protect themselves against every contingency.  This becomes really scary if
> you interpret the casting of the "tiggered" spell as having used up the
> Heka required.  The caster can cast/set all the contingencies they can think of
> and then rest for a day or two to regain the lost Heka !!
 
I agree the trigger spell as is is extremly nasty that is why i have added
the extra rules to my game
1) the trigger spell must be cast at the same level as the spell being put into
 it ie for a grade 4 spell you must also cast the trigger spell as if it was
  grade 4.  (someone on this group posted this idea a long time ago and I liked
  it  =)
 
2) For each casting grade of the spell the caster looses one heka off off of
 his MAX heka until the trigger spell is cast.  IE. if a mage had 450 max heka
 normally after 10 grade 5 spells he would have a max of 400 until some of
 those triggers went off.  While this seems small at first it does prevent
 abuse of the spell.
 
ZOG out
 
>
=========================================================================
Date:         Thu, 15 Apr 1993 11:15:48 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: Triggered effects
In-Reply-To:  <9304151602.AA25209@matt.ksu.ksu.edu>; from "Stefan Hojnowski" at
              Apr 15, 93 11:54 am
 
>
> The thing with the trigger effects spell and others like it is that you
> can only have one active at a given time.  You can make it so that it will
> protect you from any number of things but you have to guess which one you
> will run into first.  I think there are a couple of different version of
> this spell but you have to be able to cast (or have cast on you) each one
> and even then I think there are only three or four different spells of
> this type.  It gives some protection but it shouldn't get out of hand.
>
 Hmmm  I think I am going to have to read that spell again
=========================================================================
Date:         Thu, 15 Apr 1993 10:18:11 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: The Gross Trigger
 
> I agree the trigger spell as is is extremly nasty that is why i have added
> the extra rules to my game
> 1) the trigger spell must be cast at the same level as the spell being put
into
>  it ie for a grade 4 spell you must also cast the trigger spell as if it was
>  grade 4.  (someone on this group posted this idea a long time ago and I liked
>  it  =)
 
> 2) For each casting grade of the spell the caster looses one heka off off of
>  his MAX heka until the trigger spell is cast.  IE. if a mage had 450 max heka
>  normally after 10 grade 5 spells he would have a max of 400 until some of
>  those triggers went off.  While this seems small at first it does prevent
>  abuse of the spell.
 
 
I also rule that my players cast triggers at the grade of the spell they are
triggering (BTW, I do the same for Hold Effects). I like your second option, as
well - kinda forces the mage to leave a bit of his "essence" with every stored
casting. Additionally, I allow players to cast triggers on any heka-engendered
item (one per item), thus limiting them in some regard. The HP is
heka-engendered, items may be heka-engendered, some animals are heka-engendered
(horse, for example - this allows for triggered familiars :))...
 
-John
=========================================================================
Date:         Thu, 15 Apr 1993 13:12:23 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Gaming quotes
 
Here is a compilation of famous last words from PC's from various
gaming systems.  Some of them are really good.
 
Enjoy.
 
-EDDIE-
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
FAMOUS LAST WORDS                          372 items    last change: 12-08-92
collected by Oliver Rosenkranz (rossi@cs.tu-berlin.de)
Thanx to the following persons and groups...
 
Shadow (pmenard@cse.unl.edu)
 
Jens Fiedler
UKC Adventure Gaming Society
Jim Vassilakos
Greg Schmidt
Thomas Mueller
Michael Heggen
vous@daimi.aau.dk (don't know his real name)
Richie Saunders
Mad Chris
Jani Lahti
Sami Merila
flindholm@mta.ca (don't know the real name)
Jeremy L. Hart
Pete ...(20059.2b1c1642@ul.ie)
Tom Da Mao
Marko Pirneskoski
Patrick Chester
Keith C. McCormick
=-=-=-=-=-=-=-=-=-=(please don't remove the Authors)=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
001-"Let's go in."
 
002-"Let's not go in."
 
003-"I follow them."
 
004-"I stab the dragon and tell it to get off me."
 
005-"I drink the bottle marked POISON on the off-chance that it's the
     extra-healing potion."
 
006-"I kill it."
 
007-"Let me handle this."
 
008-"Whaddya mean, a pentagram only has FIVE sides?"
 
009-"What a useless scroll. It just says, HASTUR HASTUR HASTUR over and over
     again..."
 
010-"I though YOU brought the food!"
 
011-"Why is your torch flame turning blue?"
 
012-"AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHH"
 
013-"Trust me."
 
014-"I never get lost."
 
015-(A corridor ahead is full of brown mold)
 "I cast Fireball down the hall, then send my fire elemental to investigate."
 
016-"Dammit, this thing won't die!"
 
017-a)"I bet without Mjolnir you're a real wuss."
    b)"He looks like a wuss to me."
 
018-"He hit me for HOW MUCH?????"
 
019-"They're only kobolds!"
 
020-"Hey, this chest just bit me!"
 
021-"I try to move silently in plate armor..."
 
022-"I didn't find any traps !!"
 
023-"Wonder what this button does ?"
 
024-"Don't worry, he is probably just first level."
 
025-"This 250' wall has so many holes, it should be easy to climb."
 
026-"I'll just close my eyes and walk up to the dracolisk holding up my mirror"
 
027-"Can I eat this green slime?"
 
028-"I'll just walk up to the dragon invisibly"
 
029-"Why is this man speaking in sign language?"
 
030-"This type of undead can't drain levels"
 
031-"I'll open the door, sneak up on him from behind and backstab him!"
 
032-"We are in luck! The dragon is sleeping"
 
033-"That's only a statue"
 
034-"There is no trap on the door, so let's open it"
 
035-"Look, behind you!!!"  Said by a gnome(pc) to an ogre as a disliked
     parttymember crept up.  End of the other member.
 
036-"I have this dungeon at home, I know where everything is!"
 
037-"Don't worry, the DM won't hose me"
 
038-"We'll untie the prisoners and lock them in the closet."
 
039-"Why can't we take Clarissa (Disguised evil high priestess) with us?"
 
040-"How much will you give me for this idol I found (cursed)?"
 
041-"I'm not powerful enough, can't you just give me second level."
 
042-"Don't I get the farie fire bonus on my parry."
 
043-Star Wars:"Stormtroopers can't hit a Wampa at this dist..."
 
044-Traveller:"Who took the battery out of my grav belt?"
 
045-"They're wearing blue robes?  They must be Druids.  Roll for initiative,
     suckers."  (At which point the polymorphed Bone Devils ate him.)
 
046-"I see HOW MANY wights?!"  (from the crypts of Ravenloft)
 
047-"Don't worry, wyvern don't attack unless they're provoked."
 
048-"You watch the door, I'll take out the Gas Spore (Beholder) that's guarding
     the treasure."
 
049-"A Nightmare, huh?  I'll attack for one round and prepare to run."
 
050-"I'll take off my armor so I'm silent and slip past the dragon."
 
051- "They need a twenty to hit me, I'm invincible"
 
052-(While trapped in a dungeon..) : "Don't worry, I have a plan!!!"
 
053-"I bet that without Mjolnir you're a real wimp."
 
054-"Who's the bitch with the spiders?"
 
055-"We killed all monsters on this level."
 
056-"I've been here before. There are no traps in this section."
 
057-"What do you mean 18 meter long crocodile--you just said crocodile."
 
058-"Well ...., I'll touch it again"
 
059-"I attempt to disbelieve"
 
060-"I cast a fireball" (into a 10'x10'x10' room)
 
061-"I know if I draw a card I'll get the VOID."
 
062-GM:"You're very lucky, you all don't know how lucky you are! Save or take
        210 points of damage"
 
063-GM:"You don't get your +5 for being a dwarf, because it's special bodak
        power"
 
064-" It's OK, I trust her..." ... *BOOM!!!!!!*
 
 
065-"Stand back you wimps.  I'll kill it."
 
066-"Oops."
 
067-"OK! I moon the Balrog!"
 
068-"My first arrow MISSED the magic-user pointing at me?? OK, I shoot again!"
 
069-"Where'd that thief go now?"
 
070-"Trap? What trap?"
 
071-"So what?"
 
072-"Don't be silly.  If this was really the ship's "Self-Destruct Button",
     do you think they'd leave it lying around where anyone could press it?"
 
073-"Hmmm...the sign on the door says, "AIRLOCK".  I wonder what's inside."
 
074-"You're all a bunch of wimps!!  I'll prove to you myself that an entire
     orc stronghold is no match for your average barbarian."
 
075-"All right, we're in an unexplored dungeon in total darkness with no
     light sources or infravision...Hey, I know!!  Let's yell and scream a lot
     so we can locate each other by sound!!"
 
076-"I'm going to kill our captives anyway, and I don't give a damn whether
     the other goody-good PC's like it or not."
 
077-"Y'know, since our druid's been so obnoxious, it would probably serve him
     right if we set his precious forest on fire."
 
078-"A clever bluff, Agent N42, but not clever enough.  You see, right away I
     recognized your `pistol' as a cleverly disguised cigarette lighter."
 
079-"A creature with two BABOON heads on a scaly REPTILIAN body?  With
    TENTACLES for arms?  Hunh.  Must be some stupid wizard's magical construct.
    Let's kill it."
 
080-"Yes, it's true I humiliated the DM in front of the debating team
     Wednesday, but he's much too broad-minded to take it out on my character."
 
081-"OK, O Mighty Odin, as long as you're not gonna answer my prayers, I'm
     gonna tell ya what I REALLY think of ya!"
 
082-"I drop trough and expose myself to the arch-mage as a gesture of contempt."
 
083-"Well, guys, I'm sorry my activities in the last town got us all tarred
     and feathered, but you're not going to hold that against me, are you?"
 
084-"No, I'm sure there's some stipulation that says a disintegrate spell
     won't work if the spellcaster casts it on himself.  Here, I'll prove it."
 
085-"Oops, I spilled flaming oil on my beard.  I'd better wash it off after
     we kill this fire lizard."
 
086-"Well, we know he's LAWFUL evil, so he should keep his word when he
     promised not to betray us."
 
087-"So I'm safely across the pit?  Whew!  For a minute there I was worried
     that you might remember my encumbrance penalties."
 
088-"Well, as long as I've stumbled into Princess Savitra's bedroom, I might
     as well try to seduce her."
 
089-"Thank God!!  A hobgoblin camp up ahead!  Maybe they can help heal our
     wounded!"
 
090-"Don't worry!  The chances of me blowing a climb walls roll twice, at my
     level, are infinitesimal."
 
091-"All right, I jump...Now on the way down, I activate my ring of feather
     fall...no, wait, didn't I lend it to Jim?"
 
092-"So you're Tiamat, huh?  Are you evil?  Yes?  Would you like to convert?"
 
093-"I cast a `gate' spell and gate in the Iraqi Air Force."
 
094-"Well, *I* trust our party thief, and if he says this door isn't trapped,
     that's good enough for me."
 
095-"Well, I didn't much like this character, anyway...Here goes nothing..."
 
 
096-"I swing the Toxic Avenger's mop at the grenade so I can bat it across the
     room at the aliens...Wait!  Isn't that grenade Contact Fused ???"
 
097-"All right, I guess Toronaga's right.  There can't possibly be anything on
     the other side of this airlock.  Why not open the damned thing."
 
098-"Whistling sounds?  Naw, they can't have a grenade launcher!"
 
099-"Okay, there's nothing guarding the bridge.  I go through the door and find
     the helm."
 
100-"They can't possibly outflank us.  We have a multi-scanner!"
 
101-"Come on!  Arrows versus Kevlar?"
 
102-"What do you mean Tsu Han's pilotting the shuttle?  Does he even have
     Insystem Pilot?  WHY ARE YOU SMILING AND SHAKING YOUR HEAD?"
 
103-"So that giant fell into the pit?  I'll jump over it and get his treasure."
 
104-"Oh, that sorceress looked a little pale when she examined the mirror which
     has the pentagram in front of it on the floor.  I think I'll break the
     mirror."
 
105-"It's not trapped, you just want it to yourself."{He still got it for
     himself.}
 
106-"Me first Me first."
 
107-"Dinosaur? Hey, no problem, right Balinor?"
 
108-"You call yourself a barbarian, you son of a witch ?"
 
109-To powerful demon:  "Try me sh*t breath!"
 
110-To sleeping dragon: "Oops, sorry...didn't mean to disturb you."
 
111-"Come on, we haven't found any traps so far."
 
112-Ranger: "What do I see?"
    DM:"Do you remember the trap that killed Indy's guide in Raiders of the
        Lost Ark?"
 
113-"Diamonds ... Gold... Saphires !!! Terry! Terry, we're rich, we're
     rich, we're fabulously wealthy !!!!  ...Terry .....  Terry ??"
 
114-"Let's walk this way."
 
115-"Hey folks, follow me, I remember the way to the dungeon exit."(Lost)
 
116-"I never get to have any fun!"
 
117-"You mean they get to use the critical hit chart too?"
 
118-"Hey, I know a dragon when I see one."
 
119-"What do you mean the whole room we're in detects as a trap?"
 
120-"Hey you! Frost Giant! How's the weather up there?"
 
121-"Just watch, I bet I get the one item that's cursed."
 
122-"I'm invincible!"
 
123-"Don't worry.  I know what I'm doing!"
 
124-"Stop!"
 
125-"A sign labeled `pit'?  I walk up to it."
 
126-"No problem.  That's easy!"
 
127-"Hey, I found it.  I'm keeping it."
 
128-"I think we'll have to reason with him."
 
129-"Hah! I'm not dead yet.  I still have five hit points."
 
130-"Oh, no.  We're being rescued.  How embarrassing!"
 
131-"Yeah, I know it's dangerous, but think of the experience points."
 
132-"I stand right underneath the Fire Giant and point my wand straight up."
 
133-"Don't worry.  I've got a plan."
 
134-"They can't see me.  I'm invisible!"
 
135-"I wonder what's in here?"
 
136-"He wouldn't try that trick again!"
 
137-"Trust me, guys."
 
138-"Just because you're a dragon doesn't mean you can push ME around."
 
139-"They don't look so tough."
 
140-"I'm SURE there are no traps."
 
141-"I actively disbelieve!"
 
142-"What do you mean trolls regenerate!?!"
 
143-"Here kitty, kitty, kitty..."
 
144-"I'll open it."
 
145-"It seems easy enough"
 
146-"I think he can be trusted."
 
147-"Those noises are probably nothing."
 
148-"I'll pull the lever."
 
149-"Money!"
 
150-"Magic is for wimps."
 
151-"Oh.  He'll miss.  Just look at my AC."
 
152-"Oh no!  Let's go help them!"
 
153-"Run away!"
 
154-"I want to kill something."
 
155-"All clear, guys."
 
156-"Gummy werebears? They should be cake to kill once they turn human."
 
157-"Wait a minute, didn't the old man say something about a curse?"
 
158-"Hey, where'd all the big spiders come from?"
 
159-"Okay, Ed, your underwear explodes!"
 
160-"Bob, you have any grenades left? Throw me one..."
 
161-"AGAIN!?!?!"
 
162-"He shot out my eye? Okay, I tear out my other eye and throw it at him
     as a gesture of defiance."
 
163-"I pull the metal ring out of the sphere."(Recognize a Holy Hand Grenade?)
 
164-"This is a push-over dungeon."
 
165-"Maybe this wasn't such a good idea."
 
166-"I'll use my taunt skill."
 
167-"Your mother was a Gully Dwarf."
 
168-"My God will protect me."
 
169-"You wouldn't dare!"
 
170-"Hey, we're out! We're safe!"
 
171-"I'll try it on."
 
172-"C'mon!  We're a team!"
 
173-"You don't look like a mage!"
 
174-"It'd be stupid to trap this!"
 
175-"I'll kick the door in!"
 
176-"It could be dangerous!"
 
177-"Here, hold this rope while I go down."
 
178-"I thought you brought the food!"
 
179-"Well, if you didn't belch, who did?"
 
180-"Isn't there anything exciting in this dungeon?" (said to GM)
 
181-"Uh guys? Hello? Anyone?"
 
182-"Dragons give you a lot of Exp."
 
183-"I know an illusion when I see one."
 
184-"Who's the bitch with the spiders?" (ahhh! the infamous Lloth)
 
185-"I sit on the pale lady with the funny teeth." (Ahhh! the infamous vampire)
 
186-"Mysterious shadows in the room? I'm not scared --- you can't spook me!"
 
187-"There's a smell of gas, huh? Well, my lantern is hooded. It ought to be
     safe."
 
188-"Take off my armor and try to swim? Forget it --- I worked hard to get this
     +3 plate mail. Besides, the DM never lets anyone die --- he wouldn't
     let me drown, would he?"
 
189-"I cast a lightning bolt at the ochre jelly."
 
190-"Lightning bolts don't ricochet off stone walls, do they?"
 
191-"A ballista? What's that? How many dice of damage does it do?" {Twenty.It's like a
     crossbow, only MUCH larger.}
 
192-"So what if he calls the guard? A backwater town like this can't have
     a very big militia."
 
193-"Only six inches long? Ha... Wait, you don't mean six _scale_ inches,
     do you?" {said in miniature-figures-game. Character itself was 3/4" high.}
 
194-"...and then I... Uh, guys? Why are looking at me like that? Guys?"
     {After using a spell called "Polymorph Other" }
 
195-"What do you mean, `It doesn't work' ?" {Item with no more charges left.}
 
196-"Oh these, I've fought them before..."
 
197-"Then I'll hit him back!" {spoken at the start of a bar brawl.}
 
198-"I'm bored..."
 
199-"Quick!  What did that scroll say ?"
 
200-"How did he dissappear like that ?" {About a hostile warrior with a ring
     of invisibility and two attacks per round.}
 
201-"I'll try to pick his pockets." {Pockets belonged to a level 30 mage.}
 
202-"Maybe we should just kill him."
 
203-"Read it to me." {It was a fireball scroll.}
 
204-"You mean there's more ?" {About undeads which entered the room}
 
205-"MAGIC ITEMS!"
 
206-"He looks like a sunburnt elf?  Huh."
 
207-"I'll light a fire." (In the woods at night (attracted bears)}
 
208-"You'd have to be a GOD to smile after that hit!"
 
 
209-GM:"You DID take the swimming skill?" (to a player when character fell
       overboard.)
 
210-"I'll stand guard." (Didn't want to enter orc cave.Orcs were out. Orcs
     came back.)
 
211-"What do you mean I hear water?" {in a tunnel}
 
 
212-"I bar the door!" {Door opened inward.}
 
213-"I'll cover you!"
 
214-"Take out a Beholder's eyes, and Bingo!"
 
215-"I can't possibly miss..."
 
216-"Don't worry, I can hit him!  I can hit him!"
 
217-"Shut up, bird!" {to a parrot who happened to be repeating the True Name of
     a demon which subsequently exterminated the party}
 
218-"But he has to be our friend!"
 
219-"How would you like to have this sword?"
 
220-NPC:"Take this ring as a token of my esteem." {This party no longer accepts
         gifts from unknown NPC's.}
 
221-PLAYER:"BEGONE THINGS OF EVIL!!!"  REPLY:"Begone thing of good."
 
222-"I go through the door... Wait, I check for traps!"
 
223-"Don't be silly. That kind of monster NEVER follows you."
 
224-"I run up to the monster, throw my magic net over it, and try to take the
     jewel from around its neck." {But nets don't stop creatures from biting.}
 
225-"Hmmm... odd-colored walls. Well, I touch one." {turned to stone}
 
226-"I wonder what the black-and-yellow striped ring above the seat does?"
     { Ejection Seat. No atmosphere and no vacc-suit.}
 
227-"What do you mean, vacc-suit proficiency? I thought it was perfectly
     straightforward, like wearing clothes..."
     [From a character attempting to fight hand-to-hand in one.]
 
228-"But the directions SAID to `pull pin and throw' !"
        [From a beautifully role-played traveller character from a non-
         technological world. He was given a scout ship survival pack,
         which among other gimcracks, contained concussion grenades.
         When he got in trouble, of course, he pulled the pin out of
         one and threw it ("it" being the pin, naturally)...]
 
229-"Uh, what does 'explosive decompression' mean?"
 
230-"Why the hell do you always put `Graf' before your name? Is that this
     backward planet's equivalent of `Duke' or something?"
 
231-"Don't worry - I have Pilot-7."
 
232-"What do you mean `energy weapons are illegal' ?"
 
233-"DO NOT OPEN"
 
234-"Easy kill."
 
235-"I've got you now!"
 
236-"Is this one really able to breath fire?"
 
237-"Trust me. I know what I'm doing"
 
238-"I open the door and see who it is." {in response to a knock on the door}
 
239-"I jump off the roof - He won't get my last HP then."
 
240-"Oh cute!  Look at the fuzzy little cubs!"
 
241-"Your armor is too noisy.  Wait here and I'll scout ahead."
 
242-"I explain to the ogre that it was an honest mistake."
 
243-"Oh, he puts those in all of his dungeons.  It's a gas spore."
 
244-"Hubba hubba!  The nymph's taking off her clothes!"
 
245-"Whoever did this must be long gone by now."
 
246-"Easy, boy.  What's this stupid horse's problem?"
 
247-"You mean ...  this ... is the last ... torch?"
 
248-"Oh don't worry.  The poisonous ones have orange stripes."
 
249-"I really didn't know it was against the law."
 
250-"You racist!  They're elves.  So what if they're black?"
 
251-"This flickering torch light is playing tricks on my eyes.  It almost
     seemed as though that chest moved by itself."
 
252-"Demogorgon."
 
253-"What's the duration of this Fly spell?"
 
254-"I don't understand.  It should be dead by now."
 
255-"Finally!  I thought that troll would never die."
 
256-"If we look brave and fearless, they won't attack."
 
257-"I'de feel better if we had some crampons.  Oh, what the hell, let's go
     for it."
 
258-"I wouldn't worry about the thieves' guild -- they don't have a clue who
     did it."
 
259-"Aha!  So you're the [killer/spy/vampire]!"
 
260-"It doesn't look very fast; we can easily swim across."
 
261-"While they're fighting the dragon, I sneak around behind him and examine
     his hoard."
 
262-"I wish we had a 10 foot pole.  Oh well."
 
263-"Ha ha ha!  Let's put bookworms in his spell research library."
 
264-"I rolled a 20.  How could that be a miss?"
 
265-"I've got plenty of spells; I don't need to carry a weapon."
 
266-"I'm heir to the crown.  They wouldn't dare!"
 
267-"Don't you understand?  The odds will be even.  If we can't see them, they
     can't see us."
 
268-"Who's bringing up the rear?"
 
269-"It's only one wight.  The others are just ghouls."
 
270-"But [longbows/match locks/nuclear weapons] haven't been invented yet..."
 
271-"Look, I don't care what you think of her, or her "demonic smile."  She's
     hot to trot.  So, if you'll excuse us..."
 
272-"I've got better things to do than run your petty errands, your highness."
 
273-"What?!  I thought you said fifTEEN kobolds."
 
274-"It'll be a short ocean voyage.  One week's worth of food and water will be
     enough."
 
275-"I won't fall in; I just want a better look at what's down there."
 
276-"Ochre jelly?  Ok, everyone, break out the bread and the peanut butter."
 
277-"Quit clowning around.  Look, whichever one of you is doing that, it's not
     funny."
 
278-"Hey!  Where's my components?"
 
279-"For some reason I had always imagined that bugbears were somewhat smaller."
 
280-"A trap?  That's exactly what we're supposed to expect.  I think this DM is
     more imaginative than that."
 
281-"After what we took, he won't be able to afford an assassin."
 
282-"They're usually not aggressive.  If we leave it alone, it'll leave us
     alone."
 
283-"Wanna see my new spell?"
 
284-"Something's wrong with my d20."
 
285-"That was no healing potion!  I'm gonna kill that swindler!"
 
286-"Ha!  That's the oldest trick in the book."
 
287-"Hey, Bill, cast a Detect Invisibility, quick.  Bill.  Bill?  Where's Bill?"
 
288-"Cover me."
 
289-"I think it's asleep."
 
290-"Look at the size of those tracks!"
 
291-"Can you make out this next rune?  It looks like someone spilled coffee on
     this scroll."
 
292-"..23..24..Well, that's the last of his arrows."
 
293-"Watch this."
 
294-"Well, if I remember correctly, it's AC 7, 3+1 HD, 1d8 damage.  Hmm..."
    <scribble> <scribble>
    "I should defeat him around the 4th round and still have
     about 12.5 hit points left.  Ok, let's rock!"
 
295-"No problem!  I'll just cast a ... whoops, I forgot.  I'm just 2nd level,
     aren't I?"
 
296-"Did you see that guy's head?  I wonder what did this."
 
297-"Damned be him who first cries, 'Hold, enough!'"
 
298-"If you cut me down, I will only become more powerful."
 
299-"Zoinks!  I sure hope that's just Scooby behind me."
 
300-"I ain't afraid of no ghost."
 
301-"Geez, I'm kind of low on funds.  Ok, I'll take 500 gp for the healing
     potion."
 
302-"I bet it's just an illusion."
 
303-"Well, at least I tried...?"
 
304-"It's only an illusionary red dragon!"
 
305-"I'll attempt to patch it up." {...finding a hole in the cargo bay of the
                                       the orbital shuttle}
 
306-"I'll cut the red wire."
 
307-"Hey, I'll try to hide in shadows." {Room full of Shadows(kind of monster
                                         in AD&D)}
 
308-"I cast a powerball." {inside an elevator}
 
309-"I cast a hellblast." {at a gas station}
 
310-"Let's blow open the airlock."
 
311-"I jump from our car into theirs."
 
312-"YOU are the UGLIEST guy I've ever seen." {to an 8 foot tall troll}
 
313-"What do you mean 'the bullets are just bouncing off'!"
 
314-"O.K. pal, take your best shot."
 
315-"Let's rush them."
 
316-"There's no way they'll ever find us."
 
317-"What could possibly go wrong?"
 
318-"Him? What is HE doing here? I thought we killed him!"
 
319-"I throw a grenade at them." {in the middle of a weapons storhouse}
 
320-"Guys, I'm out of ammo."
 
321-"I tackle her." {She was a wolf shapeshifter in human form}
 
322-"Dragon? What dragon?"
 
323-"I shoot a missile at one of the wasps."
 
324-"Does anybody in the group have Doc Wagon?"
 
325-"A juggernaught? What the hell's a juggernaught?"
 
326-"Get him!"
 
327-"I give him the finger..."
 
328-"He has a threat rating of WHAT ?"
 
329-"Guys, there's some giant bugs in the hallway."
 
330-"Do you think it's a toxic spirit?"
 
331-"What's with that wierdo with the teeth?"
 
332-"I put my AK97 under my coat and go to the subway."
 
333-"How many teeth does it have?" {character used to make chains of the
                                    teeth of his dead opponents}
 
334-"'Brak'? That's a stupid name for a barbarian!"
 
335-"Blue, no...wait, Yellow! Aaaaarghhhh" {to a bridgekeeper}
 
336-"Shit, it's a minefield, leggit !!!"
 
337-"Call me Kregor the Undying!"
 
338-"Let's split."
 
339-"They will flee in terror from my <name of Assault Mech Class>"
 
340-"Feel like surrendering ?"
 
341-"Give you my T.O.&E ?! Figure it out yourself..."
 
342-"It's only infantry."
 
343- while rolling dices "Please God, not an ammo explosion..."
 
344-"Stupid fool. Tried to scare me by firing LRMs at my feet. I charge
     right at him."  {character standing in a minefield}
 
345-"Sure you can use the LRM Carrier platoon in this scenario ."
 
346-"Airstrike? Sure.....But I get one too."
 
347-"I'll hide my ship near the planet's ring?" {which is where several hundred
     nuclear missile-equipped automated battlesats were hidden}
 
348-"That's an interesting headband you're wearing pilot Smith."
    {kamikaze headband}
 
349-"I'm sure reinforcements will get here on time. They promised."
 
350-"Say, what's that red dot on your forehead?"  {laser sight}
 
351-"I'm a vampire. No mortal can kill me."
 
352-"What a stupid 'bot." {It was a hunter-killer drone}
 
353-"Jamming at full power, they'll never scan through that!!"
     {enemy used anti-radiation missiles}
 
354-"What kind of idiot would set boobytraps in his own home?"
 
355-"No, I wasn't reading the module. I was just looking at the pictures."
 
356-"Black Ice in Mom and Pop's Grocery?!" {front for money launderers}
 
357-"Funny, doesn't *look* like a cyberpsycho...."  {but it was one}
 
358-"Corporate geek, huh? I throw my beer on his fancy suit!"
     {Arasaka exec with bodyguards nearby}
 
359-"No security force is *that* fast responding."
 
360-"I have a very bad feeling about this."
 
361-"I'm sure they didn't trace me."
 
362-"I throw the grenade..." (Onto a proch less than ten feet away)
 
363-"We'll let him fire the mortar, he's not to good with a gun."
 
364-"Um... I charge the machine gun nest."
 
365-"I think I'll rob that place."
 
366-"Naah. He's the DM, he never kills PCs."
 
367-"I turn the red gem so that the little carving points right at the one on
     the wall above it. Then I rotate the  ..."
 
368-"No, you idiot, they can't hear us crawling around out here!"
     {yelled to another PC}
 
369-"So they have a tank...big deal! I have an M-16!!! I can kill it."
 
370-"What do you mean they threw it back ?"
 
371-"There is only two left..."
 
372-"No, sir. We're gonna protect this fire base. They won't get past us...
     ...Arc Light ?!?! What do you mean the B-52s are on their way ???"
     {after being ordered to evacuate a camp that will be attacked in four
      hours}
 
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Thu, 15 Apr 1993 17:35:54 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Stefan Hojnowski <93smh@WHEATONMA.EDU>
Subject:      Trigger....
 
oops....
my mistake
 
Actually there is no restriction in the book on how many triggers you can
have at one time.  We have been restricting it in our campaign and I got
confused.  It's hard to keep the real rules and the GM changes straight.
Sorry for the confusion.
 
But you should consider similar restrictions.  They have worked pretty
well in our group.
=========================================================================
Date:         Tue, 20 Apr 1993 08:04:37 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      David Newton wants help
 
Dave newton is willing to appear on our mail list, but he only has access to
America Online. If any one knows how to logon to here from AO please fwd me the
info and dave will be happy to appear.
 
 
Part of a conversation between two half-ogres overheard at the
Whistling Fish:
 
Yeah, Elves are pretty flakey.......but only if you cook them right.
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Tue, 20 Apr 1993 09:41:41 PDT
Reply-To:     jerry@teetot.acusd.edu
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Jerry Stratton <jerry@TEETOT.ACUSD.EDU>
Subject:      Re: David Newton wants help
In-Reply-To:  <no.id>; from "Eddie Ironsmith" at Apr 20, 93 8:04 am
 
>Dave newton is willing to appear on our mail list, but he only has access to
>America Online. If any one knows how to logon to here from AO please fwd me the
>info and dave will be happy to appear.
 
American On-Line supposedly has full internet access. I don't know how
much it costs, but you should be able to find out from an AOL
representative.  Then, Dave can subscribe to this list just like anyone
else does. (And might even be able to participate in ircs and such.)
 
Jerry
jerry@teetot.acusd.edu
------
"So sex was good for individual differences, and individual differences
 were good for survival. Therefore, sexual beings _survived,_ and the
 ones who did best were the ones who _liked_ sex the _most_ -- which
 is why sex felt good _then_, feels good _now_, and can only feel
 _better_ tomorrow."
                                -- Larry Gonick
=========================================================================
Date:         Wed, 21 Apr 1993 00:27:57 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: David Newton wants help
In-Reply-To:  <no.id>; from "Eddie Ironsmith" at Apr 20, 93 8:04 am
 
Eddie,
     I will dig up the document on how to do it. It simple to do.
actually. if you email me HIS email address on AOL.. I will add him in
right away and he can get the address to the list from the inbound email
from the list :)
 
Being a list-admin has its advantages.. just email it to me...
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Wed, 21 Apr 1993 09:38:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: David Newton wants help
 
In message "David Newton wants help", you write:
 
> Dave newton is willing to appear on our mail list, but he only has access to
> America Online. If any one knows how to logon to here from AO please fwd me the
> info and dave will be happy to appear.
>
 
If he has access to usenet/internet mail, he should just be able to
send/receive stuff from MYTHUS-L@BROWNVM.brown.edu or what ever warped
convolution his mailer uses.
 
Typically AOL users with access have mail addressed like DaveNewton@aol.com
or some such thing.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Sat, 24 Apr 1993 15:25:42 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      MYTHUS-L: Hello there!
 
Hi!
 
I just signed up on this list (and perused the logfiles on the LISTSERV),
and I was wondering if anyone else out there started with the Mythus Prime
rules before going on to the Advanced rules, and if so, any suggestions
for either the transition or for running the rules in general.
 
Other notes:  I see a fair amount of opposition to Mythus Prime, and I'm
wondering why.  After all, it'll make breaking in some avid AD&Dr's here,
as there is *NO* Mythus campaign at all (A Vampire/Werewolf, yes, a good
dozen AD&D and D&D, a couple Shadowrun groups, a heroes campaign, a couple
Rolemaster, and a MERP, but no Mythus <sigh>), not to mention that I am
not comfortable running a completely new gaming system and using *all* the
complications.
 
Gygax on the Net?  Sounds like a good idea to me  :)
 
A Fanzine?  Where can I sign up?
 
What's the word on the quality of Journeys?
 
Do we have a rough product list for the gaming system at this point?  (I
know of the first two books: Mythus and Mythus Magick, as well as Epic of
Aerth and Necropolis)
 
And I couldn't get in to the FTP site, how do I do that?
 
Also, there was mention of an adventure that was on the Net, but I
couldn't find it.  Where can I pick it up?
 
Lots of questions, and no answers yet, but hoping I can contribute in the
near future.....
 
Thanks!
 
 
---------------------------------------------------------------------------
    Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
---------------------------------------------------------------------------
=========================================================================
Date:         Sat, 24 Apr 1993 16:24:56 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <ACC_DTW@EXODUS.VALPO.EDU>
Subject:      Mage-Priests
 
So,
I have a question, how the heck do you make a Dweomercraefter-Priest in Mythus.
It is probably simple |) but I could only figure out how to become a
full-practioner Mage Priest, but no Vocation or the other information
necessary to building a character.  Fill me in, if you are wonder where I found
this bit of info I'll have to go back to my room and find it but its in there
somewhere.  Also to answer Mike Phillips, no I never used Mythus Prime.  Then
again I have never used Mythus either, I'm preparing to run a game over the
summer.
 
        Hogo Tarsovan
 
 
Internet: acc_dtw@exodus.valpo.edu           Bitnet: acc_dtw@valpo
     Realnet: Valpariso, Indiana and Chevy Chase, Maryland
 
 
        "And since human beings have for all practical purposes no wolfish
        social skills, the wolf regards the human being as a wild animal, and
        the wolf is correct.  He doesen't trust us, with perfectly good
        reason."
                        -V. Hearne (Adam's Task)
 
Makes you think dosen't it.
=========================================================================
Date:         Sun, 25 Apr 1993 12:39:18 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Mage-Priests
In-Reply-To:  (null)
 
My understanding of dual-full practitioners is as follows:
 
You must have at least 101 in your prime trait and make a hard check vs.
your appropriate Cap (MR or SM I believe.)  At this point you are a full
practitioner in one vocation.  Then, you must have at least a 91 in the
secondary trait, and then make a hard check vs. the appropriate Cap in
that one as well (again, MR or SM.)  Only then are you a dual full
practitioner or a Priest-Mage/Mage-Priest.  Pretty rough to get one of
them unless you feel like making characters all day...
 
Mythus Prime?  It is like working with one hand tied behind your back.
Fishing without hooks... and many other similar metaphors...
 
whelp...toodles
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Sun, 25 Apr 1993 14:55:39 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <ACC_DTW@EXODUS.VALPO.EDU>
Subject:      Mage-Priests II
 
Thanks for the response but....
"Dain A. Muller" <93dam@WHEATONMA.EDU> Writes:
 
My understanding of dual-full practitioners is as follows:
 
You must have at least 101 in your prime trait and make a hard check vs.
your appropriate Cap (MR or SM I believe.)  At this point you are a full
practitioner in one vocation.  Then, you must have at least a 91 in the
secondary trait, and then make a hard check vs. the appropriate Cap in
that one as well (again, MR or SM.)  Only then are you a dual full
practitioner or a Priest-Mage/Mage-Priest.  Pretty rough to get one of
them unless you feel like making characters all day...
 
--------
 
I respond with the following:
Thanks Dain but I kind of knew that.  Actually I was wondering more on the
lines of what skills (sorry K/S Areas) I need in order to become a Mage-Priest.
I suppose at minimum I would need Dweomercraeft, Magic, Religion, and
Priestcraeft.  Should I try and get the ones my Vocation does not start out
with with my extra skills?  What is my primary Trait?  Mental or Spiritual?
Why is there not a Vocation for these people?
 
On a related note:
How do the Dweomercraefter K/S Sub-Areas work?  Do you get the standard number
of sub areas with your D. K/S?  Or do you need to learn them all individually?
If I get them all with my D. K/S do I get Castings from all the Sub-Areas?
Also do you allow chartacters with lots of starting money and Heka-Forging and
certain Alchemy Castings to start with the castings already cast.  For example
if I had a Heka-Forger with Damage Bonus I Formula (I think thats it) which
costs 12,000BUCs to cast, could I start out with the casting placed on all of
my weapons (provided I spend the cash)?  Or should I wait till the game
actually begins before casting the spell?
 
So that's all for now.
 
                        Hogo Tarsovan
 
Internet: acc_dtw@exodus.valpo.edu           Bitnet: acc_dtw@valpo
     Realnet: Valpariso, Indiana and Chevy Chase, Maryland
 
 
        "And since human beings have for all practical purposes no wolfish
        social skills, the wolf regards the human being as a wild animal, and
        the wolf is correct.  He doesen't trust us, with perfectly good
        reason."
                        -V. Hearne (Adam's Task)
 
Makes you think dosen't it.
=========================================================================
Date:         Sun, 25 Apr 1993 17:54:28 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Abandon all hope ye who enter here."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Physical heka
 
I think I've got a problem with the magick system:
 
Who can cast magick?  I mean, who can be a partial practicioner.  I know how
one determines if a partial practicioner is a full practicioner, but I don't
quite understand how one determines if you can utilize magick at all.  Where did
I miss something (I use my own system, by the way...maybe I'll describe it later
after I've heard others' replies and smoothed my own down a bit).
 
        Lucifer >:}
=========================================================================
Date:         Sun, 25 Apr 1993 18:05:09 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Abandon all hope ye who enter here."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Priest-Mages
 
>Thanks Dain but I kind of knew that.  Actually I was wondering more on the
>lines of what skills (sorry K/S Areas) I need in order to become a Mage-Priest.
>I suppose at minimum I would need Dweomercraeft, Magic, Religion, and
>Priestcraeft.  Should I try and get the ones my Vocation does not start out
>with with my extra skills?  What is my primary Trait?  Mental or Spiritual?
>Why is there not a Vocation for these people?
 
I'd suggest that in most areas, people aren't trained to be both, they
train in one area and then discover an interest in the other.  In AEgypt, for
example, I could see the Dweomercraefter/Priest Vocation (such as the main
character in the Samarkand Solution...I forget his name).  This Vocation, like
the thief, could choose which TRAIT is his prime TRAIT (the theif chooses
between Mental or Physical...the Dweomer/Priest would choose between Mental
and Spiritual).  There isn't a vocation because, I think, it's a bit too jack-
of-all-trades for the game.  My idea of a smooth running game includes
specialization among players.  However, it shouldn't be difficult to make a
Dweomer/Priest Vocation on your own...heck, you could even post it to Mythus-L!
 
>On a related note:
>How do the Dweomercraefter K/S Sub-Areas work?  Do you get the standard number
>of sub areas with your D. K/S?
 
No, you only get one per K/S area taken.
 
>Or do you need to learn them all individually?
 
Yes.
 
>If I get them all with my D. K/S do I get Castings from all the Sub-Areas?
 
Nope...just the sub-area of your choice.
 
>Also do you allow chartacters with lots of starting money and Heka-Forging and
>certain Alchemy Castings to start with the castings already cast.
 
I prefer not to, because it's like letting a warrior start with the prizes that
he's won in previous battles...like magickal items and such (yech!).  I usually
start the HP at a juncture in his life.  Usually, he has just overcome something
(schooling, etc) that allow him to enter a life of adventure and intrigue.
 
>For example
>if I had a Heka-Forger with Damage Bonus I Formula (I think thats it) which
>costs 12,000BUCs to cast, could I start out with the casting placed on all of
>my weapons (provided I spend the cash)?  Or should I wait till the game
>actually begins before casting the spell?
 
Like I said, I think it's going to far for my style, but if you like it, go
for it!
 
>So that's all for now.
>                        Hogo Tarsovan
>Internet: acc_dtw@exodus.valpo.edu           Bitnet: acc_dtw@valpo
 
Lucifer >:}
=========================================================================
Date:         Mon, 26 Apr 1993 01:28:33 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Mage/Priest
 
Actually, unless you want to make your own vocational list, just take
Priest or Magician (your choice of Ethos/School, but make them try to
match a little - no Sunlight/Black...)  Then fill out the skills you are
missing in order to have the other castings.  Mages should take
Priestcraft and Religion, Dweomercrafters should take Magick and Dweom.
Remember, according to the clarification of the rule that I believe Eddie
Ironsmith pointed out, unless you are a Full Prac, you don't get the
general spells because of your limited scope.  Thus if you are a FP Priest
of Shadowy, but a PP of Dweom Grey, you only get the Grey spells, but all
of the Priestcraeft General spells, and the reverse is true.
 
Setne in the Samarkand solution is a Priest-Mage.  He started as a priest
(took Priest as vocation), and became interested in Dweom.  Fine by me,
means he has less steep in it because he started it later.  I brought this
up because of a certain point - I think you have to make the check for FP
when you begin the character.  I can't see somebody getting a new heka
generating K/S at 5 points, making the roll, and finding they are a full
prac in it.  But to each his own.
 
toodles...
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Mon, 26 Apr 1993 10:24:07 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Mage/Priest
 
> Remember, according to the clarification of the rule that I believe Eddie
> Ironsmith pointed out, unless you are a Full Prac, you don't get the
> general spells because of your limited scope.  Thus if you are a FP Priest
> of Shadowy, but a PP of Dweom Grey, you only get the Grey spells, but all
> of the Priestcraeft General spells, and the reverse is true.
 
 
I believe Eddie pointed out that the original intent of the designers was to
prevent _non-dweomercraefters_ from obtaining any of the individual school's
spells. According to Eddie (and unfortunately I'm too clueless on how to check
the archive), non-dweomercraefters may only obtain Dweomercraeft, General. They
do not get a school when they pick up this skill. The same would go for
Priestcraeft, I presume. Correct me if I'm wrong, since I was going to use this
in my game.
 
 
-John
=========================================================================
Date:         Mon, 26 Apr 1993 11:26:33 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Mages, Priests, and what no
 
 Mages, Priests, and what not?
(I tried to send this last night, but no go...)
 
My two BUCs worth on the Mage and Priest business, and some fairly old news
from GDW.
 
I mostly agree with Dain. However, you only have to make one "hard" check
against either MMCap or SPCap, whichever is lower. What makes sense to me is
this: if your Mental Trait is higher (at least 101), you try for Mage-Priest.
This means that you take the Dweomercraefter bundle for whichever school you
like, and if you make the hard check roll, you must take Priestcr. and
Religion (and I would require Pantheology, too, since it has the next highest
starting STEEP for the Priest bundle and so is the next most "priestly" K/S
area. Your spiritual Trait is 91 or better, so you'll get at least three bonus
spiritual areas). If you fail the roll, you are a PP Dweomercr., and I
wouldn't force the player to take Priestcr. or Religion or anything; the
player should get to choose all the bonus areas.
 
Similarly, if you have a higher Spiritual trait, you go for Priest-Mage. If
you make it, you take the Priest bundle. You are then required to take
Dweomercr. and Magick, and the third stipulated K/S area should be the one
with the next most starting STEEP in your chosen school. White School would
have to take Apotropaism, for instance. Elemental School is a little more
complicated; there are several choices after Dweom. and Magick that all have
starting STEEPs of 16. I would require Geology/Minerology _and_ all three of
Alchemy, Metaphysics and Multiversal Planes & Spheres. The latter three are
spiritual, but there will be plenty of bonuses there (5 exactly)!
 
If the Priest-Mage is of the Green School, I would require Botany or
Ecology/Nature Science (mental areas) and both Herbalism and Nature
Attunement, which are spiritual.
 
If the secondary Trait is also 101 or higher (did you cheat on your rolls?),
then I would stipulate yet another appropriate K/S area based on the lesser
trait's vocational bundle.
 
To be a Full Practitioner (Priest-Mage or Mage-Priest) you have to go for that
at the beginning with the 101 and 91 minimum Traits and the hard check against
the lower capacity attribute. If you fail, you are a Partial Practitioner
Priest or Dweomercraefter, and you'll be a PP in any other casting areas, too.
 
It might even be reasonable to require this ultra-powerful persona to take
more of the secondary vocation's bundle K/S areas as the persona is developed
over time.
 
In terms of school/ethos conflicts, I would guess that only White/Gloomy and
Black/Sunlight are automatically incompatible. Some other combinations are
very distasteful, though, and I would disallow them as well (Green/Gloomy is
particularly unappetizing).
 
Look at the description of Magister in appendix L of Mythus. It explains a
little about the Priest-Mage and Mage-Priest titles. Browsing the other
special vocation names is often enlightening, too.
 
Also, FYI from GDW on America Online a while back:
(product, followed by expected release date)
 
Aerth Bestiary, June or July (one posting said June, one July)
Ascalon, August (a city state campaign setting in Middle Azir, close to
Phillistia, I think)
Norse Pantheon, release date ?
Unhallowed, August (this is the next DJ genre, a modern supernatural horror
setting)
 
Products published so far: Mythus, Mythus Magick, Epic of Aerth, GM screen
(with quite a few corrections for armor, etc.), Necropolis, four issues of
Journeys magazine.
 
BTW, I tried subscribing from AOL, and had no problems. If Dave Newton is
having trouble getting on from there, he can mail me on AOL at screen name
UncleRick. (I have to remember to unsubscribe from AOL...)
 
Rick
=========================================================================
Date:         Mon, 26 Apr 1993 11:53:50 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: Mage/Priest
 
        Reply to:   RE>>Mage/Priest
John's memory matches mine, and I'm sure this is what Dave Newton meant.
 
Being a Full P. lets you channel heka better, and has the nice side benefit of
making castings in your best area slightly easier. PP Dweomercraefters get
General and school castings, but you may disallow school spells for non-Dweom.
practitioners of that art.
 
Rick of the Infrequent but Long Postings
=========================================================================
Date:         Mon, 26 Apr 1993 15:11:16 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mustafah the Assassin <SENEDW@MOREKYPR.BITNET>
Subject:      A question about FP and PP levels
 
I have had the mythus system for about two months now.  I have tried
running it several times, but have some up with one problem.  HOw
do you tell the levels for the Partial and Full Practitioners, or
barring that just the Full.
 
Lord Alfred fitz Ruan
Chamberlin, and High Court Mage for the Elven kingdom of Rhyiana
=========================================================================
Date:         Mon, 26 Apr 1993 15:46:39 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Mages, Priests, and what no
In-Reply-To:  (null)
 
Rick, I have to say, I didn't believe you about only 1 check, but I looked
it up.  Pretty nasty...
 
BTW: Adding Heka Generating K/S areas - it says you must have Occultism or
Mysticism (for the check vs 'hard') in order to add one.
Step:
Spend 20 AP/G's (30 if not in primary trait)
Spend 20-30 weeks for training
make a check vs 'hard' in one of the above only
if you succeed, you get 5 STEEP in the K/S.
 
This sounds a little rough, and leaves a lot of people out in the cold.
It isn't the cost, but that every caster has to have Mysticism or
Occultism to advance as a heka-wielder?  Where do Education, and the other
K/S skills come to bear on this?  Ideas...Comments...
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Tue, 27 Apr 1993 16:01:34 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <ACC_DTW@EXODUS.VALPO.EDU>
Subject:      Monsters.
 
Hey,
        Does anybody have any good methods for creating monsters in Mythus,
there just aren't a whole lot of them in the books.  Please don't just tell me
there a bunch of them in Necroplis, I have no intention of buying it.
Basically I have all the monsters I will ever want in the AD&D monsterous
compendiums, if some one could just give me some hints on how I could go about
converting those to Mythus.  Also more specifically I need some idea for
Phantoms, and Rolemaster Forrest Trolls.  Hey, regular animals would be nice
also!  So anyway that's my new question.
 
                Hogo Tarsovan
                (Dan Williamson)
 
acc_dtw@exodus.valpo.edu
acc_dtw@valpo
=========================================================================
Date:         Tue, 27 Apr 1993 17:32:04 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         LORD OF THE DEEP <S018@NMUMUS.BITNET>
Subject:      Monsters.
In-Reply-To:  In reply to your message of TUE 27 APR 1993 06:01:34 EST
 
> Hey,
>         Does anybody have any good methods for creating monsters in Mythus,
> there just aren't a whole lot of them in the books.  Please don't just tell me
> there a bunch of them in Necroplis, I have no intention of buying it.
I hear that there is a monster manual type sup. coming out if that helps
you any.
> Basically I have all the monsters I will ever want in the AD&D monsterous
> compendiums, if some one could just give me some hints on how I could go about
> converting those to Mythus.  Also more specifically I need some idea for
got me treed, I havent even figured out how the game works exactly yet!
> Phantoms, and Rolemaster Forrest Trolls.  Hey, regular animals would be nice
> also!  So anyway that's my new question.
>
and now a question for you?  what address do you send your mythus mail
to? mine keeps bouncing back : (
>                 Hogo Tarsovan
>                 (Dan Williamson)
>
> acc_dtw@exodus.valpo.edu
> acc_dtw@valpo
 
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
=========================================================================
Date:         Tue, 27 Apr 1993 15:38:11 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Monsters.
 
Converting monsters from other game systems is by no means an easy matter, Dan.
You may have noticed a reference section in the basic Mythus book that describes
how to go about converting characters from other systems. I used it to _attempt_
a conversion of Ars Magica characters. It just doesn't work very well. The
statistics didn't convert all that well, and I had to use my own judgement more
than any guideline or rule. I'll offer this advice to you, since you apparently
would like to convert AD&D monsters to Mythus.
 
 
The main problem in the process is coming up with a correlation between armor
class, abilities, and skills. AD&D AC is a combination of both toughness and
speed, so it'll be a judgement call as to how much natural armor and PMS/PNS you
will apply. A creature like a wererat has an AC of 7, I believe. At least 1
point is due to agility, I'd say, so you might want to give the wererat a high
enough PMS/PNS combo such that it gets a 5% (1 in 20) dodging factor, the
equivalent of one step in AD&D. For a quickling, nearly all of its AC is due to
blinding speed. You might consider a PNS of as high as 60 for such a creature,
with maybe a PMS of 40-50. Quicklings aren't too tough, though, so you may only
apply half of this value towards it P Trait. For the larger creatures, remember
that most of the P Trait should be coming from PMC and PNC, so as not to
unbalance the strength and speed of the creature. If you look at the ogre in
Mythus, you'll see its initiative adjustment is a fraction of its PMS and PNS.
Another thing to compare is the movement rate of the creature, and use that
figure to help calculate P Trait. I'd use this as a tertiary device, however,
since I don't like the concept in Mythus. What else... Oh, hit dice. I'm sure
you can figure out some sort of comparable amounts of P Trait to be assigned for
equivalent hit dice in AD&D. Try some base amount and add to it for additional
hit dice. Mythus orcs seem to be slightly more powerful than AD&D orcs, so I
wouldn't use them as a base.
 
Natural armor might be given at a rate of 7 (+ or -) per step AD&D equivalent.
This would match AC -10 to 140 points protection in Mythus, which is pretty
good.
 
For mental traits, match the Intelligence of monsters (Low,Average,Genius,etc.)
to some amount in Mythus, say (30,60,100,etc.). Figure that Average intelligence
is about a 9 score in AD&D, or about the same in Mythus, only multiplied by the
6 attributes, for a total of 54. That number looks pretty good to me.
 
Spiritual might be a little more open-ended, but you can use some of the example
monsters, as well as a table in the 1st Edition DMG (I've never played 2nd
Edition, so don't know) near the Psionic attack charts, which relates
intelligence to wisdom scores, I believe. Using this wisdom score, you can
assign Spiritual attributes like the mental attributes above.
 
Creatures with psionics can be given vril (ooh, that opens up a whole other can
of worms) and psychogenic powers comparable with their psionic strength.
 
For natural weapons, see the appendix for creating monsters. Somewhere there is
a list of attack types and damage amounts. If you can't find it, I'll look for
it.
 
Basically, it's a judgement call all around, but I hope this helps.
 
 
Cordially,
 
John Peters
=========================================================================
Date:         Tue, 27 Apr 1993 21:59:24 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Helen M Redden Bump <hmbump@CONSTELLATION.ECN.UOKNOR.EDU>
Subject:      Re: Monsters.
In-Reply-To:  <199304272136.AA16478@mailhost.ecn.uoknor.edu> from "AN ELECTRIC
              ELK" at Apr 27, 93 04:01:34 pm
 
>
> Hey,
>         Does anybody have any good methods for creating monsters in Mythus,
> there just aren't a whole lot of them in the books.  Please don't just tell me
> there a bunch of them in Necroplis, I have no intention of buying it.
 
Well, then how 'bout buying the Bestiary when it comes out?  That's what
I plan to do.  If that doesn't work, I don't know what to tell you,
other than to basically make it up as you go along.  I don't know of
ANY good way to do conversions.  Then again, I usually use humans, so I
don't have to. :)
 
        Michelle
 
(besides, the Necropolis doesn't have all that many monsters in it
anyway)<grin>
=========================================================================
Date:         Tue, 27 Apr 1993 22:08:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <ACC_DTW@EXODUS.VALPO.EDU>
Subject:      More Monsters
 
OK,
        Since there is no good way of converting monsters to Mythus and I don't
want to wait till the Bestiary comes out (and I really don't need another one
of those either :) why don't people post some of their good ones or even just
ideas that they though might be good.  As soon as I make up my Phantoms and
Trolls I'll post them.  If any one has seen Woses of the Black Wood by ICE for
MERP/Rolemaster that's where the ideas for the beasties are comming from.  The
Zombies were already in the back of the Mythus book.  Thanks for the responses.
Coming up the Whispershadow, Firephantom, Daedhel, and Forrest Troll.  Later
maybe the Huron, Minor Fire Demon, and others as things progress and the amount
of time variable develops.  Finals are comming up so I should have plenty of
time...|).
 
                Dan Williamson
 
Internet: acc_dtw@exodus.valpo.edu           Bitnet: acc_dtw@valpo
     Realnet: Valpariso, Indiana and Chevy Chase, Maryland
 
 
        "And since human beings have for all practical purposes no wolfish
        social skills, the wolf regards the human being as a wild animal, and
        the wolf is correct.  He doesen't trust us, with perfectly good
        reason."
                        -V. Hearne (Adam's Task)
 
Makes you think dosen't it.
=========================================================================
Date:         Wed, 28 Apr 1993 10:11:21 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: More Monsters
In-Reply-To:  <no.id>; from "AN ELECTRIC ELK" at Apr 27, 93 10:08 pm
 
>
> OK,
>         Since there is no good way of converting monsters to Mythus and I don't
> want to wait till the Bestiary comes out (and I really don't need another one
> of those either :) why don't people post some of their good ones or even just
> ideas that they though might be good.  As soon as I make up my Phantoms and
> Trolls I'll post them.  If any one has seen Woses of the Black Wood by ICE for
> MERP/Rolemaster that's where the ideas for the beasties are comming from.  The
> Zombies were already in the back of the Mythus book.  Thanks for the responses.
> Coming up the Whispershadow, Firephantom, Daedhel, and Forrest Troll.  Later
> maybe the Huron, Minor Fire Demon, and others as things progress and the amount
> of time variable develops.  Finals are comming up so I should have plenty of
> time...|).
>
 
Great! let us know how it works...
 
Post em up.. I am trying to get us another FTP.. but it is taking some time..
 
 
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
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    All opinions expressed are just that. Opinions, and they are my own.
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                 Support the Electronic Frontiers Foudation
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=========================================================================
Date:         Wed, 28 Apr 1993 15:10:34 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <ACC_DTW@EXODUS.VALPO.EDU>
Subject:      X-Physical Manifestations
 
Hey,
 
Ghosts,  That's the topic this time.  Does anyone have a good understanding of
where I can find out about the various kinds of Physical Manifestations of
Ghosts (Partial, Non-)?  I need to know in order to complete the descriptions
of the two Phantoms I am working on.  If you know about them could you post it
to me or the list?  Also Page numbers would be nice.  I need to know what can
affect a certain manifestation, can you cast Heka Spells in non or partial
manifestations?  Does it take time to convert between various manifestations.
Don't suggest I wait till the Unhallowed comes out (though I'm sure it will
have more complete info on this) 'cause I hate being told to go buy more
stuff.
 
                Dan Williamson
 
PS. the Forest Troll is ready for critique as soon as I upload it.  Probably
tonight.
 
Internet: acc_dtw@exodus.valpo.edu           Bitnet: acc_dtw@valpo
     Realnet: Valpariso, Indiana and Chevy Chase, Maryland
 
 
        "And since human beings have for all practical purposes no wolfish
        social skills, the wolf regards the human being as a wild animal, and
        the wolf is correct.  He doesen't trust us, with perfectly good
        reason."
                        -V. Hearne (Adam's Task)
 
Makes you think dosen't it.
=========================================================================
Date:         Wed, 28 Apr 1993 14:04:58 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: X-Physical Manifestation
 
        Reply to:   RE>X-Physical Manifestations
Dan-
 
Go buy more stuff! Oops, wrong answer.
 
My understanding comes from explicit statements and reading between the lines
in casting descriptions. The most interesting castings are the Phase Change,
Aetherial, and Spirit-summoning ones from Dweomercraft, Mediumship, and
Mysticism Practitioners.
 
Here's my take:
 
Partial Physical Manifestations
* Cannot affect (or effect) anything physical. This means no sound can be
made, nothing in the mundane sphere may be attacked or moved, even with
castings that have a Physical effect. This means the manifestation can walk
through walls, levitate, etc.
* Can be either visible (in a ghostly, translucent way) or invisible to normal
perceptions.
* Can perform and is subject to Mental or Spiritual castings, Powers, or
attacks with either party in any degree of physical manifestation.
* Respiration, ingestion, sleep, etc. are unecessary, although any physical
damage taken before assuming this form still applies (including side effects).
 
Non-Physical Manifestations
* Same as PPM when full invisibility is chosen, with the following exception:
* The Aetherial plane may be entered.
 
The way I understand it, you can always use castings or powers, but: if you
are (even partially) non-physical you can't have any physical effect on
something that has a full physical manifestation, and it can't have any
physical effect on you. There are castings and powers specifically designed to
affect spirits et al, of course, and they could make for exceptions to these
rules.
 
It takes 1 CT to go from FFM to or from PPM, and 1 CT to move between PPM and
NPM. So, to go from full physical to non-physical (or vice versa) would take 2
CTs, but you only need to do that if the aetherial plane is involved.
 
The other thing to note is ectoplasm. Mediums can give ectoplasm to a
less-than-full physical manifestation, and at some point that manifestation
becomes fully physical and can affect the physical world as long as the
ectoplasm lasts. See both Mythus and Mythus Magick Medium rules.
 
Rick
=========================================================================
Date:         Wed, 28 Apr 1993 18:20:03 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: X-Physical Manifestation
In-Reply-To:  (null)
 
THe only problem with that Rick is the spell Summon Ghosts, which mentions
them being able to attack from npm...
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Thu, 29 Apr 1993 01:14:49 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: X-Physical Manifestatio
 
        Reply to:   RE>>X-Physical Manifestation
Dain-
 
> The only problem with that Rick is the spell Summon Ghosts, which
> mentions them being able to attack from npm...
 
I think you're referring to Conjure Ghosts Ritual, the Conjuror casting. This
does contradict what I said, but it also contradicts the other descriptions of
NPM in the books, including Phase Shifting, Aetheriality, Astral Projection,
etc. (both the castings and the psychogenic powers).  Haunt Formula, the
Mediumship casting, supports my claim. When in PPM, the haunt causes damage
due to its frightening _appearance_, and must assume FPM to attack by touch.
 
I think the description of the ghost is in error. It should refer to the ghost
assuming FPM rather than PPM to attack. Note it mentions an expenditure of
heka to assume the form needed to deliver the aging touch. This is a way of
giving itself ectoplasm (a slight addendum to the ghost entry in Necropolis
appears to confirm this; the rest of the ghost description there was copied
verbatim from Mythus Magick). The Mediumship description in Mythus explains
how ectoplasm can be given to a spirit to provide PPM, and when more than 100
PP points are attained, half _may_ be converted to full physical points. The
ghost has a P trait far less than 100 (30, I believe).
 
I can see no reason to bring a spirit to a half strength full physical
manifestation if it can accomplish physical ends with a PPM. The Spirit Helper
brought about by the S. H. casting can exert a 15 PMPow with its101 PPM
points, but not attack. The description again refers to ectoplasm, so it's
possible that it has a lesser FPM. The books aren't, ahem, terribly clear on
this point, but I still maintain my claim for the effects of PPM, at least for
a PPM assumed through casting or whatever.
 
This would be a good question to pose to GDW (Dave Newton would certainly
know...)
 
Something I forgot to mention in my previous posting was the question of
detection. To attack a spirit or other partial- or non-physical being Mentally
or Spiritually you must be able to detect it. If it's in a visible PPM, then
seeing it is enough. Otherwise, you must locate it through a Mysticim roll
(see the Mysticism K/S description in Mythus) or through a casting like
Discern Presences or Hyperaesthesia. If the entity attacks you mentally or
spiritually and you have the means to retaliate, you may consider it already
detected (the hard way).
 
ciao for niao
 
Rick
=========================================================================
Date:         Thu, 29 Apr 1993 17:45:43 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      new campaign
 
this weekend i am starting my mythus campaign and i was just wondering if
anyone had any last minute pointers for me.
the group is a rather interesting mix of vocations and i am not sure well
they are going to work together. At present i have:
cavalier
merceneary
black dweomercraefter
gray dweomercraefter
philosopher
pirate
monteblank
i am planning on starting them off with the necropolis and go from there.
=========================================================================
Date:         Thu, 29 Apr 1993 20:55:36 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      New Campaign
 
If you are running Necropolis, read it very carefully, and make notes in
the margins unless you want to page flip an awful lot.  Study the map
carefully as well, Gary has some loops on it that are explained in the text.
 
Remember, it is a nasty campaign, but really cool - play it to its fullest.
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Fri, 30 Apr 1993 09:18:39 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: new campaign
In-Reply-To:  <9304292234.AA10262@matt.ksu.ksu.edu>; from "Michael Robellard"
              at Apr 29, 93 5:45 pm
 
Hello,
Well Finals are almost over with, and as sone as they are the fanzine
will start getting some mail from me.
 
I hope everyone else is doing well with there finals.
 
Eddie
I am going to be starting a C project this summer dealing with making
a MUD based of Dangerous Journeys.  (If you don't know what a MUD is
I will send you the FAQ)  Could you ask Gygax if I can have permission
to create it.  I think it would be a great way to get FREE advertisment.
P.S. I would like written permission.
 
ZOG out
=========================================================================
Date:         Tue, 4 May 1993 09:30:07 -0700
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Thomas Woodrow Green <253@EF.GC.MARICOPA.EDU>
 
I have two questions to start with about the system.
 
 
       - It mentions in the Spell Steep Modifier chart about having spells
'ready'. Something about having up to three of them? Where is this written
in the book? How does this work? What is neccessary for a spell to be 'ready'?
 
 
       - In the spell book there are several different lists of powers.
Which ones do non-human HP's get access to? Is there a chart for them to
roll on to see which one they get?
=========================================================================
Date:         Tue, 4 May 1993 09:48:04 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
 
>       - It mentions in the Spell Steep Modifier chart about having spells
> 'ready'. Something about having up to three of them? Where is this written
> in the book? How does this work? What is neccessary for a spell to be 'ready'?
 
Readied spells are described in more detail in Journeys #3, I believe. It's
pretty complicated, but basically the caster can store up to 3 spells as ready
to go, storing the heka in advance and reducing the casting time significantly
for the longer castings. No other castings than the ones readied may be cast, or
else the remaining readied castings are no longer considered readied, and all
heka pumped into them is lost. Eyebites are no faster with this method, and I'm
not all that sure about the rest of them, since my magazine isn't here at the
moment. If the caster is hit at any time with these castings readied, they are
lost as well. Someone else want to clear up casting times?
 
 
>       - In the spell book there are several different lists of powers.
> Which ones do non-human HP's get access to? Is there a chart for them to
> roll on to see which one they get?
 
There is no table currently available, though I wouldn't doubt someone has come
up with one, and it is up to the GM to decide which powers are given to the
HP's. I base them on the character's cultural background and race. For example,
I gave an Alfar in my game the ability to speak with animals, since he was from
a fierce hunting tribe. I also gave him the option to have the chameleon ability
instead. Some form of shape-shifting would also have been appropriate.
 
-John
=========================================================================
Date:         Tue, 4 May 1993 13:28:28 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mustafah the Assassin <SENEDW@MOREKYPR.BITNET>
Subject:      Another quick question about mages
 
I was wondering on which chart you could find just what levels
Partial and Full Practioners are is?
I have looked through the book, but may have missed it.
 
Thanks in advanced
 
Ahzeem ibn Raaziar, Holy Assassin for the Eagle at Alamut
aka David Seneff
Senedw@morekypr
=========================================================================
Date:         Tue, 4 May 1993 12:32:40 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Non-human powers
 
>       - In the spell book there are several different lists of powers.
> Which ones do non-human HP's get access to? Is there a chart for them to
> roll on to see which one they get?
 
These powers are listed in the bestiary.
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Tue, 4 May 1993 13:54:34 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Origins 93
In-Reply-To:  from "Eddie Ironsmith" at May 4, 93 12:32 (noon)
 
Origins 93 is July 1-4 and I got some extra entry forms if anyone is
interested.  It will be held in Forth Worth, Texas.  The bid bummer is
that there is not a single Mythus event!  I dont know if there is a
conspiracy out there or not.  Thought you guys would want to know.  If you
want an entry form send me mail, and ill get them to send you one.
 
MCP
 
jciaroch@thesis1.med.uth.tmc.edu
=========================================================================
Date:         Tue, 4 May 1993 16:47:20 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      campaign
 
my attempt at running a campaign on saturday was a complete failure
i am not sure if it was the lack of the players knowledge of the
system, the complexity of the system, or what.  their main complaint
to me was that the mechanics of the game were to hard to understand.
maybe it was just me, who knows?
=========================================================================
Date:         Tue, 4 May 1993 21:52:14 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Something wicked this way comes..."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Re: campaign
 
To the GM with the failed game...
 
I think the problem may have been with jumping in head first, only to
discover the water was too deep.  Try running another game, with the least
aggressive of your players (or the one you get along with, or the one that
enjoyed himself the most) only...i.e. a solo game.  Just a quick one or two
session scenario.  Then, add another HP, the next agressive one.  Then keep
adding until you are comfortable with both the rules and the number of players
(so that you can handle even the most obnoxious and/or slow of your players).
That should get things right.
 
Lucifer >:}
=========================================================================
Date:         Wed, 5 May 1993 02:32:56 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      I agree...
 
Our first session was horrible to say the least.  It took us about 3 weeks
to get comfortable with the rules, and a lot of work.  But I think the
game is worth it.  Unfortunately, almost all the players have to do some
book work. Have them read the combat section, and the magic section (if
they are going to cast spells.)  This *might* help a bit...
 
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 5 May 1993 09:23:35 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: I agree...
 
Yeah, the way our group started out was by creating a bunch of characters and
then performing some mock-combats in order to figure out the more difficult
parts of the system. It seemed to work, because our first real session, although
it went slowly, was a success. Necropolis is a terrible module to start out
with, since it requires a good working knowledge of the rules and some
experienced players. It nearly wrecked my game. Good plot, poor execution on
both Gary's and my parts.
 
-John
=========================================================================
Date:         Wed, 5 May 1993 12:34:38 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Mythus question:
 
I've been seeing a number of comments that first sessions didn't go that
well.....
 
Just wondering, did any of you start with Mythus Prime, or just jump right
in to the Advanced rules? (directed to the folx with problems)
 
(Since I'm starting a Mythus campaign this summer, beginning with Prime
and slowly shifting into Advanced, this is a question of some importance
to me :-) )
 
And before people suggest trying the Advanced rules to begin with, I would
like to point out that I am starting with, for the most part, barely and
in-experienced players!  (only one exception besides myself)  and those
folks only understand AD&D.  Gonna be interestin'.....
 
 
---------------------------------------------------------------------------
    Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
---------------------------------------------------------------------------
=========================================================================
Date:         Wed, 5 May 1993 10:56:27 -0700
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Thomas Woodrow Green <253@EF.GC.MARICOPA.EDU>
 
- Our group has had NO problems at all starting out with the more
difficult rules since we just do not find them all that difficult (and
we're not real minds either). I guess it's just how you present them.
 
 
- In reguards to a previous entry about Elemental Hands Spl. What kind of
hit is needed to complete the spell. Unarmed Lethal is a decent straight
percentage, but what about Unarmed Non-Leth? Do you need to score Stunning
damage? Or just successfully grapple the opponent in the original K/S contest?
      We normally just make a to hit with that spell only based on the
casters Dweomercraft steep....since without doing this the spell is almost
always wasted.
 
 
    And a bit of advice. Do NOT do the old D&D rolling when making up
characters by letting players reroll because they aren't riddled with
18's. The HP's in Mythus are WAY WAY powerful as they are. I make my
players take whatever roles they get. Even if you make a party of 3
chracters all with stats of 10 on every stat, a small group of thugs in an
alleyway are going to pose no problem at all (and you can only make so
many MASSIVE/UNNATURALLY tough encounters).
 
 
 
                     Tom
=========================================================================
Date:         Wed, 5 May 1993 13:53:04 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Dain A. Muller" <93dam@WHEATONMA.EDU>
Subject:      Re: Mythus question:
In-Reply-To:  (null)
 
I looked at Mythus Prime for about 5 minutes.  It just managed to muddle
the scene for me.  The rules in it are contradicted (not just expanded
upon) by the time you get into advanced.  Not to say that it isn't
usefull, just that by using it, you almost have to learn 2 different
games.  Then again, I am an experienced RPGer (14 years and lots of
systems) so I might find it easier to pick up the advanced rules.
Basically, my suggestion is : do what comes easiest.  If your players can
grasp Mythus Prime, go for it.  If you want to create a blend of the two,
same thing.  Just keep a solid system without rules fluxuations every 5
minutes, and your players should get the hang.
 
-------------------------------------------------------------------------
Dain A. Muller                |  We are Barney...
                              |
93dam@acunix.wheatonma.edu    |      You will be assimilated...
-------------------------------------------------------------------------
=========================================================================
Date:         Wed, 5 May 1993 14:58:12 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      thanks
 
thank you for all the suggestions. i think i will try again using the
suggestions everyone her gave and hopefully it will come out better. i
played the game at gencon last year(when it was being demoed by gdw) and
i now that the game can work and can be a lot of fun.
=========================================================================
Date:         Thu, 6 May 1993 14:06:56 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Abandon all hope ye who enter here."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Mythus Prime vs Advanced...learning the game...
 
From: Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>:
 
>I've been seeing a number of comments that first sessions didn't go that
>well.....
 
Mine was dashing good fun!  Got so hot each person had to spend 6 Joss apiece
to get out of it!  I didn't even TRY to get 'em...they got themselves!
 
>Just wondering, did any of you start with Mythus Prime, or just jump right
>in to the Advanced rules? (directed to the folx with problems)
 
Actually, when I bought the book, I read the Mythus Prime rules in detail.
When I went on to Advanced Mythus, I forgot most of what I had read. (oh,
i ran a combat by myself...I do that with most games...the combat system
usually tends to be the easiest way to quickly learn a game system...at
least for me)  Then, I went back and looked at Mythus Prime again and it
explained a lot.  This helped me explain the rules, in full, to the
players...cause I better understood the rules meself...  I also took the
time to sit down individually with the players and create characters.  This
was an arduous task, but it made for more in-depth characters (I used the
"Prelude" system from Vampire: The Masquerade for their histories) and I ran
a false-combat session against an OP with them (and let them cast a few spells,
if they were a practicioner).
 
>(Since I'm starting a Mythus campaign this summer, beginning with Prime
>and slowly shifting into Advanced, this is a question of some importance
>to me :-) )
 
I'd suggest not muddling about in Mythus Prime too long...maybe just run the
adventure given in the book...then use the advanced rules on the adventure
that they are hired to go on in the end of the module (assuming they do well).
 
>And before people suggest trying the Advanced rules to begin with, I would
>like to point out that I am starting with, for the most part, barely and
>in-experienced players!  (only one exception besides myself)  and those
>folks only understand AD&D.  Gonna be interestin'.....
 
Basically, make sure you stress role-playing over rules.  This isn't
necessarily a personal preference about role-playing and rules lawyers.  Try
to be the hoarder of the rules.  Forbid the players from buying the rules
themselves.  This goes for all players except the practicioners, and they
can only get the Mythus Magick book.  At best, just copy the pages they need.
This sounds very dictatorial, but if you're GMing a game that you are on
shaky ground with, it is best not to delve into every single rule from the
get-go (though, if they should know, for Thor's sake tell them when you start
using it!).  This way, they won't know what rules you are using and what rules
you aren't and you can become more comfortable with the finer points of the
system at your own pace.
 
A tactic to explain _any_ and I mean _ANY_ role playing game to newer players
is to compare it to AD&D (if they've played it, which I consider an hindrance
sometimes...I'd rather start out with novices I can mold against AD&D and T$R
from the get-go).  As an aside, I forbade the usage of AD&D terms (PC, DM, XP)
during the game...it rolled around more as a joke than a rule, but it was
fun...  ANYWAY...compare Physical Muscular Category to Strength, Physical
Neural Category as Dexterity, and so on and so forth.  The six ability scores
roughly translate into the AD&D scores (though constitution is represented by
the Physical Trait itself...).  After that, just go with it...
 
 
>---------------------------------------------------------------------------
>    Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
>---------------------------------------------------------------------------
 
hope this helps..any more questions are welcome...
 
Lucifer >:}
=========================================================================
Date:         Thu, 6 May 1993 13:15:39 MDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Alex Evans <aevans@PRISM.NMT.EDU>
Subject:      Who should have the rules?
 
   I find no need to keep the players from having the rules, for anything.
After all I never go strictly by the rules.  If ever I am confronted by
"But the rules say ..." I simply inform the player(s) that I don't do things
that way.  If there is anything that I do that is especially strange, I let
the players know ahead of time.  In my mind the rules that are being used
for the game are not important to anyone other than the person running the
game.  It is also important that the rules are consistant
 
Theodore (Alex) Evans aka Alexei Vnebrachnei Ivanovitch
MOL College of St. Golias     | Free computer, where, when, how
Collector of dusty silicon    | "That probably won't run on anything I have."
=========================================================================
Date:         Thu, 6 May 1993 15:39:08 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mustafah the Assassin <SENEDW@MOREKYPR.BITNET>
Subject:      A quick question to take up the bandwidth
 
To all honored listeners,
 
pardon my use of the bandwidth for personal comment.  I will
be attending Indiana Univeristy Fall 1993.  And was wondering if there
were any gamers from Bloomington, or will be attending the University.
If there are any of those peole on line, please contact me personally
at Senedw@morekypr.
 
Thank you
 
David Sene
=========================================================================
Date:         Fri, 7 May 1993 13:29:45 -0400
Reply-To:     Stefan Hojnowski <93smh@wheatonma.edu>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Stefan Hojnowski <93smh@WHEATONMA.EDU>
Subject:      Rules
 
I disagree with the people who have been saying that only the GM should
have access to the rules.  I believe all players should have and study the
rules.  My reasoning is this:
 
     It's a game which is supposed to be for all players.  The GM should
feel free to alter the rules as he or she sees fit but it should be for a
good reason.  If the players disagree with the reasoning they should have
some say in it (granted, deciding on rules should be done outside of game
time except when absolutely necessary).  The game is supposed to be for
everyone involved.
     The players need to know what they can and can not do and how to do it.
 There is no way around it.  Especially with a game like Mythus which is
so complex.  I've been playing for a couple of months now and I still
don't know everything that my character can do.  Imagine a game session
where every player was constantly asking the GM questions like how do I
use Exorcism, what does the Influence K/S do, how does the (insert the
rest of the players K/S areas here) do.  Lets be reasonable.  I know that
any time I get into a difficult gaming situation I immediately open the
books and flip through my spells and skill descriptions to see if there is
anything I can do that I wasn't aware of.  After awhile I become
familiarized with both the rules and what can be done.  But I never stop
looking through the books because there always seems to be something I missed.
 
------------------------------------------------------------------------------
----  93smh@acunix.wheatonma.edu        --  April is National Axiety      ----
----  Stefan Hojnowski                  --  Month                         ----
------------------------------------------------------------------------------
=========================================================================
Date:         Fri, 7 May 1993 13:47:24 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
 
                               Dangerous Journeys
                                     Mythus
                                  Emailing List
------------------------------------------------------------------------------
 
This mailing list supports the GDW Dangerous Journeys Mythus role
playing game system. It is unrestricted and open for all to use. We want
your contributions for our upcoming FTP site as well as messages for the
list.
 
We would like to see rules questions, campaign questions, modules,
alternative rules, new spells, new weapons, new magickal items, and even
origional fiction for the list!
 
FTP:
 
I will be maintaining an archive of all rules, spells, items, fiction,
and other things that seem to get a good response. These will be
combined into a few files on the FTP site to make life easier. If anyone
knows how to format them out in TeX or Postscript please let me know!
 
Mythus FTP Site:
                129.100.100.12 (ftp.engrg.uwo.ca)
 
The following files are being worked on. Any submissions to the list or
to me personally would be GREATLY appreciated.
 
mythus.rules           - Will be a compilation of well received rules
                         additions and modifications.
 
mythus.magick.spells   - Will be a compilation of all spells sent to the
                         mailing list.
 
mythus.magick.items    - Will be a compilation of all magick items sent
                         to the list.
 
mythus.monsters        - Will be a compilation of all monsters sent to
                         the list.
 
 
PBEM:
    We would like to see some PBEM games get started to
    playtest out some of the things sent to the network.
 
IRC:
    Watch for the #MYTHUS channel! This is the channel we all should use
    when on IRC so we can track each other down easilly! Maybe get some
    PB-IRC games going eh?
 
    The MythusBot IRC Robot should be online. Send 'help' to it for info
    on how to use it.
 
PROGRAMS:
   We would like to see origional programs written for the system for
   character generation, heka calculation etc. Send em up!
 
ARTICLES:
   If you are quoting, siteing, referanceing, or using any part of a
   copywritten document in your articles. PLEASE include the copywrite
   information and book/magazine title and page number in your message. We
   don't want to violate any copywrite laws!
 
   If you are posting rules, spells, items, monsters, or modules. Please
   use the following subject line header formats:
 
   RULES: <your subject>
   SPELL: <your subject>
   MONSTER: <your subject>
   ITEM: <your subject>
   MODULE: <your subject>
 
   You get the idea right? good. Also, players.. PLEASE do not read
   modules, just hand your GM a copy. It will spoil it for you if you know
   the adventure!
 
----
Matthew E. Pearson
MYTHUS-L Coordinator
mpearson@lynx.dac.northeastern.edu
----
EOF
=========================================================================
Date:         Fri, 7 May 1993 16:50:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Abandon all hope ye who enter here."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Rule and such...
 
From:   IN%"93smh@wheatonma.edu"  "Stefan Hojnowski"  7-MAY-1993 13:35:34.80
 
>     It's a game which is supposed to be for all players.  The GM should
>feel free to alter the rules as he or she sees fit but it should be for a
>good reason.  If the players disagree with the reasoning they should have
>some say in it (granted, deciding on rules should be done outside of game
>time except when absolutely necessary).  The game is supposed to be for
>everyone involved.
 
Of course, I disagree.  I believe that the game should be for everyone,
but the rules aren't necessary to the player's perspective...in fact, they
hamper it.  There's a lot more to a role playing game if you can describe a
holocaustal spell in detail and the players being in awe of the power than
someone piping up and saying "so he cast a fireball...that means he's at least
fifth level and knows wizard spells..." (AD&D example...I know...sorry).  There
is great fun in ignorance.
 
>     The players need to know what they can and can not do and how to do it.
>There is no way around it.  Especially with a game like Mythus which is
>so complex.  I've been playing for a couple of months now and I still
>don't know everything that my character can do.  Imagine a game session
>where every player was constantly asking the GM questions like how do I
>use Exorcism, what does the Influence K/S do, how does the (insert the
>rest of the players K/S areas here) do.
 
I didn't have this problem, but then again, I did allow access to rule-books
by my practicioners (at least the Magick book...).  I allowed them to read
over their skills and write down the various abilities of each that they felt
necessary...I even let one person copy the magick section(s) she was using...
this is probably the best answer...it keeps her from knowing things she
shouldn't.
 
>Lets be reasonable.  I know that
>any time I get into a difficult gaming situation I immediately open the
>books and flip through my spells and skill descriptions to see if there is
>anything I can do that I wasn't aware of.  After awhile I become
>familiarized with both the rules and what can be done.  But I never stop
>looking through the books because there always seems to be something I missed.
 
But grabbing a book and flipping through is not conducive to role-playing (in
my opinion)...it creates the hated "rules-lawyers" types.  If people don't know
the rules as much, it means they don't have a good grasp of their limitations,
which is also good, because it makes them try heroic actions and deeds...and
_learning_ by experience, not reading.  I don't _want_ people flipping through
the books to find the best combination of spells for the situation, I want them
to be able to think on their toes and experiment with their spells.
 
I know my style isn't for everyone, so no answers of "other people like it this
way, so there!" comments.  I just do what's fun for me and (in my opinion) my
players.
 
It works for me...
 
Lucifer >:}
=========================================================================
Date:         Mon, 10 May 1993 08:11:35 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: A quick question to take up the bandwidth
In-Reply-To:  <no.id>; from "Mustafah the Assassin" at May 6, 93 3:39 pm
 
> To all honored listeners,
>
> pardon my use of the bandwidth for personal comment.  I will
> be attending Indiana Univeristy Fall 1993.  And was wondering if there
> were any gamers from Bloomington, or will be attending the University.
> If there are any of those peole on line, please contact me personally
> at Senedw@morekypr.
>
 
No problem! We're here to serve! hehe..
 
Matt
Mythus-L Mogul
 
 
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
    All opinions expressed are just that. Opinions, and they are my own.
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
------------------------------------------------------------------------------
=========================================================================
Date:         Sat, 22 May 1993 01:14:30 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Hello everyone!
 
Just wanted to drop you all a quick note, now that I know how to reach
through the Matrix - err, Internet.  I can't begin to tell you how proud I am
that Mythus has generated such a following! I know Gary feels the same way.
 
I'll be dropping in to check on you from time to time, but I must confess, it
will be anything from regular (hey what d'ya want - a regular appearance, or
*supplements*?)!  Please be patient if you send mail - I'll make every effort
to answer each one, but it may take time.  And PLEASE - try to restrict
rules-related questions to stuff that's NOT in the books (astute observers
will note there is enough of that to keep us busy! ha-ha).
 
Thanks again for your loyal support for the game I call "the best damn game
in the Multiverse!"
 
Mise le meas,
Dave-
=========================================================================
Date:         Mon, 24 May 1993 00:09:10 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      MYTHUS: A coupl'a things:
 
(Okay, so this response is a little belated)
(and it's more than a "coupl'a" things)
 
I was the guy who was considering starting a Mythus Prime campaign this
summer.  Having considered it more, and taken a look at various responses
to the list from that short-lived discussion, I think I'm gonna play the
Prime rules in a couple of unrelated "Tests" to get a grip, as it were, on
the system, then have the characters rolled up under the Advanced Rules.
 
To the guy who was in favor of having players looking through the rules
for new ways to apply old rules -- er, that's one of the things I want to
avoid.  It's brought a couple of AD&D gaming groups I have participated in
to their knees.....  Famous words that always got groans until the DM
basically started giving a time limit on responding to his requests for
action: "Hang on, I'm looking something up....."  We'd all get up, grab a
couple more sodas, some chips, eat dinner, watch ST:TNG, Highlander, and a
couple other movies, and then get to the move.....
 
It looks like, at the moment, I will be the only one with any of the books
(although I will encourage any and all spell-casters to purchase their
*own* copies of Mythus Magick, I'm gonna be marking mine up and
highlighting it to prompt my own memory, so I don't want them referencing
mine.  :-)  (Oh, and I can guarantee that at least two of the gamers will
collect the books as they decide the system's worth playing, so maybe the
local gaming shop will stop stocking one copy of each rulebook, and one
copy of Necropolis, all of which I now have)
 
Speaking of Necropolis, I remember seeing a flurry of posts about it and
how neat it looked.  Anyone played it?  How good is it?  (One of my two
proud purchases that buried my budget this weekend :-) )
 
Gygax has penned a couple novels to go with the gaming system: The
Anubis(?) Murders, The Samarkand Solution, etc.  Anyone read them?  Worth
reading?  Getting?  Any new and/or interesting information?
 
Are there any known errata in the rulebooks?
 
Are there any additional sourcebooks/adventures/campaigns planned?
(In a similar vein, what's the current release date for the Bestiary?  Has
the magazine Journeys died?  I've only seen issue #3 in stores.
Necropolis covers Aegypt, is something similar planned for Avillonia, or
any other major area? Or do we get to make it up? :-) )
 
How much information is in Epic of Aerth on the realm of Phaeree and the
inner and subterranean worlds?  How good is it?
 
Anyone adapted other gaming system's worlds to Mythus?  What were the
results?  (in my opinion, half of the AD&D worlds would adapt well, and
the non-western medieval/renaissance settings would work better and maybe
could be integrated with Aerth -- with a little work)
 
What's this I keep hearing about an FTP site with information on Mythus?
 
Are the mythus.net.books being worked on?
 
What about the net.module that was mentioned much earlier on the list?
(But apparently not posted -- "Winged Horse"? was the name?)
 
What's the word on the FanZine?
 
--------------------------------------------------------------------------
 
Lots more questions, oh so little to contribute until I can browbeat my
players into actually meeting so we can GAME.....
 
--------------------------------------------------------------------------
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Mon, 24 May 1993 13:09:59 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Misc reply
 
>Speaking of Necropolis, I remember seeing a flurry of posts about it and
>how neat it looked.  Anyone played it?  How good is it?  (One of my two
>proud purchases that buried my budget this weekend :-) )
 
I have not run the whole thing yet, but we had fun.
 
>Gygax has penned a couple novels to go with the gaming system: The
>Anubis(?) Murders, The Samarkand Solution, etc.  Anyone read them?  Worth
>reading?  Getting?  Any new and/or interesting information?
 
They are about the same level/quality as his GORD books for AD&D. Not bad
reading, goes along with the feel of the game, but does not give a lot of
new hints/tips/settings/techniques for playing the game.
 
>Are there any known errata in the rulebooks?
Lots of errors, but no compiled list that I know of.
 
>Are there any additional sourcebooks/adventures/campaigns planned?
>(In a similar vein, what's the current release date for the Bestiary?  Has
>the magazine Journeys died?  I've only seen issue #3 in stores.
>Necropolis covers Aegypt, is something similar planned for Avillonia, or
>any other major area? Or do we get to make it up? :-) )
 
I'll call Micheal Kraus today and let you know tomorrow.
 
>How much information is in Epic of Aerth on the realm of Phaeree and the
>inner and subterranean worlds?  How good is it?
 
What is there is good, but it is more an outline or rough sketch. For
example: the various creatures, plants, sapient races, kingdoms, aliences, ...
         are listed. But each may only have a one or two paragraph description.
 
>But apparently not posted -- "Winged Horse"?
I have fleshed out the adventure (ie added 40 more pages) and I am currently
trying to get it published. So unless I recieve a few more rejection letters
from GDW, Journies, etc.  I probably will not put it on the net. Sorry,
economics and copywrite laws strike again.
 
 
>What's the word on the FanZine?
Last I heard Gary was going to do it.
 
--------------------------------------------------------------------------
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Mon, 24 May 1993 19:55:59 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Lot's O'Things (or: Oh no, another loooong post)
 
>From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
>>Are there any known errata in the rulebooks?
>Lots of errors, but no compiled list that I know of.
 
I remember seeing that the GM's screen corrected some stuff, and there were
a couple things mentioned on the list (but I'll have to dig through the
archives to recall exactly what they were).
 
Since I'm getting set to run a Mythus campaign, I'm going to collect
what's shown up on the list in a text file (at the earliest convenience),
and then post it to the list  :-)
 
>>Are there any additional sourcebooks/adventures/campaigns planned?
>>(In a similar vein, what's the current release date for the Bestiary?  Has
>>the magazine Journeys died?  I've only seen issue #3 in stores.
>>Necropolis covers Aegypt, is something similar planned for Avillonia, or
>>any other major area? Or do we get to make it up? :-) )
>I'll call Micheal Kraus today and let you know tomorrow.
 
Excellent!  While I was poking through the log-files, I saw a couple other
products mentioned I hadn't heard of:
 
Ascalan (city-state campaign set in Middle Azir) ?  Maye something like
Necropolis.....?
 
Norse Pantheon -- But I've also heard rumors of a "pantheary", is this
replacing it?
 
Thanks for asking!  :-)
(I am *very* interested in the development of this game)
 
>>But apparently not posted -- "Winged Horse"?
>I have fleshed out the adventure (ie added 40 more pages) and I am currently
>trying to get it published. So unless I recieve a few more rejection letters
>from GDW, Journies, etc.  I probably will not put it on the net. Sorry,
>economics and copywrite laws strike again.
 
No problem, I understand perfectly..... Good luck, and I'll buy a copy when
it's published!  (gee, that's confidence for you)
 
>>What's the word on the FanZine?
>Last I heard Gary was going to do it.
 
Any idea what the subscription information is?  Is the stuff that was on
the list a while ago correct?
 
-----------------------------------------------------------------------------
 
On to a couple more subjects, while I'm typing away:
 
(1) One of those "much dreaded campaign statement thingummies"
 
    Having discussed it with the player that's going to sit down with me as
we figure out how the rules work, we've decided to start a short adventure
(really a familiarization with the basics of the rules) set in the Kingdoms
of Nithia.  A little background is in order: For those of you familiar with
D&D, when the Expert set came out they created the Grand Duchy of
Karameikos, which then slowly grew into an entire world, and then we
discovered that the world was actually Hollow, and they started making the
"ancient" cultures inside.  One of these is Nithia, which is Egyptian-based
(Hmmmmm..... once the players and GM (that's me!) are ready for it, maybe
Necropolis may be run..... naaah, I wouldn't be thinking of that, no not
little ol' me).
    For the moment, I am considering running nothing more than a couple of
minor encounters and see where it goes.  Since I'll be keeping extensive
notes as we go along, I'll be posting encounters and such as they crop
up.....  :-)  (Yes, finally giving something back to the list that has been
a source of knowledge and discussion that has helped me already).
    It looks like it will start with the HP (since this is a one-player
deal while I get my feet under me, so to speak), who is an ex-army archer,
hired on to guard a small supply caravan being sent to one of the outlying
forts.  On the way, they get hit by a small raiding party (the same one
that demolished the fort), and then (probably) speed to the fort to
discover it smashed.  What happens then is up to the HP, of course :-)
 
(2) A while ago (I told ya I was digging through the archives a while ago)
someone wanted some help compiling the various pantheons, as little
information was available within any of the four books so far:
 
For the Egyptian mythos (basic list derived from L&L/2, deities mentioned
in Necropolis, and smattering of own knowledge and research, to be fleshed
out more fully once I can get to the library and check out more books on my
gf's card):
 
AEgyptian Pantheon:
~~~~~~~~~~~~~~~~~~~
Horus-Re -- god of Light
(Note: Includes Amun, Harakhty, Heru?, Reharakhty, Re (Ra) in this one for
simplicity -- more forthcoming)
Geb -- the land
Nut -- the (night) sky, night (but not "evil" night)
Thoth -- ibis-headed god of Knowledge (including, of course, arcane lore),
as well as medicine
Bast (Bastet, Best) -- goddess of Cats and Hedonistic Pleasure
Hapy -- crocodile god of the Nile (Nylle) and fresh waters everywhere
Shu -- god of the air
Tefnut -- "water" (as in rain, storms, dew, any airborne moisture)
Nephthys -- Keeper of dead, wealth, guardian of dead & their tombs
Osiris (Ausar) -- god of the Dead (one time nature, before being killed by
Set and mummified -- now the guardian of the Dead)
Set (Sutekh, etc.) -- jackal- or ass-headed god of Evil (and a few other things)
(Note: Sutekh is one of many "aspects" ascribed to Set, Sutekh being more
warlike)
Ptah -- god of art, inspiration
Isis -- Love, marriage, some magic, etc.
Anhur -- god of "good" and honorable war
Aapep -- "The greatest Serpent"
Sebk (Sobk, Sebek, Sobek) -- evil deity, ally of Set
 
Atun (Aton) -- "The disc" -- The focus of Akhnaton's (Amenophis IV) failed
attempt at creating a monotheistic state religion, something that probably
didn't occur on Aerth (someone with Epic of Aerth correct me if I'm wrong).
A little research can yield a fascinating store of information which could
result in a long-term campaign if one wants to play with the state trying
to overthrow the established religions.  (There were no indications of any
such period in the Aegyptian information in Necropolis, though there may
have been in Epic of Aerth, which I don't own)
 
Additional note on pantheons:
    Each and every village and town had its own local, favored deity, and
all the legends were recast to refelect that deity's importance.
Therefore, a consolidated pantheon would be impossible to create (even if
the various invasions hadn't muddied the waters some by attempting to
impose order on the sprawling mass of Egyptian Deities).  I will be
posting some more complete information after I return all the books I
currently have out of the library and check out a half dozen or so on the
religion :-)  (Yes, get ready for *another* long post in a few days)
    The above list was taken straight from L&L and the stuff mentioned in
Necropolis (there is a loooong list of gods at the House of All Gods,
though virtually no information on any of them is given as individuals --
more research to be done :-) ), filtered through the various books I've
read over the years.
 
(3) Note on necessity of an FTP site for this stuff:
 
    Why can't appropriate text files be PUT onto the LISTSERV?  That way,
anyone who is subscribed to the list can just issue the appropriate GET
command to the LISTSERV and the file will show up in their mailbox..... :-)
    (BTW, whoever set up mythusbot on IRC -- it's expired, crashed, or
removed, or something, I just tried to use it and IRC told me it wasn't
there.  I was on channel #MYTHUS)
 
'Till later,
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 25 May 1993 00:29:24 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: Lot's O'Things (or: Oh no, another loooong post)
In-Reply-To:  <no.id>; from "Mike Phillips" at May 24, 93 7:55 pm
 
Mike,
 
THe FTP is coming up soon again. MythusBot will be up again as well..
there have been some problems locally with running it.
 
I want to get the list more active again. I am glad you are posting. It
will get me off my lazy ass to do some stuff...
 
I would very much like info on Gary's fanzine as well. We nixed our idea
because we didnt want to compete with Gary! But if he has dropped it. We
may pick up on the idea again.
 
You also seem to be very adept at the rules. Well, we are working on a
-LIVE ROLEPLAYING- version of Mythus Prime. Non-marshalled, FULL weekend
games with plots, nobles, etc. We have hammered out the core systems and
will be working on other features soon.
 
If you are interested in helping out. I will gladly mail you a
non-disclosure form. Same with anyone else. I will put up a posting
about this today. We want beta-testers/helpers on this. We are good at
rewriting the rules with out years of Live Roleplaying background etc.
But we can (and do) miss obvious glitches and bugs and loopholes that
will need work.
 
A full posting is forthcoming.. so wait for it... (later today)
 
z
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
          We Are Barney, you will be assimilated. Resistance is Futile
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
Do not Support Hrose@eff.org and her plans to duhumanize and regulate IRC into
         the ground. Micromanagement is not required on the network.
------------------------------------------------------------------------------
=========================================================================
Date:         Tue, 25 May 1993 09:17:15 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Mythus Prime & LARP
 
Mythus-L Owner (Matt Pearson) wrote:
>I would very much like info on Gary's fanzine as well. We nixed our idea
>because we didnt want to compete with Gary! But if he has dropped it. We
>may pick up on the idea again.
 
I think Eddie Ironsmith said that it looked like Gary was still going to do
it (do we have any subscription information out there?).
 
>You also seem to be very adept at the rules.
 
Not yet, I'm still exploring them.  I've only got a good grip on the Prime
rules so far.....  That should change as I finish kicking my players into
actually being willing to sit down and do more than roll up characters!
 
>Well, we are working on a
>-LIVE ROLEPLAYING- version of Mythus Prime. Non-marshalled, FULL weekend
>games with plots, nobles, etc. We have hammered out the core systems and
>will be working on other features soon.
>
>If you are interested in helping out. I will gladly mail you a
>non-disclosure form. Same with anyone else. I will put up a posting
>about this today. We want beta-testers/helpers on this. We are good at
>rewriting the rules with out years of Live Roleplaying background etc.
>But we can (and do) miss obvious glitches and bugs and loopholes that
>will need work.
 
Very much interested in helping!  Any guidelines for doing LARP would be
useful, as there are a couple people here who would probably enjoy such a
game very much, and we have a couple places on campus that can be used,
plus Memorial Day is coming up, and people are trickling back in for summer
school, yet haven't started classes.  Now's the time to try it :-)
 
BTW, I am working on updating the Egyptian pantheon information I posted
earlier.  I did the list without any real references in front of me, but
was able to look some things up at home and discovered just how unreliable
my memory was :-)
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 25 May 1993 12:03:03 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Egyptian pantheon (second post -- LONG!!!!!)
 
The following was compiled by myself this morning, the result of a few hours
of frenzied note-taking and consolidation last night.  It is reflective of
(though hardly an extensive tract on) the real-world Ancient Egyptian
pantheon, and it can be used as background for the AEgyptian pantheon where
it has not already been defined.
 
Real-world Egyptian Pantheon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
    The first thing to realize when working with the Egyptian pantheon is
that each and every village, town, and city has its own "patron" deity. This
comes from the time when the Egyptian people were a bunch of scattered
tribe, each with its own totem or protector.  This becomes important when
determining the relation between deities, and their relative ages. Further,
as the fortunes of the deity's people changed, the deity's position and
spheres of influence changed (for instance, Setekh (Set) started as a "good"
deity, at least in the popular perception of the IIIrd Dynasty, but as the
followers were subjugated by the followers of Horus, Horus rose as the
"good" guy and Setekh became the "evil" deity).  Each of the deities changed
as time passed for the Egyptians, and the perception of the Ist Dynasty do
not always match the perception of the XXth Dynasty, though the names may be
the same.  In the real world, the pantheon, which was sprawling, incoherent,
and very much dependent on locale, was not brought into a single whole until
the Persian, Greek, and Roman invasions, and even then the theology was
unable to bring everything into line with everything else.  Most popular
Egyptian "pantheons" come from the attempts during the XXth Dynasty to make
everything consistent and to develop a consistent theology.
    The second thing to realize is that, since the perception of the deities
changed dramatically over time, if the deities are their own beings, then
either they changed according to their worshipper's whims, or different
ultra-beings took the names as the perceptions changed.  Or, of course, one
can take the pantheon as presented here and simply pretend that's the way
it's always been for AEgypt, even though that's *not* always the way it was
for Egypt.
    The third thing to realize, is that I'm not the world's greatest
egyptologist, or anything like that, just a dabbler who enjoys poking around
in long-forgotten knowledge :-)
 
A note on spelling:
~~~~~~~~~~~~~~~~~~~
    For the most part, I have chosen to use the "traditional" spellings of
the various deific personages.  However, I also make a note of the
"correct" spelling, which is an attempt at a transliteration of the
original heiroglyphs.  The primary exception to this is the name Set is
consistently spelled "Setekh" below, because the "name" Set is typically
taken from the transliterated "Seth".  However, if taking that without
realizing that the "h" is actually a "hard h" (one of several k-like
sounds), it comes out as Set, which is lacking a syllable!  Feel free to
use Set instead of Setekh in your own campaign, of course :-)
 
The gods of Egypt:
~~~~~~~~~~~~~~~~~~
HORUS (Anubis, Horus-Re)
    Horus is often seen as the "head" of the pantheon, and he is often
associated with light and the Sun.  He is pictured as a hawk-headed man,
accoutrements varying with the exact age, Dynasty, and artist.  Often, he
is divided into two: Horus the Elder (slain by Setekh, and occasionally
associated or equated with Osiris (Ausar) -- more on this later) and Horus
the Younger (son of Isis, protected by Isis, and opponent and eventual
defeater of Setekh).  Horus was adopted as the chosen deity of the Pharaoh
in the later centuries (specifically most Dynasties after the XXth, or
thereabouts).
    Myth has it that Horus (Horus-Re) rides a boat across the sky to
represent the sun, and then through a great cavern in the earth during the
night.  This is reflective of the combination of Re and Horus, as Re was
the original name given to this being.
 
ISIS
    Isis has been given many, many titles, although she is perhaps best
known as the Mother of Horus, and the Protector of Horus.  It was she who
gave Horus advice when Setekh brought Horus in front of a court of the
gods.  She is also the wife of Osiris (Horus the Elder?), and it was her
devotion to her husband that caused her to seek all of his body when Setekh
slew and dismembered Osiris.  She and her sister Nephthys put Osiris' body
back together, and mummified it so that he could be the protector of the
dead.  She is also sometimes the patron of magic, the protector of children
(though Bes acts that role more specifically), "she of the throne", and,
due to her many attributions, the Myriad-names.  In the case of illness,
she is often invoked because of her protection of Horus during his
childhood.
    For simplicity's sake, view her as the Mother of Horus (with all that
implies) as well as the Mistress of Magic, and that should cover most of
it.
 
OSIRIS (Ausar, Wasar)
    Osiris started as a fertility god, until he was tricked by Setekh and
slain, dismembered, and each part buried in a different place.  Isis sought
all the pieces, and reassembled him (although one small piece was missing),
and she and Nephthys were able to resurrect him.  Although he continued to
be considered a fertility god after this happened, he also became
associated with the Dead and also with the resurrection of everyone's
other-selves in the other-world.  He is sometimes associated with the Nile
and with the moon.
    Osiris is typically depicted as a living, mummified Pharaoh.
    (For flavor: in real-world Abydos, for many years there was featured a
"mystery" play around the legend of Osiris and Sekhet, during which the
actors of the two major characters were sacrificed in the manner of the
actual deities)
 
SETEKH ("Set", Seth, Sutekh)
    Setekh, sometimes called the serpent, whose sacred animal was the ass,
began in mythology as the amicable brother of Osiris who peacefully divided
the kingdom with Horus.  With the changes and divisions within Egypt,
Setekh and his followers took on a more sinister cast, eventually evolving
into the serpent-like (and very Satan-like) "Set" that we think of when we
hear this name.  As was mentioned before, this was pretty much solidified
during the XXth Dynasty and carried onward from that point.
 
NEPHTHYS ("Lady of the House", "Protector of the Dead")
    Nephthys was the sister of Isis, of whom there is precious little
information other than her role in the reassembly and resurrection of
Osiris.  She was considered a virgin goddess until the consolidation durin
gthe XXth Dynasty, when she was assigned as the concubine of Osiris (though
in popular belief she never lost her status as a separate and virgin
goddess).
    Incidentally, I am still trying to find her name written in
heiroglyphs, as it strikes me as odd that the "f" sound is written as "f"
for Tefnut, but "ph" in Nephthys, which leads me to think it *may* be
closer to "Nepktys".  Once I have found a few original texts, I will amend
this.
 
THOTH (Tehuti, Zehuti)
    Thoth was considered the Master of the Words of the Gods (i.e.
hieroglyphs), and thus the master and holder of all knowledge.  It is
sometimes said that he spoke the Word of Creation, and the universe was
formed (but there are many, many other creation myths as well).  He was
later considered to be the Scribe and Messenger of the Gods, the Measurer
of Time (causing him to be associated with the moon), Mathemetician and as
a result Magician, and Judge.  Some held that he would be the final Judge
in judging the worthiness of souls, although this may have been the
original texts filtered through a Christian perspective :-)
    Myth held that Thoth wrote 42 great books (or scrolls) which held all
the wisdom of the world.  He would, in contemporary AEgypt, probably be
seen as the god of magic, heka, castings, language, and astrology.
    Thoth is represented as an ibis-headed man or as a cynocephalus (a
dog-headed baboon).
 
HAPY (Hapi, Apis the Bull of Memphis)
    This is one of the definite "evolution" deities.  Hapy started as a
Bull with particular piebald markings, and as Memphis rose as the Egyptian
capital, and the fortunes of the Pharaohs rose, he became associated with
the Nile as well.  Whenever a calf was born with the correct markings, the
current bull representing Hapy was ritually slaughtered, feasted upon, then
the remains cast into the Nile.  With the later attempts to create a
consistent theology, Hapy became associated with Osiris to a certain
extent.
    I was incorrect in my previous post, and not thinking straight when I
posted that he is represented by a crocodile.  He is represented by a bull.
    Hapy was one of four such major bull gods, though the other three
pretty much faded into obscurity: Mnevis of Heliopolis (all black,
sometimes the two were combined in myth), Bucis of Hermonthis, and the
Golden Bull of Canopus.
 
BAST (Bastet)
    Bast was the cat-goddess, associated with cats and hedonistic
pleasures.  She was virtually unknown until Shishak I, prince of Bubastis
(the city in which her worhship originated) becaume Pharaoh.  At that
point, her worship spread.  She was later often associated with Sekhmet,
the lioness-headed goddess, though personal devotional statuettes always
represented Bast with the rounded head and pointed ears of a cat.
    Bast is represented as a lioness-headed (incorrect but common) or
cat-headed woman, wearing an ornate dress (uncommon in deities in general,
but very common for her).  In later times, she also carred the "aegis of
Bast", which was a lionesses' head, surrounded with necklaces.
 
HATHOR
    Hathor was a cow-goddess who eventually absorbed the status of
Sky-goddess, and some attributes of Sekhmet (the lioness) and Isis.  Hathor
was the one who sustained the new arrivals into the underworld by growing
out of a Sycamore tree growing on the bank of the river and giving food and
drink to the new arrival.
    Cows are sacred to Hathor.
    Interestingly enough, I discovered, the Greeks made a distinction
between Isis and Hathor (although there is little to distinguish them).
Isis was equated with Demeter, and Hathor was equated with Aphrodite,
although each encompassed some of the traits of the other.  I don't think
Hathor fit well into the "standard" Horus-Osiris-Isis-Nephthys-Sekhet cycle
of myths, but my memory may be failing me on that one.
 
TA-URT ("The Great One")
    Ta-urt was the goddess of pregnancy and childbirth, represented by a
hippopotamus standing on its hind legs (because of similarity of shape --
but I'm not saying pregnant women look like hippos, 'cause I think they
don't!).  She is nearly universally revered, and statuettes to her are
common throughout Egypt, in nearly all ages.  There is no centralized
worship (unlike most of the other deities), one of several indications that
she may have been revered even before the Egyptians became "civilized".
Another such indication is that one of her names is "The Great One", as if
there are no others.
 
BES
    Bes was a foreign god, adopted by the Egyptians.  He was the protector
of the new mother and newly born, and he ferociously danced around Ta-urt,
swinging his vicious knives to scare away evil spirits.  Not surprisingly,
he quickly grew into a popular deity.
    Bes was represented as a dwarven figure, bandy-legged, with a wide
face, snub nose, bushy eyebrows meeting in the middle, two horns, a beard,
and wearing a feline skin (typically lion or leopard) over his head.  His
hideous and terrifying visage was intended to frighten evil spirits away,
and his knives and drum were only employed to protect the newborn.
 
AMON (Amun, Amen, Amon-Re, Amun-Re, Amen-Re)
    Amon was primarily a Pharaoh's deity, although his cult rose to power
as the Pharaoh did.  Eventually, his church was well-enough entrenched that
the Pharaoh Thothmose III declared him to be the "supreme" god of the
Egyptian pantheon (this was around the XVIIIth Dynasty, if memory serves).
Precious little was ascribed to him in the later years, apparently because
of his supremacy.
    Amon started as the Great Cackler, a goose, and also was symbolized by
the ram.  The first image was dropped in time, however, leaving only two
feathers from his head as any evidence of his history.  It was not uncommon
to sacrifice rams to Amon.
    Amon was one of the Sun-gods whom the Pharaohs claimed to be their
father (Horus was another, and Akhnaton and Smenkhare claimed Aton).
 
The following are primarily deities for, of, and surrounding the Pharaoh,
and they weren't adopted by the general populace as being worthy of more
than vague reverence.
 
NEKHEBT (Lady of Dread)
    Nekhebt was a vulture, and she sat on the head of the Pharaoh of the
Southern Kingdom, with her wings spread to protect him much as a mother
bird protects the eggs and hatchlings.  Later, her form on the crown was
called the Lady of Dread, although this title never really associated
itself with Nekhebt herself.
    (The vulture was the symbol of the southern kingdom, and it was on the
crown of the Pharaoh, indicating rulership, and eventually ended up with
its own properties)
 
WAZT (Lady of Spells)
    Wazt was a cobra, the symbol of the Northern Kingdom, and she was also
a protector of the Pharaoh, but she protected him by striking at his
enemies, rather than shielding him.  Like Nekhebt, her image on the
headdress of the Pharaoh took on its own name in time, and she became known
as the Lady of Spells.
    (The cobra was the symbol of the northern kingdom, and it was on the
crown of the Pharaoh, indicating rulership, and eventually ended up with
its own properties)
 
SESHET (Seshat, the Measurer)
    Seshet was the goddess of writing and measurement, although she was
very much in the Pharaoh's pantheon, and never really was incorporated into
the "general" pool of deities.  There are some vague suggestions that she
may also have been considered the Measurer of the Pharaoh's life (i.e. the
one who determined how long he would live and when he would die).
 
KHENSU (Khonsu, from Khe-en-ni-sut = Placenta of the King)
    Since the Egyptian belief was that the condition of the placenta would
be reflected in the condition of the Pharaoh, it is not surprising that the
placenta of the Pharaoh was carefully preserved and kept, and it was
wrapped in cloth and led the parade on occasions of state when the Pharaoh
was needed.  It ended up with what would probably be called
"quasi-deity-hood", due only to reverence, not to any inherent power.
 
Note:  That's all the information I can consolidate out of the studying I
did last night.  I intend to do a little more research the rest of this
week to define and consolidate a little better (and catch some of the ones
not contained in the reference I used: Nut, Geb, Apophis, Apaatet, etc.)
 
Two more pieces of interest:
 
Sun-worship was common among the Pharaohs (culminating in Akhnaton, of
course), and Re was formless enough that he was often added to the local
deity.  For instance, in one place Horus-Re would lead the gods, in another
Osiris-Re, in a third it would be Amon-Re, and in a fourth perhaps
Sebek-Re.
 
I left ATON out of the above, because he doesn't really fit anywhere into
the pantheon.  Aton is the word for "disc", and sometimes "sun-disc," and
the worship of him survived for only a few years (roughly twenty).
Akhnaton, who was born and crowned Amenophis IV, was the chief (and nearly
only) proponent of this monotheistic and exclusive religion.  Aton held
many of the attributes now ascribed to God, and in this "pantheon" there
was no room for any other at all.  Some Christian theologians consider this
period to be one of many instances when Man turned from God, who was
speaking through Akhnaton, but that doesn't make for good gaming :-)
Anyhow, Aton-worship was modified after Akhnaton died and Smenkhare was
Pharaoh.  The pantheon was expanded to include other deities (an olive
branch to the other religions, but too little too late), but Aton's
following did not survive the religion's founder, and when Smenkhare was
succeeded by Tutankhaton (who renamed himself Tut-ankh-amon), the worship
of Aton was outlawed and Amon was reinstated.
 
Do you think that's enough to get inquiring minds and curious researchers
and gamers started, with adequate major background?  :-)
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 25 May 1993 21:58:51 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      New Mythus Prime Vocations!
 
(The following is NOT based on Egyptian research, but on the information
presented in HWR2 -- The Kingdom of Nithia, published by TSR)
(It was developed for the Mythus Prime system, as that's what I'm currently
running)
 
In the Kingdoms of Nithia (which are similar to AEgypt and why I'm doing
this research in the first place), the people are subject to strict castes
(the son of a baker will grow up to be a baker), and there is extreme
specializations (i.e. there is no such thing as a "cook", instead you have
a baker, a pastry chef, etc.).
 
Within the army, they have several sections of training: Archer,
Charioteer, Heavyman (armored infantry), Spearman, Runner, Khopesh Warrior,
War-Cleric.
 
Although one can certainly take the "base" Soldier/Mercenary Vocation, it
does not always fit well with the culture and training assumed for each of
the above.  As a result, I felt obliged to extend the Vocations offered to
the players:
 
(The information is presented in a manner similar to the Mythus Prime
information in the Mythus book, of course)
 
New Vocations:
Vocation       Primary TRAIT SEC (minimum)
Archer           Physical     1
Charioteer       Physical     1
Runner           Physical     1
 
(Note that the above-mentioned "Heavyman" is a typical Cavalier, a
"Spearman" can be treated as a typical soldier/mercenary, a Khopesh Warrior
is a member of an elite group, and therefore not available to beginning
HP's, and War-Clerics are something I will deal with if needed in the game
:-) )
 
ARCHER
~~~~~~
    Archers are the most competent bowmen for many miles around the
kingdom.  In many ways, they form the basis of the success or the failure
of the army, for they are necessary for nearly all standard Nithian
stragies.  The typical Archer will wear his hair short, and he may never
wear a helmet (it blocks his vision), and full armor is bulky enough to
negate his advantages.  (I treat an Archer as effectively receiving 1.5 x
his STEEP in Combat, Hand Weapons, Missile when using a bow, and .5 using
any other weapon -- and he receives his normal STEEP without such a bonus
if he is in full armor of *any* sort, or is wearing a helmet)
 
CHARIOTEER
~~~~~~~~~~
    These elite fighters act as Nithian cavalry, skilled both in driving
chariots and fighting from chariots (no penalty when fighting on a
chariot).  They are competent at maintaining the chariots as well, though
they do not necessarily know how to make one.  The typical Charioteer will
dress in light armor (they may wear up to Metal & Leather).  If a
Charioteer has been part of the army long enough and has served well, he
will eventually be allowed to use a "float-chariot", a Heka-bouyed magickal
chariot, from which he enjoys +10 to his STEEP while attacking, and his
opponents receive a commensurate -10 to attacks against him.  These are
nearly impossible to steal, however, as the army frowns upon it, and it is
difficult to find someone skilled enough to make it who will concern
himself with such worldly things.
 
RUNNER
~~~~~~
    Runners are very light infantry who will run alongside chariots during
extended and large military campaigns.  They are skilled at fast tactics,
and may move double the normal distance in combat as long as they are
wearing light armor (defined as no full armor, and nothing heavier than
studded leather) and carrying one-handed weapons.
 
ARCHER VOCATION (Physical TRAIT)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
K/S AREA                        TRAIT  Base STEEP
Combat, Hand Weapons, Missile     P      30 *
Criminal Activities, Physical     P      25 -- Primary emphasis on ambushing
Combat, Hand Weapons              P      25
Gambling                          M      20
Street-wise                       S      20
Survival                          P      20
Combat, HTH, Lethal               P      20
Combat, HTH, Non-Lethal           P      15
Arms & Armor                      P      15 -- emphasis on making arrows
Criminal Activities, Mental       M      10
* With a bow, the STEEP is multiplied by 1.5 for attacks, unless the Archer is
  wearing armor or a helmet.  With any other missile weapon, it is always
  multiplied by 0.5.
 
CHARIOTEER VOCATION (Physical TRAIT)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
K/S AREA                        TRAIT  Base STEEP
Charioteering                     P      30 *
Combat, Hand Weapons              P      25
Arms & Armor                      P      25
Animal Handling                   S      20
Combat, HTH, Lethal               P      20
Chariot Care                      M      20 **
Survival                          P      20
Gambling                          M      15
Combat, HTH, Non-Lethal           P      15
Military Science                  M      10
* treat Charioteering K/S as Riding, with the Charioteer needing to make a
  sucessful check at the beginning of each BT (every 10 CT's) in order to not
  receive a penalty to STEEP for attacking from chariot-back.  A Charioteer on
  a float-chariot still needs to make this check, but he receives a bonus of
  10 on the roll.  Regardless of the result of this roll, while on a float-
  chariot, he will still receive the bonus of 10 to his attacks, and his
  opponents still receive a penalty of 10 while attacking him.
**treat this as basic maintenance/care of the chariot and harness.  Simple
  repairs (broken straps, patching small damage) may be made by rolling a
  successful check.  Drastic repairs will cause the roll to be against 0.5 of
  the STEEP, and rebuilding a chariot will be against 0.25 of the STEEP.  It
  is not possible for a Charioteer to make a chariot without having the
  materials already gathered and shaped (i.e. he could assemble a chariot
  from chariot wheels, harness, and cart without difficulty, but could not
  manufacture the pieces themselves without taking an S/K to do so)
 
RUNNER VOCATION (Physical TRAIT)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
K/S AREA                        TRAIT  Base STEEP
Running                           P      30 *
Combat, Hand Weapons              P      25 **
Criminal Activities, Physical     P      25 -- mainly ambushing
Military Science                  M      20
Endurance                         P      20
Survival                          P      20
Combat, HTH, Lethal               P      20
Street-Wise                       S      15
Combat, HTH, Non-Lethal           P      15
Gambling                          M      10
* A successful Running check is needed in order to receive the full benefits
  of being a Runner -- able to move double the distance per CT, or move and
  attack (or attack and receive full move).  Note that an unsuccessful check
  means simply that one will not double one's moves, although each failed check
  necessitates a check vs. the Physical TRAIT to avoid being exhausted.  (For
  Prime rules, treat as "dazed", and if knocked to a dazed state, drop into
  unconsciousness until rested for one hour per half hour of running activity).
  Once exhausted, the runner needs to rest for one BT per CT of activity before
  he is able to continue with any running or running battle.
**If the Runner has made a successful Running check at the beginning of the CT,
  he will be able to attack and move (see above) in the same turn.  This can not
  be done with a two-handed weapon, nor with a hand-and-a-half weapon, as they
  are too heavy.
 
--------------------------------------------------------------------------------
 
Well, those are my current contributions to the Mythus Prime Vocations (I
also did a "bard" for someone who wanted to translate an AD&D character,
but I don't have my notes here so I can't post it right now).  Comments
are, of course, welcome.
 
I had to add a couple S/K areas, because I didn't see anything that covered
them.  If anyone has seen an existant area I can use instead, please tell
me.
 
Thanks!
 
(single-handedly burying the list in useless information ;-) )
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Fri, 28 May 1993 04:26:41 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Egyptian pantheon (second post -- LONG!!!!!)
 
Mike:
I saved your post so I can review at my leisure. What I saw looked good.
Since Necropolis was the first major scenario released, I would imagine that
an Aegyptian et al. pantheon supplement will be forthcoming [wouldn't
you?]...
 
Later, folks!
 
===><Dave><===
=========================================================================
Date:         Tue, 1 Jun 1993 16:43:25 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      gencon
 
i got my gencon materials the other day and i couldn't find any mythus
events in it. this is not a good sign for the game. anyone else on the
list going?  perhaps we can get an impromptu group together and run
an adventure.
=========================================================================
Date:         Tue, 1 Jun 1993 02:08:04 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: gencon
 
                RE>gencon                                              6/1/93
I suspect that TSR will not allow any Dangerous Journeys events or merchandise
at the show. They appear determined to prevent Gary G. from successfully
marketing any new RPGs (and he is already under agreement to not produce
anything for (A)D&D, not that he'd want to). This is my view from what GDW
said on the info services and my memory of things I read long ago in Dragon.
There was some lawsuit pending (anyone know the details?) at the end of '92.
 
Rick
=========================================================================
Date:         Wed, 2 Jun 1993 14:05:30 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Paul Breeden <breeden@CLOUD.IAS.SDSMT.EDU>
 
infor MYTHUS-L
info MYTHUS-L
INDEX
=========================================================================
Date:         Fri, 4 Jun 1993 13:54:53 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Mythus: Miniatures?
 
I finally broke down and purchased the GM's screen (and Epic of AErth, and
Joruneys #3, which happened to still be in the local store).  Included with
the GM's screen was a 1992 GDW catalog.  On p.5, they mention that "Hobby
Products GmbH. of Germany...will release the first of many 25mm miniatures
designed expressly for the Dangerous Journeys game line beginning in late
1992."  It strikes me that a lot of the stuff has been running late (witness
Joruneys magazine, the screens, the Bestiary).  Are these running late too,
or just not showing up in stores, or do they exist and I haven't seen them
yet?
 
Also, does anyone know if there are any additional issues of Journeys
forthcoming, or did it die after #4?  Any suggestsions for tracking down 1,2
and 4, which I don't have and haven't seen in the local shops?
 
On to related junk --
 
I have a PostScript file with a two-paged Mythus Prime character sheet
(front and back, of course).  Not really really fancy, but workable :-)  If
the FTP site is up, I'll put it there, otherwise I'll just send it to anyone
who wants it).
 
I haven't had the time I hoped I would, so I haven't had a chance to polish
up the pantehon I posted a little while back.....  I am intending to take a
little time and fix it week after next, towards the end of the week.
 
I am in the process of compiling, for my own uses, a small bestiary for use
with the Mythus Prime rules ('cause it seems the fastest way to adapt
AD&D'rs to Mythus, *then* start making things complicated).  I will announce
availability once it's in a workable format, and will willingly and gladly
accept contributions!  (don't bother modifying the stuff in Necropolis or
the Mythus rules for it, I already have those :-) )
 
Thanks!
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Mon, 7 Jun 1993 14:56:14 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      First Mythus game! (description)
 
Okay, so we were really playing Mythus Prime -- whaddya expect for a short
evening jaunt into the Realms of Mythus?  ;-)
 
Our saga opens with the hapless GM, three pages of notes (one page of FP
information, one page of EP information, one page with adventure synopsis
and encounter information), and three players.  I tried for several
additional players, but no such luck (they were out of town, or busy, or
whatever -- notice was generally too short).  We settled in with my Mythus
& Mythus Magick books, as well as duplicates of the HP creation portion of
the Mythus Prime rules.  We started creating characters, and I cautioned
them against using magick for the first foray into the realm.  They were
insistent, however, and so one of the personas was a Heka-user (Alchemist,
I think).  The big hold-up happened while we tried to figure out what
spells he had access to, because the Prime rules are brief and unclear.
Sort of.  After some thinking and discussing, we gave him access to the
archetypical spells for each of his Heka-generating K/S areas, but we
limited him to a percentage of each Grade dependant on his STEEP with the
appropriate casting modifier.  In other words, if his effective STEEP for
Grade II spells was 55%, he got 55% of the spell list in the grade.  It
took a couple hours, an unforeseen delay (to say the least), so we sent one
player and another occupant of the apartment after dinner (which they
kindly fixed for us), and the remaining player and I helped puzzle through
the spell rules between combat bouts between his HP and one of my FP's.
 
Approximately three and a half hours after "starting", we actually began
the adventure.  I will admit that the delay was helped by food,
misunderstanding of the spell rules, and general socializing :-)
 
The party, which consisted of one Cavalier, one Alchemist, one Merc/Soldier
(ex-soldier, to be precise), and one Archer (per previous posting to the
list), was hired by a supply-master to guard a shipment of foodstuffs,
clothing, and ammunition from the town of Soleb to a fort along the
AEgyptian border with Keshu.  Part the way there, the party ran into some
nomads raiding from within Keshu, and the one (and only) combat session
began (keep in mind it was about 10:45 by the time we reached this point).
About a dozen nomads rushed the party, on horseback, and the Cavalier and
the Archer got off a few good shots before they were in hand-combat range.
Each of the HP's and the supply-master got two baddies on them, the
Merc/Soldier drawing the leader as well.  After a few rounds of combat, the
Alchemist was in the air, using one fo the Dweomercraeft Castings to push
the tails of the horses, and the Merc/Soldier had felled the leader, the
supply-master had run off, chased by his two nomads, and the rest of the
nomads were killed or had the intelligence to flee.  The Archer, oh so
strong in distance fighting, was slain (those Special Hits can *hurt*), and
the rest of the party was wounded.
 
Our observations on the system for the evening: The combat system in Mythus
Prime is *very* straightforward and fast, it took maybe twenty-five minutes
to run a sort of complicated combat between a party of five personas and
eleven bad-guys, and the only reason it took *that* long was because the
Alchemist's player kept having to stop and look things up.  At length
<sigh>.  The Magic system for Advanced Mythus may be gorgeous and
beautiful, but the system for Mythus Prime is not particularly well-defined
and assumes a good understanding of Advanced Mythus!  I am ruling in the
future that they have acces to ONLY the spells in the Mythus book.  The K/S
areas could, of course, use some expansion, and we all agree that something
needs to be done to cover sub-areas (I'll post some thoughts on it later
:-) ).  Overall, fast, fun, and easy to learn.  Now, for our next trick,
we'll get the *rest* of the players there, continue the trek to the fort
(they haven't gotten there yet), and see how they like it.  Then start
adding the pieces from Advanced Mythus that they think are missing.
 
Oh, and the reason we didn't do much after that was because of "cleaning
up", taking care of the one prisoner, and one of the players had to leave,
and another was threatening to fall asleep.  Hmmmmm..... and they say us
college kids have no concept of getting to bed at a reasonable hour.....
:-)
 
--------------------------------------------------------------------------------
 
On the "Dangerous Journeys" products line, and what's due out:
 
From the distributor's catalog at our local gaming store:
 
Jun -- AErth Bestiary
Jul -- Ascalon
Aug -- Gods of the North
 
Aug - Unhallowed
 
AErth Bestiary has, of course, been discussed to death (with great hope for
what it contains), and Ascalon is supposed to be a sourcebook/adventure
book for part of Azir.  I think.  Regrettably, the catalog only lists
titles, not descriptions :-)  Gods of the North could be anything from a
stricly Norse pantheiry, to the northern hemisphere, I dunno.  We'll see
when it gets here, of course.  And Unhallowed is the Horror genre.
Speaking of which, any plans for a mailing list for it?  ;-)
 
Also according to that gaming store, the DJ miniatures haven't started
shipping yet, or at least they're not showing up in any of the catalogs.  I
managed to get my hands on a couple of Egyptian miniatures from Ral Partha.
 Part of the Historical Line.  Not ideal for long-term HP's (no real
individuality), but at least they have a couple Egyptians using bows, and
riding chariots, and with spears, and shields, and such.  Hardly what I am
used to in terms of gaming (quoth the major purchaser of AD&D figures), as
they are 6 to a pack, same durn figure, but at least they are available.
There are also some Hyksos figures that do well for masses of bad guys :-)
Anyhow, I'm putting my ear to the ground, as it were, and the owner of the
shop is really trying to support DJ to the best of his ability, so it's
getting easier to convince him to look for stuff and carry it.  Too bad I
wiped out most of his inventory :-)  He's only got a few copies of Journeys
#3 and the GM's screen left.  I bought the Mythus Magick, Epic of AErth,
and Necropolis, and apparently someone else bought his Mythus book, so he's
gotta order more.  Darn  :-)  The game *may* catch on a little more here
(there are *no* known gaming groups within 30 miles of mine, and I've only
got a few players who are desparate to be in *any* game this summer -- I
just hope to keep some into the fall :-) ).
 
Anyhow......
 
I've taken enough time off from work, I need to go do more things.....
 
Hope these ramblings were interesting for *someone* to read ;-)
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Mon, 7 Jun 1993 15:26:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      AErth Beastiary
 
Well it's June.
 
Has anybody seen the Beastiary yet ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Mon, 7 Jun 1993 15:44:04 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Re: AErth Beastiary
 
Wayne MacLaurin (waynem@bnr.ca) wrote:
 
>Well it's June.
>
>Has anybody seen the Beastiary yet ?
 
Not I, regrettably.  I'm already harassing the owner of the local gaming
store for all the information I can get :-)  He's supporting DJ as much as
he can (which translates into he's doing his durndest to keep the whole
line in stock, but the purchase are fluctuating enough that he's keeping
only one copy of each book).  I asked one of the other people there when it
would be in, and he said he'd make certain it was on the order form.  The
distributor's catalog listed it as coming this month, though.  I'm hopeful
:-)  The guy in the hobby shop however, advised me that GDW keeps running
behind.  Something to do with a new release of Traveller consuming a lot of
resources, and an awful lot of pushing (as in, in his words "it's their
flagship"), so Mythus is probably lagging behind a little as a result.
 
Anyone have a description of Ascalon (due out in July)?  Or Gods of the North?
 
Or a GDW catalog?  The only one I have is the 1992 one that came in the
GM's screens.
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Mon, 7 Jun 1993 18:05:03 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Unhallowed
 
I havent recieved any replies to the
  "lets get together and play mythus at Dragon Con" query.
 
Oh Well Let me try again.
 
Lets get together and try to schedule a  mythus game at Dragon Con.
 
PS It looks like I will also be running an unhallowed adventure for GDW
   for those who Dare to risk their life, soul or very sanity. (insert
   maniacial laughter)
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Tue, 8 Jun 1993 09:15:51 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Mythus: More news! and K/S subarea thoughts
 
Dear list (one more time :-) ):
 
    I picked up a couple of interesting additional pieces of information
yesterday evening, after spending half an hour on the phone with the guy who
runs the local gaming shop.
 
(1) The most recent distributor's list still shows the Bestiary as coming out
    this month!  So there is definitely hope.  He has a standing order, so he
    should get it about as fast as anyone.  I'll give a few thoughts as soon
    as it's in (Can you say "fanatic"? I knew you could).
 
(2) The Dangerous Journeys figure line is still in question, though he
    promised to check with a contact in Germany as soon as possible to get
    the scoop.  More as news breaks, of course.
 
(3) He was already looking for the Egyptian pantheon stuff I think I mentioned
    in my last post.  Basically, there is a discontinued miniatures line out
    there somewhere that had the Egyptian pantheon (among others) in figures.
    He's looking, and I'll get manufacturer as soon as possible.  (It turns
    out that often, when one big company discontinues a particular figure,
    a smaller company will pick up the line and continue producing it.  He
    thinks this may have happened, so is poking around to stir something up)
 
(4) He couldn't get any more description on Ascalon or Gods of the North,
    just confirm that their shipping dates are still July and August
    (respectively, I think).
 
On to another topic:
 
    K/S Sub-areas!  Show of hands time.  How many of you play them exactly as
written up?  (which seems a bit "general" to me, but we live in an era of
specialization these days)
 
One way of handling this that I've been thinking about is the following:
 
    When the character is created, he gets his full STEEP allocation in *one*
sub-area, and half of the STEEP in GM-decided, related sub-areas.  Complete
rules can, of course, be worked out with a fair amount of ease (and I'd be
willing to post my thoughts after I'm finished putting them together :-) ).
Then, he can buy a new sub-area as he would any new K/S, but WITHOUT the 5
AP/G cost to do so (ex. someone has Agriculture, with the sub-areas of Crop
Farming (50 STEEP), Floraculture and Horticulture (25 STEEP) and Viticulture
(12 STEEP).  He has a Mental Vocation, so he can trade AP/G's at 1:1 -- and he
has 10 AP/G's to spend, so he uses 5 AP/G's to buy Viticulture (resulting in a
STEEP of 5), and throws the other 5 into Animal Husbandry, just so he can fall
back on it if his wheat crop fails).  Of course, it still requires 5 AP/G's to
buy the new sub-area, but they all go into the STEEP rating for the new Sub-
area.
 
example: Our character Joe has the Combat, Hand weapon K/S Area.  When
created, he comes with 39 STEEP (we'll call him a Merc/Soldier with PMCap of
20 and a PNCap of 19, resulting in 20 + (20 + 19) x 0.5 = 39), and we decide
to plunk it all in one-handed swords (STEEP: 39).  Okay, we as GM have decided
that his full STEEP applies to Two-handed swords and Dagger/Knives as well,
because of his background and training, but only half the STEEP applies to Axe
(because a little of the technique would be familiar), and Club/Mace (same
reasoning), but without special training hewould probably only know how to
carry a shield or polearm, but not be able to effectively use it.  Then, as he
earns AP/G's, instead of "automagically" getting new sub-areas (or forcing
"proofing" or "specialization"), the specialization is handled by putting all
AP/G's into the one sub-area, and general ability can be spread out by what's
important to the player.
 
    I suppose I probably didn't explain it exactly as I want to, but I'm sure
it makes enough sense you can puzzle through it  :-)  Unfortunately, having
run only the one gaming session (in Mythus Prime, no less), I haven't had a
chance to see if this works on the short/long-term, but it strikes me as being
a more reasonable solution.  This has already been discussed with my players
(but we used Mythus Prime scores for the examples :-) ), and they seem at
least reasonably amenable to trying it out.
 
Enjoy!
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 8 Jun 1993 09:17:51 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Mythus: Epic of AErth, Phaeree Bestiary?????
 
While I was paging through the Epic of AErth book last night, I was skimming
the section on Phaeree, and came across a rather intriguing reference:
Towards the end, right after the capsule descriptions, they mentioned a
"Phaeree bestiary" that one should refer to for information on any of the
changeable races.
 
Does this mean there will be "AErth Bestiary" and also "Phaeree Bestiary"?
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 8 Jun 1993 13:39:40 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Mythus: Re: Game at Dragon con, Unhallowed
 
Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM> wrote:
 
> Lets get together and try to schedule a  mythus game at Dragon Con.
 
What/where is Dragon Con?  (I'd be interested if it's relatively local to my
current location, and not at too inconvenient a time)
 
> PS It looks like I will also be running an unhallowed adventure for GDW
>    for those who Dare to risk their life, soul or very sanity. (insert
>    maniacial laughter)
 
<grin>  How's it look?  The system, that is.....
 
Hey, Matt (as in Matt Pearson, list moderator), will there be a "sibling"
list for the Unhallowed game?  ;-)  When it comes out, that is.....
 
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 8 Jun 1993 17:07:26 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: Mythus Prime & LARP
In-Reply-To:  <no.id>; from "Mike Phillips" at May 25, 93 9:17 am
 
I am very pleased to announce the creation of:
 
American Live Gaming Organization
 
Its main purpose is the creation and production of a live action Mythus
Prime game system.
 
The core rules are coming along nicely and will be completed soon. We
are looking for people in the New England area willing to pitch in and
help out.
 
People interested in helping out from other areas are welcome as well.
We will ba allowing the creation of "franchises" (to use the term
loosly) in other areas of the USA and the world.
 
These "franchises" will be given exclusive permission to use the rules
in a particular state or area. Very little will be required of the
chapter in the way of payment except the purchace of the "core rules"
book from us, the price will be small as well.. We just want to keep the
rules standardized. Additions/changes to the rules are fine and rules
for using characters from one chapter in another will be available as
well.
 
This is a NOT FOR PROFIT enterprise. We exist to create the best live
roleplaying games available! Not for profit. All chapters must abide by
this as well. Players will be charged money for rules and events. But
all money will go towards more props, rent, advertising, and
compensating staff members for their time. No-one expects to make a
living from it!
 
This notice is not "official" and is not binding. Things may and
probably will change. But for this moment this is whats up.
 
Anytone interesting on helping us with rules, playtesting, or screwing
around with the book PLEASE contact me!!!
 
You will be required to fill out a non-disclosure form. But no fee will
be charged.
 
Thanks for your help and support!
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
          We Are Barney, you will be assimilated. Resistance is Futile
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
Do not Support Hrose@eff.org and her plans to duhumanize and regulate IRC into
         the ground. Micromanagement is not required on the network.
------------------------------------------------------------------------------
=========================================================================
Date:         Tue, 8 Jun 1993 20:08:46 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Let's get together and play at DragonCon
 
Dave's Demo Commandos WILL be at Dragon Con. We WILL be playing Mythus,
Unhallowed, and Traveller TNE.  I *WILL* be running at least one playtest
session, and anyone who is in the right place will be in on it; of course,
there is a max of 8 players per game - I am only human (but don't spread it
around).
Hint: If you want to play, you'll probably also watch the sun rise. And I CAN
be bribed...
 
===><Dave><===
=========================================================================
Date:         Tue, 8 Jun 1993 20:15:50 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Mythus: Epic of AErth, Phaeree Bestiary?????
 
Well, I guess the cat's out of the bag.  If you are interested in any or all
of the creatures of AERTH, the first bestiary is for you.
 
Michele (my wife) and I co-authored it with Gary, and out final draft was
delivered the end of January.  It should *probably* make the June ship date,
though heaven knows why it takes editors longer to edit than it does writers
to write ;).
 
We are currently working on another project, but because of a proprietary
agreement with Omega Helios, I *can't tell* what it is.  But I bet you guys
are smart enough to make an educated guess...
 
Mise le meas,
===><Dave><===
=========================================================================
Date:         Wed, 9 Jun 1993 17:44:52 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Robellard <C0125@VMCMS.CSUOHIO.EDU>
Subject:      gencon
 
no one really commented on the idea of any of us that are goin to gencon
getting together to run mythus. by the way is anyone on the list going.
=========================================================================
Date:         Wed, 9 Jun 1993 15:16:33 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: gencon
 
Just so you don't feel like you're being ignored, I'm not going to GenCon. I've
never been, actually. I don't have the time to make it worthwhile.
 
-John
=========================================================================
Date:         Wed, 9 Jun 1993 18:17:57 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      Re: gencon
 
Michael Robellard <C0125@VMCMS.CSUOHIO.EDU> wrote:
 
>no one really commented on the idea of any of us that are goin to gencon
>getting together to run mythus. by the way is anyone on the list going.
 
I wish :-)  Nope, sorry.....  If I were, I'd be more than happy to help ya,
but there's no way I can do anything with it this summer.  Maybe next
year.....
(By which point the third genre in DJ will be out?  What's next?  Rumors,
anyone?  We know about Unhallowed..... ;-) )
 
---------------------------------------------------------------------------
         Mike Phillips, msphil@tsrv1.ts.wm.edu or msphil@wmvm1
            Technology Support, College of William and Mary
---------------------------------------------------------------------------
=========================================================================
Date:         Tue, 15 Jun 1993 10:24:53 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Bestiary & Journeys
 
        Reply to:   Bestiary & Journeys
I just talked to GDW.
 
Here's what they told me over the phone (I have no special connections, but
the people taking phone orders are always friendly):
 
Journeys 5: went to the printer, should go out to subscribers "in a week or
two." Allowing for mail, this means subscribers should get it in from 2-6
weeks.
 
Bestiary (Aerth version): now scheduled to go out in early August. In effect
they have been sitting on the manuscript (which as Dave told us they submitted
in January). Twilight 2K and Traveller are being united in some way and are
selling very well, so they are concentrating on that before editing and
what-not on Bestiary. Very depressing, because one implication is that DJ
stuff is not selling as well as some of their other products.
 
I bet we don't see Unhallowed before '94, unless the financial picture at GDW
improves. I don't know if the lawsuit is affecting this or not.
 
Rick
=========================================================================
Date:         Tue, 15 Jun 1993 19:06:31 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Mythus: Re: Game at Dragon con, Unhallowed
 
DRAGON CON/ACE '93
Atlanta Hilton & Towers
July 16-18, 1993
 
We'll be running 40 sessions (total) of Mythus, Unhallowed & Traveller TNE.
 
For more info., contact:
Dragon Con/ACE '93
Box 47696
Atlanta, GA 30362-0696
404 925-2813
404 441-1872 (tell Robyn Dave said hello)
=========================================================================
Date:         Tue, 15 Jun 1993 19:15:44 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Mythus Prime & LARP
 
A word of caution:
 
When using someone's Trademarked material, be careful using terminology such
as "franchise", and "permission" and "purchase".
 
These terms are like blood to sharks when seen by agents and lawyers.
Remember: Omega Helios OWNS Mythus, and will (like any other company) protect
their image and interest in what they own.
 
You and I essentially have NO RIGHT to collect a dime regarding Mythus or DJ,
even though it would strictly be for reimbursement.  I'm only saying this
because you would rather hear it from me than an attorney.  If this had been
a TSR product, YOU WOULD HAVE ALREADY HEARD FROM THEM...
 
Please clear this stuff w/ Omega Helios first.
 
Mise le meas,
===><Dave><===
=========================================================================
Date:         Tue, 15 Jun 1993 10:17:45 BSC
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Glauco Aurelio <GRAD209@BRFUEM.BITNET>
Organization: FUEM/Fundacao Universidade Estadual de Maringa - Parana - Brasil.
Subject:      interactive game
 
      this list is a interactive game ??
 
 
 
                thanks ..
                          glauco
 
+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+
| Academicos de Ciencia da Computacao        | E_MAIL:                  |
| Universidade Estadual de Maringa'- UEM     |<Grad209 at BrFUEM.BitNet>|
| Departamento de Informatica - DIN          |                          |
| Laboratorio de Informatica - LIN           |  Telefax:(0442) 22-2754  |
| Maringa' - Parana' - BRASIL                |  Telefone:(0442) 26-2727 |
| Ramais: 219(LIN) e 324(DIN)                +--------------------------+
| "Viva o hoje, n`o deixe para amanh`"       |                 By PONGA |
+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+
"N`o conto gozar a minha vida; nem goza'-la penso. So' quero torna'-la
grande, ainda que para isso tenha de ser o meu corpo e a minha alma a
lenha desse fogo"                                    Fernando Pessoa
=========================================================================
Date:         Tue, 15 Jun 1993 19:05:18 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Re: Mythus Prime & LARP
In-Reply-To:  <9306152317.AA11640@matt.ksu.ksu.edu>; from "David Newton" at Jun
              15, 93 7:15 pm
 
sigh  An earlier post stated that the Journeys #5 was out in 2-6 weeks
And I still havnt got number 4.
Can someone give me an idea of what was in it and if it was even worth it.
(I am only interested in the DJ stuff)
 
In fact if someone is feeling generous my address is
Scott Bauer
1700 Nth Manhattan Ave Apt #112
Manhattan KS, 66502
 
 
P.S.  A couple of people have asked me what has been up with the DJ/Mythus
pamplet that I was beginning to organize.  Well the address was changed without
me knowing about it so the stuff I have been sending has not been forwarded.
 
The New Address will be sent out in a following post.
 
ZOG out
=========================================================================
Date:         Tue, 15 Jun 1993 19:29:29 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Journeys #4
 
This issue has a insert on the different cross-feeding K/S areas-very nice!
It also has a detailed article discussing the structure of castle hierarchies...
the different offices, characteristics of officeholders, etc.
Gygax's column discusses different possible methods of campaign organizations
for parties of primarily lower, middle, or upper social status.
 
James L. Norman
jn690560@mbcr.bcm.tmc.edu.
=========================================================================
Date:         Wed, 16 Jun 1993 00:19:21 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Matthew Pearson <mpearson@LYNX.DAC.NORTHEASTERN.EDU>
Subject:      Re: Mythus Prime & LARP
In-Reply-To:  <no.id>; from "David Newton" at Jun 15, 93 7:15 pm
 
Dave,
 
A letter has been written and will be sent to Omega Helios Games fairly
promptly to ask their permission. Or how to obtain permission and on
what terms. We are not doing ANYTHING until we get permission except toy
with our ideas.
 
 
--
--
------------------------------------------------------------------------------
Matthew E. Pearson                 | "Got shiny diamonds, like the eyes of
mpearson@lynx.dac.northeastern.edu | a cat in the black and blue. Something is
                                   | coming for you. LOOK OUT!"
           The Warlord             |               - Ronnie James Dio
------------------------------------------------------------------------------
          We Are Barney, you will be assimilated. Resistance is Futile
------------------------------------------------------------------------------
                 Support the Electronic Frontiers Foudation
Do not Support Hrose@eff.org and her plans to duhumanize and regulate IRC into
         the ground. Micromanagement is not required on the network.
------------------------------------------------------------------------------
=========================================================================
Date:         Wed, 16 Jun 1993 22:33:33 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@BIRDS.WM.EDU>
 
(in response to a comment that the Bestiary is due out in August, and
 that DJ/Mythus appears to have been "backburnered")
 
AAAAAAAAARGH!!!!!
 
I can understand the push on what has been referred to as their "flagship"
(namely Traveller), so I don't fault them.  On the other hand, it's also
frustrating to see a gaming system that I have fallen in love with get off
to such a shaky start.....  Oh yeah, the "them" = GDW.  Sorry, I'm not
on my normal account (though still subscribed), so the mail is shakier than
normal.....
 
Now for the question:  WHAT lawsuit is GDW facing?????  I believe Rick
Blair mentioned it.....  What is GDW's financial situation?  Is this why
Journeys has been so slow to press?
 
Is Journeys still accepting submissions?
 
    Mike
(now msphil@birds.wm.edu, though I still can check the other accounts about
 once per week -- I'm on a "vacation", which at hourly wages means I'm
 really on a leave of absence.....)
=========================================================================
Date:         Wed, 16 Jun 1993 21:36:43 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      More Journeys #4
 
Journeys #4 also has two mini-adventures for Mythus besides the stuff I
mentioned before.
 
Also, I liked Mike Phillips previous stuff on (A)Egyptian gods.  There were
some differences between the limited info on them between the Mythus books and
Necropolis....some apparent discrepancies in ethos...did anyone else notice t
this?
Oh, BTW, one deity mentioned (in a very small part) in Necropolis was Uag,
"a very ancient and forgotten god".  I've never heard of this one.
Was he real or just created as an HP obstacle?
 
 
(If you plan to go through it or such you might want to quit reading here)
 
 
Necropolis indicates that HP's can venerate those of same ethos,etc,etc.
Without an ethos for Uag, what to do?  Is he so ancient and forgotten that
he effectively is without ethos? (since "The Anubis Murders" would imply
that change in orientation of followers can change a god's ethos)
Also, wouldn't a god in such straits (forgotten) take advantage of the
situation to try for a new follower rather than what's simply stated in the
text?  Even if he IS without ethos, would he have a 'preference' for his old
ethos or area of the ethos spectrum?
 
comments?
 
James Norman
jn690560@mbcr.bcm.tmc.edu.
=========================================================================
Date:         Wed, 16 Jun 1993 23:30:47 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Yes
 
Yes, Journey is still accepting submissions, Journey #5 will be out soon. As
for the lawsuits, it's from TSR.
=========================================================================
Date:         Wed, 16 Jun 1993 23:53:58 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@BIRDS.WM.EDU>
Subject:      Lawsuit
 
(sorry, this is the first I've heard of it)
 
What is there to sue over?  Sheesh.....  It's not particularly similar
to AD&D anyways, either edition, and is generally a superior product.
 
Glad to hear Joruneys is just slow, but hasn't folded :-)  There's hope
yet.....
 
    Mike Phillips
(msphil@birds.wm.edu)
 
p.s. And thanks for the kind note about my research efforts.  I will try
     to look up the one obscure one someone mentioned, but it may be a while
     before I get the chance.....
=========================================================================
Date:         Thu, 17 Jun 1993 00:32:40 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         MacGyver <macgyver@CIS.OHIO-STATE.EDU>
Subject:      Re: Lawsuit
In-Reply-To:  Your message of Wed, 16 Jun 1993 23:53:58 -0400
 
Well, TSR would disagree with you. Apprently, they think Mythus is very
similar to AD&D. :) Dangerous Journey was originally called Dangerous
Dimensions, but because of TSR's threating lawsuit, claiming that DD is too
close to D&D, they had to change it to DJ. :)
 
As for the sales of DJ, don't get me wrong. While DJ is not doing
EXCEPTIONALLY well, it's not doing BADLY either.
=========================================================================
Date:         Thu, 17 Jun 1993 01:14:42 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@BIRDS.WM.EDU>
Subject:      Re: Lawsuit
 
Hmmmm..... reminds me a little of the Lotus "look and feel" lawsuits.....
 
Oh well..... I fervently hope that T$R's battalion of lawyers can't sink
DJ, it's too nice of a system.  (Similar my foot..... the similarities I
can think of are names of weapons like SWORDS and POLEARMS and names of
armor like CHAINMAIL and LEATHER ARMOR, which are historically semi-
accurate)
 
Thanks for the clarification on the sales :-)  I can certainly understand
GDW's pushing Traveller a little more strongly, and if it puts enough money
in their coffers to keep DJ coming out, then more power to them.  At least
they won't force a shoddy product to market without decent editing and
preparation just to keep a deadline, they'll move the deadline instead.
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 17 Jun 1993 09:21:02 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Jerry Stratton <jerry@TEETOT.ACUSD.EDU>
Subject:      Re: Lawsuit
In-Reply-To:  <no.id>; from "Mike Phillips" at Jun 17, 93 1:14 am
 
>Oh well..... I fervently hope that T$R's battalion of lawyers can't sink
>DJ, it's too nice of a system.  (Similar my foot..... the similarities I
>can think of are names of weapons like SWORDS and POLEARMS and names of
>armor like CHAINMAIL and LEATHER ARMOR, which are historically semi-
>accurate)
No, the similarities are a bit heftier than that. The 'Socio-Economic
Class' table (DJ, page 59) is an almost exact copy of the 'Social Class'
table (Unearthed Arcana, page 82) in AD&D.
 
The 'Standard Items' tables (DJ, pp 118-119) are, some of them, almost
exact copies of the 'Basic Equipment and Supplies Cost' tables (Players
Handbook, pp 35-36) in AD&D.
 
The 'Unknown Device Operation Flowchart' (DJ, p. 383) looks *very* similar
to the same in Gamma World (1st edition, p. 31) and Expedidition to the
Barrier Peaks (which was taken from Gamma World).
 
These are only the ones I've noticed. I suspect there are other, less
obvious ones.
 
I have the utmost respect for Gary Gygax. Without him, I wouldn't be
playing role-playing games, I'd probably be playing Monopoly. And
morally, I think he, as creator, should have the right to use anything
he's written before. But he must have known that TSR wouldn't feel the
same way.
 
Jerry
jerry@teetot.acusd.edu
------
       All my life I've been waitin', tonight there will be no hesitatin'
       Oh boy, when you're with me
       Oh boy, all the world would see that you were meant for me
                                             Oh Boy
=========================================================================
Date:         Wed, 23 Jun 1993 00:48:52 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         phillips michael s <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Egyptian miniatures
 
Okay, some of you may remember a thread back in March revolving around
Egyptian miniatures, and recently (as in the end of May, maybe early June)
I stumbled across some.  Well, they (finally) arrived, so here are my
impressions:
 
From the Historicals line by Ral Partha:
 
Egyptian Light Chariot -- Two horses, chariot, two figures, no base for
the chariot, the figures need to be mounted in the chariot (they don't
really have enough base to stand on their own, but can easily be placed
in another stand for better use).  Of the two Egyptians, one is wearing
only a skirt, wielding a flail, the other is in armor, using a bow.  Not
too impressive in detail, but functional.  Lacking the "personality" that
often infuses the personalized figures specific to HP's.
 
Egyptian Command -- Three different figures, two of each.  The first is a
trumpeter (pretty useless as representing a persona, but well-crafted),
the second is an officer in medium armor (more or less something akin to
studded leather), with a mace at his side and one hand cupped over his mouth.
This one would serve well as an HP's figure, and you even get one to
practice painting first, if that is your pleasure :-)  The third comes
empty-handed, like the trumpeter wearing only a skirt.  However, there
are three separate standards that may be placed in his hand, one of a
stylized sun, one with feathers, and one that I can't identify (it may
be a creature of some sort, but it's hard to tell).
 
Egyptian archers -- Only one mold for these six figures, fairly nicely done
and it will serve as an archer much better than the guy on the chariot (above).
I wish they weren't tabletop wargaming miniatures, though, so that I either
had six different ones or only one copy..... Oh well.  The figure is well-
detailed, a bow held at the ready across his front, a quiver slung across
the back, the typical Egyptian skirt, and a head-dress/covering.  Nice, but
I'm going to have to turn the spare one into generic baddies or something.
 
Egyptian Royal Guard -- as above, one mold, six figures.  This one is armored,
with bare arms and legs.  Good detail.  A spear is held in the left hand, an
axe in the right, and a shield is strapped to the left arm.  Individually,
these make for determined fighers, taken as a unit they are impressive, and
they can do a good Egyptian fighter.  The rest can be used as generic baddies.
 
(Unfortunately, purchasing these sort of packages tends to result in more than
one figure of each type, but a friend of mine had a solution to this -- he
would select one as a character's figure, then paint two or three to be the
same character in different colored clothes -- silly, but good practice).
 
One last useful set for the undead-users:
 
Ravenloft figures, by Ral Partha:
 
Greater Mummies -- This bubble pack contains two menacing "generic" mummies,
with rotting faces, and fantastic detail.  In addition, there is one mummy
that holds a staff and a chasuble over his shoulders, inscribed with symbols.
Each of the preceding is male, and wrapped in the stereotypical bandages.
The fourth figure, however, is female, not wrapped in bandages, instead
well-proportioned and dressed rather scantily.  She has a pharaonic
headdress, a staff in one hand, and is standing on the top of a small
dais.  A tiny monkey apperas to be crouched at her feet.  This particular
figure could serve well as a female HP rather than a mummy, and, in fact,
is better suited to that role.
 
Hope this was of some interest and use to the fellow gamers in AEgypt with
few figures out there for use when the GM asks "where are you exactly?".....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Wed, 23 Jun 1993 04:14:12 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Where are you?
 
I gotta survey-styled question that'll hopefully send a little conversation our
way.  Where are you?  If you are a GM, where is your campaign situated on the
wonderful world of AErth.  There's a lot of talk about AEgypt and it seems to
be the "Golden Child" of the game setting, but has anyone decided to place their
campaign in a different nation.  I guess I should start the discussion by
revealing my setting...
 
        My campaign has begun in the town of Troyes, Francia.  It is the seat of
one of the more powerful Counties in Francia, Champaigne.  It's border touches
all of Burgundy, which makes it a little dangerous, as Burgundy and Francia
don't like each other all that much.  Thus far, the eldest daughter of the
Count of Champaigne has disappeared, on the same night as the Duke of
Luxembourg (of Burgundy) left Troyes (he was there for the famous Troyes Hot
Fair).  She was discovered by the HPs locked away in the tower of the Duke's
magister (I know...clichic, but still fun).  After a failed rescue attempt,
it was discovered that the son of the Duke and the daughter of the Count had
wed (the Duke claims that she was "rescued" by bandits).  Now, the HPs (one
of which is the youngest son of the Count of Champaigne), have to figure
out a way to get her back and disown the Duke's son, otherwise he inherits the
County of Champaigne when the current Count dies.
 
        Okay, so there's my story, in a nutshell.  Now here's the question.
Can anyone direct me to a good (preferably an archeaological or historical
text) on the various Roman dieties?  I'm looking for everything from Jupiter to
the obscure (Mithras), so anything will be helpful.  Thanks.
 
        Lucifer >:}
=========================================================================
Date:         Wed, 23 Jun 1993 11:10:09 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Jerry Stratton <jerry@TEETOT.ACUSD.EDU>
Subject:      Re: Roman Deities
In-Reply-To:  <no.id>; from "Evilness is a virtue not easily earned." at Jun 23,
              93 4:14 am
 
>        Okay, so there's my story, in a nutshell.  Now here's the question.
>Can anyone direct me to a good (preferably an archeaological or historical
>text) on the various Roman dieties?  I'm looking for everything from Jupiter to
>the obscure (Mithras), so anything will be helpful.  Thanks.
While it's no longer authoratative, Frazer's _Golden Bough_ should have
ample information for you. For a book that gives very little information
on a wide range of deities, I've found Lurker's _Dictionary of Gods and
Goddesses, Devils and Demons_ very useful.
 
Jerry Stratton
jerry@teetot.acusd.edu
------
"If you wish to know more about Dungeons & Dragons, for
 some reason, you can find D&D paraphernalia at many hobby
 and game stores, or you may write to Mr. Gygax's company,
 TSR Hobbies, Inc., at Box 756, Lake Geneva, Wisconsin 53147.
 Among numerous other things, they offer a monthly magazine
 called _The Dragon,_ which I understand is prinicipally
 useful in obfuscating such portions of the game as you think
 you already understand."
                   -- Cecil Adams, 'The Straight Dope'
=========================================================================
Date:         Thu, 24 Jun 1993 03:59:37 +0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         NG TIEN SEONG <s4805016@MAIL.NCKU.EDU.TW>
In-Reply-To:  <9301201621.AA09803@mail.ncku.edu.tw> from "Eddie Ironsmith" at
              Jan 20, 93 10:11:43 am
 
unsubsribe mythus-l
=========================================================================
Date:         Wed, 30 Jun 1993 18:55:23 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         phillips michael s <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Campaign update
 
<grin> I know y'all hate these, but hey, I had to write it.
 
For those who don't recall, I am running a small Mythus Prime campaign.
The last session consisted of three players and myself as GM.  The session
I just ran, however, had five players (three new, two from the first session,
the third from the first session dropped it because of a disagreement with
the casting time on a healing spell).  The party was:
(1) Cavalier
(1) Archer (see my previous posting of three new Vocations for Mythus Prime)
(1) Alchemist
(1) Thief
(1) Merc/Soldier
 
In addition, three OP's:
(1) Merc/Soldier
(1) Wiseman (with *all* Heka-generating K/S Areas from the Prime game)
(1) normal person
 
The first party was a resupply group headed to a fort on the AEgyptian/Keshite
border.  The second party (including the new players) was the military group
that was headed to the fort.  Both were ambushed by raiders, and the two
groups united, heading to the fort.  Once their, they quickly discovered
that the fortress had been taken by the Keshite raiders (who are shaping
up to be more than just an ordinary "hit-and-run" raiding party -- they
had plans of the fort, and also a map of the area, and a pre-planned route),
or something, and all the soldiers were slain.  But they had arisen anew and
were now guarding the fortress!  ('Tis a pity the party never actually
entered the fort, as there were Heka-using "zombies" within -- maybe I'll
elucidate if I ever write this up)  The party quickly ascertained that this
was not a good thing (the dead are sort of revered), and very unnatural, so
they resolved to track down the problem (after brainstorming and deciding
that something had animated these corpses and it wasn't inside the fort,
possibly the raiders had it).  So, they headed for the X on the map, and
discovered a looted tomb!  Within, they also ran into the zombies of two
of the raiders (first and only combat for the evening!  And also the intro
duction of combat to the three new players, who were impressed with the
simplicity and speed), which were fairly quickly dispatched, with no
major wounds taken.  A hole bashed through the wall led to the inner
chamber where (surprise surprise) there was a mummy in a sarcophagus
(major nobility and one-time decent Heka-user from a major Heka-using
line), from whom all accoutrements had been taken.  There were also
the remains of the eight destroyed skeletons who had served as guards
(the tomb was looted by the raiders, who took something with them that
is causing all this mess).  The party regrouped outside the tomb, and
next session will decide what to do.....
 
I dunno if the above is of any interest, but I figured a couple of you might
be interested in the goings on in other people's versions of AErth.
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Wed, 30 Jun 1993 18:57:16 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         phillips michael s <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Panthearies?
 
Anyone know anything about what the actual divisions among the panthearies will
be?  We know about the Gods of the North as one (although it's apparently
not shipping on time either, I think).  WHen will AEgypt be handled?
 
What's this about specialized Castings for each individual deity?
(see description of Priestcraeft for mention of such)  When will we see
*any* of it?
 
GDW hasn't dropped the line, has it?
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 1 Jul 1993 15:48:27 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: Mythus: Panthearies?
In-Reply-To:  phillips michael s <msphil@birds.wm.edu> "Mythus: Panthearies?"
              (Jun 30,  6:57pm)
 
What exactly do you mean by 'divisions' among the pantheons?  Epic of AErth
mentions what each nation has as its primary pantheon, and also (separately)
the names of all the pantheons.  Did you mean something else?
 
James L. Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Thu, 1 Jul 1993 22:58:14 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         phillips michael s <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Pantheary divisions
 
What I meant but didn't state too well, was does anyone know how the
panthearies themselves will be divided?  i.e. will we have one
AEropean, one Afrikan, one Azirian..... or will it be one
"Ancient" (AEgypt, Greco-Roman, etc.) and one Nordic (Finmark, Saxony, Nifflen,
Danmark, etc.), and one Eastern (most of Azir, including Ch'in and Hind), or
will it be more like one for the Norse pantheon, one for the AEgyptian
pantheon, one for the Greco-Roman pantheon.....
 
From the title of the one forthcoming one, I would suspect the latter, which
also makes me question why they're doing the Norse first, when the first
adventure rather heavily involved the AEgyptian deities!  :-)
 
    Mike Phillips
    msphil@birds.wm.edu
 
Say, how do you pronounce AErth anyways?  :-)
=========================================================================
Date:         Tue, 6 Jul 1993 00:19:21 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Something wicked this way comes..."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Vario
 
From: phillips michael s <msphil@BIRDS.WM.EDU>
 
>From the title of the one forthcoming one, I would suspect the latter, which
>also makes me question why they're doing the Norse first, when the first
>adventure rather heavily involved the AEgyptian deities!  :-)
 
Actually, it'd be a better idea to expand upon something not too AEgyptian...I'd
hate to think that _everything_ they're going to put out stresses AEgypt.
 
Some of us don't even campaign there.
 
>    Mike Phillips
>    msphil@birds.wm.edu
 
>Say, how do you pronounce AErth anyways?  :-)
 
I think it's pronounced AY-erth...according to pronunciation guides, it's
AY-rth, but that, when pronounced, sounds like AY-erth (with the 'e' swallowed
a bit...).
 
Lucifer >:}
=========================================================================
Date:         Tue, 6 Jul 1993 08:08:07 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Where am I
 
>I gotta survey-styled question that'll hopefully send a little conversation our
>way.  Where are you?  If you are a GM, where is your campaign situated on the
>wonderful world of AErth.
 
I have just finished writing/running "The Winged Pig", "The Winged Horse" and
"A Wing and a Prayer". Note that the latter two are spin off adventures that
assume that Thelindelar hires the party to guard a caraven and find out what
has happened to several others. These adventures take place in Aeropa,
on the Avillonian isle.
 
The next adventure will either be the forth part of the "winged adventures"
that takes place in farie. Hopefully the HPs will wise up and figure out that
that they are so outclassed there they would all die. But If they really want
to go there I guess I'll let them.
 
Otherwise I started writing an ethopaen adventure awhile back. I'll see if I
can't get the characters to go down there.
 
Oh yea I guess I could send them through a portal to the UNHALLOWED realm. Nah,
I'm not that mean ... Well maybe.
 
 
No, thats what I'll do. Let them go to farie, get their butts kicked. When they
come back through the portal they end up in the UNHALLOWED realm. After a while
there I guess I'l be nice and let them come back to Aerth but in Ethopae.
Yea thats the ticket. A whorl wind tour of the multiverse, that will teach them
to walk through a portal the GM hasn't fleshed out yet.
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Wed, 7 Jul 1993 00:04:21 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Something wicked this way comes..."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Program for Mythus...
 
I'm currently creating a program for Mythus that will, at least, create
HPs through Windows.  I am asking for suggestions as to what, besides HP
generation, I should create for the program, nominally called the "Mythus
Manager."  If you have anything you think a computer could handle easier than
a human being, please drop me a line or post it to the net...
 
For now, though, please no requests for the program...it's far from done and
I'll tell you where you can get it when I'm finished...
 
Lucifer >:}
=========================================================================
Date:         Wed, 7 Jul 1993 09:57:08 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: Program for Mythus...
 
A while back (sometime in March, I think), I mentioned that I was also working
on a Mythus program (for DOS).
 
Well, it's been several months and several game sessions (I actually use it).
It's not finished by any means, but it does do some neat things - well, ok, at
least I think so.
 
        - keeps track of time (down to the CT, phases of the moon)
        - handles search and movement times
        - organizes HP initiatives and individual combat segments
        - handles castings (durations, casting times, triggers)
        - records heka (and regeneration)
        - randomly calculates weather (based on latitude, elevation, terrain)
        - simple journal feature records GM-input events with date stamp
 
 
Note that this is not a character generator. In fact, I entirely avoided the
issue, because I figured enough people would be making progress on those. I
wanted something that make the game run smoother for the GM. With so many
castings in the game, computer records are well suited to Mythus. Keeping track
of them is something I was never all that good at, and this has really improved
my handling of the game.
 
What I'd like is for anyone who is interested in trying this program out to get
a copy from me and let me know what features need modification, enhancement, or
whatever. I'll include some simple documentation and a list of other features I
hope to implement. If there is enough demand, I'll probably shift gears and
really work on it. As it is, I make a few mods every day. It's no professional
piece of software, mind you. Right now, it's more of a hack, and the UI isn't
all that friendly, but it does the job, which is most important to me.
 
So, if anyone out there would like to lend me a hand, drop me a note. If I can
figure out a place to upload it, I could do that. Even if it doesn't help you
out all that much, let me know what _would_ help. A program like this is well
suited for windows, but since I haven't done any windows programming, my first
step is to complete the DOS version. In case anyone cares, it's written using
Borlund/C++ (although I don't use the ++ :)).
 
-John
=========================================================================
Date:         Wed, 7 Jul 1993 14:32:51 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Program for Mythus...
In-Reply-To:  from "Something wicked this way comes..." at Jul 7,
              93 12:04 (midnight)
 
I think the computer idea is great.  How about stat sheets for new monster
generation, or even a walk through editor?
 
MCP
=========================================================================
Date:         Wed, 7 Jul 1993 16:44:18 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         phillips michael s <msphil@BIRDS.WM.EDU>
Subject:      Mythus program
 
Lucifer:
    A HP-generating program would be nice, especially if you could set it to
    randomly generate contents for any field noturrently filled in (except
    for name).  That way, important OP's who don't need a lot of development
    (say, the officer of the watch, or something) could be handed a Vocation,
    and name, and the rest spits out of the printer.  Also, saving capabilities,
    including later re-loading and editing due to AP gain or whatever would be
    a nice additional feature.  It sounds like the other program has most
    anything else that would be used.  As a GM, I would say that, given my
    current set-up, I wouldn't be able to (nor would want to!) do much else
    during the game, as I just plain don't have a computer available to me
    while running.  I use an abandoned classroom  :-)
 
John:
    I wouls be more than happy to play with it.  I use a Un*x account these
    days for nearly all my mail, so user-hostile UI's are rather normal and
    accepted  ;-)  Just as long as it doesn't require a 386 or something.....
    as my home machine is an 8086..... ;-)
 
Everyone else:
    Anyone have character sheets generated?  I have some spiffy-looking
    sheets for Mythus Prime, but haven't delved into Advanced Mythus yet.
    Just wondering before I start designing my own :-)
 
    Mike Phillips
    msphil
 
er, let's try this again.....
 
    msphil@birds.wm.edu
 
(durn return key)
=========================================================================
Date:         Wed, 7 Jul 1993 16:59:37 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         phillips michael s <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Heka K/S
 
Okay, here we go (again?).....
 
How does a character gain a new Heka-generating K/S Area?  I understand that
apparently a roll needs to be made vs. Occultism or Mysticism.  What if the
character doesn't have one of these?  Since both are Heka-generating, does
this mean that they can only be gained if they are already possessed?
 
Does anyone else have a different way of handling these?
 
(I foresee these questions popping up Real Soon Now, which is why I'm
asking)
=========================================================================
Date:         Fri, 9 Jul 1993 23:14:18 EDT
Reply-To:     davenewton@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Mythus: Campaign update
 
Mike,
 
You should have let the mummy (ambulatory, I hope) negotiate with the party
to return his stuff...
 
I hate it when all a group of adventurers can expect is the *expected*, and
this would really mess with their minds!
 
===><Dave><===
=========================================================================
Date:         Fri, 9 Jul 1993 23:17:14 EDT
Reply-To:     davenewton@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Mythus: Panthearies?
 
GDW has *NOT* dropped the line -but- Traveller TNE was just released, and
they can only handle sooo much!
 
BTW, TNE is great (in my humble opinion), anyone who is interested in space
travel using the GDW house rules should like it a lot!
 
===><Dave><===
=========================================================================
Date:         Fri, 9 Jul 1993 23:41:58 EDT
Reply-To:     davenewton@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Mythus: Heka K/S
 
Here's how I handle HPs who want a new Heka-generating K/S Area:
 
I let them save their scrubby little APs until they have enough to buy into
it.  I charge them 20 APs to get a K/S Area in their prime Trait, 30 outside
their prime Trait, and any EXTRA they put in beyond that is their STEEP.
Yep, once they spend 21 (or 31) APs, they get... 1 STEEP! (On page 135 of the
Mythus rules, we say that they start with 5 points, but I don't make them
roll.)
 
Whatever you decide, just tell 'em Dave said it's okay -- hey, lighten up;
it's a *game*.  Who do you think wrote this, TSR?
 
===><Dave><===
=========================================================================
Date:         Fri, 9 Jul 1993 23:50:14 EDT
Reply-To:     davenewton@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      Re: Program for Mythus...
 
I have Excel macros that generate HPs, critters, Heka scores, you name it.
 
Unfortunately, they are kinda rough, as I write them as I'm working on
projects - and I don't have much time to polish them after the project is
done.
 
I have been kicking around the idea of doing just that, though. But since I
would have to license the use of the DJ name to SELL them, I won't be able to
afford sending bazillion copies out to all you guys.
 
BUT --- I am working on some generic programs that I CAN sell (city/town
building lists, magickal components, etc.), and anyone who buys them gets all
the Mythus stuff bundled FREE!
 
The only problem is finding the time (I *know* you folks don't want me to
stop writing these supplements - haha!
 
===><Dave><===
=========================================================================
Date:         Sat, 10 Jul 1993 02:59:17 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus joke
 
Shouldn't a Mythus Casting for clairvoyance be created, called Heka Peeka?
 
:-)
 
That one came up in the campaign earlier (note, it is 3 in the morning, I
just got back from the gaming.....)
 
    msphil@birds.wm.edu
=========================================================================
Date:         Sat, 10 Jul 1993 03:14:51 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
 
Dave Newton wrote:
 
>You should have let the mummy (ambulatory, I hope) negotiate with the party
>to return his stuff...
 
<grin> I was planning on having the mummy waiting for them once they've
recovered the magick items, quite awake and quite aware of their approach.
Then again, that's after a meandering quest (hopefully) takes them through
some interesting times in southern AEgypt and also through pieces of
Keshu in search of these items.  They're still tangling with the fort,
having decided this gaming session to go back and take a peek at what was
there.  You can tell we're more of a social group than an intensive
gaming group, just there to joke and have fun, because we spent from around
6 p.m. to 1 a.m. introducing one character, recapping what happened, and
getting the party into a position to send a rope homonculus into the
fort (under Invisibility) to take a peek around.  The alchemist who animated
the homonculus saw everythign was in order, and all the soldiers were
continuing to fulfill their duties (patrolling, daily services to
Osiris, Isis, and horus-Re (Ausar, Auset, and Heru-Re)), but some of the
higher-ups managed to retain some semblence of liveliness (the commanding
officer was slowly but precisely writing a report, the priests were speaking,
if slower and more slurred than normal, for the service, etc.).  The party
is a little spooked, and I hope to keep them spooked as they have the
coming week to decide what they're going to do :-)
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sat, 10 Jul 1993 03:15:45 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
 
Dave Newton wrote:
 
>Whatever you decide, just tell 'em Dave said it's okay -- hey, lighten up;
>it's a *game*.  Who do you think wrote this, TSR?
 
:-)  I was just looking for other approaches, because the one in the book
struck me as being a little stiff..... I like the method you outlined
a little better, and will use it when the question actually pops up.
 
One errata question:
What happened to the Dweomercraeft (General) grade IV castings of Daylight
and Negative Gravity?  Were they dropped, or should they be treated as the
equivalent of the White School's Grade II Daylight and the Elemental
School's Grade IX Negative Gravity?  In the first case, one could certainly
see how the White School could get it at lower cost, but the second one
wouldn't make sense and I certainly hope that the Grade IX spell isn't
the same as the Grade IV!  Or were these typos that crept into the final
edition?
 
Other than that, I'm finding that the magick system is rather well done
and very complete (although I'm waiting on the panthearies :-) ), as I
delve deeper in the process of shifting things to Advanced Mythus from
Mythus Prime.
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sat, 10 Jul 1993 03:20:04 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus by TSR? NOT!
 
I forgot to state in the last message that I *never* thought that Mythus
was a T$R product.....  Too high quality of a gaming system.....
 
And TSR would *never* tell you that all you *really* need are the
Mythus and Mythus Magick books.....  They'd also mention a couple
campaign settings, and modules, and .....
 
(Of course, the Bestiary would be of some help ;-) )
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 18 Jul 1993 03:54:19 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Weekly campaign update.....
 
:-)  Header says it all, but here are some specifics:
 
At the end of the last gaming session, the party chose to take a peek at the
mysterious fort, and the alchemist created a rope golem and sent it in to
investigate and look around.  (Note: this was also the point at which the
Advanced Mythus rules are first being used, as the alchemist, having come
across a bunch of scrolls, has added (Elemental) to his Dweomercraeft
K/S)  The group decision was put off until the players had some more time
to decide.....
 
And this last gaming session involved some pretty intensive roleplaying,
interspersed with a lot of socializing.....  Hey, you know, I think the dice
were rolled twice the whole gaming session, both times by the GM (me!) to
see if an OP's divination was successful.....
 
The decision was, after a lot of brainstorming and some serious tactical
and strategic thinking, to storm the fort.  However, as some information has
come to light that the undead are acting *as if* they were alive in terms
of activities, the party is planning on posing as one of the three expected
groups and getting in before taking the fort from within, which should
hopefully yield more information.  Reaching this decision took quite a while
(plus dinner break and socializing), but next week I doubt we can keep the
die-rolling to such an extreme minimum.....  :-)  After all, they will
be entering a fortress with a couple Heka-using undead, a couple rather
fast zombies, and lots of slow zombies.....  Fortunately, the alchemist has
learned the Fireflash Casting, and he is planning on Readying it a couple
times (plus Heka Armor), so that it can be used in the storming.....
 
Of course, that's *all* the Heka he has (343 points, to be precise), but hey,
such is life.....
 
Thought y'all might be interested :-)
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Tue, 20 Jul 1993 07:58:48 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Publishing
 
Just got back from Dragon Con and while there I met with an independent
publisher. So those of you who have modules, books, computer games or
computer based gaming aids drop me a line with your individual email
address and I can forward your name to the appropriate folks.
 
This especially applies to John Peters and The other person who said that
they had a mythus program.
 
Bestiary out next month, I got a chance to Meet Mike McCullie, the author of
UNHALLOWED, the horror and occult genre compliment to mythus. I looked over
several chapters (magic, psycogenic powers, combat-firearms, sample adventure,
etc. It looks pretty good. If you all are interested or have any specific
questions I have a preliminary copy of most of the aforementioned chapters
and will be happy to answer any querys if the forum is interested.
 
 
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Tue, 20 Jul 1993 19:51:56 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: Publishing
In-Reply-To:  Eddie Ironsmith <emironsm@eddiei.b17c.ingr.com> "Publishing" (Jul
              20,  7:58am)
 
I thought that it had been said that the Bestiary was going to be delayed due
to GDW concentrating on Traveller.  So which is it?  Will it come out in Aug.?
 
So, Eddie, how good does the interface between MYTHUS and UNHALLOWED appear to
be?  Understanding that UNHALLOWED is a horror genre, what is the overall
flavor: technological horror, "gothic punk" horror, etc.
 
I for one would certainly be interested in a discussion on UNHALLOWED.  So
what's the scoop? :-)
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Wed, 21 Jul 1993 01:06:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Re: Publishing
 
On UNHALLOWED, for Eddie Ironsmith (I think)
 
Can you please send me format for modern weapons descriptions (the tables).
I'm working on a sci-fi version of DJ to send off to GDW and I want to keep it
in line with what's out now (and add a few ideas of mine vewwwy own).
 
(BTW, this project of mine is a personal project, I'm NOT working for GDW
(not yet, at least...I just like playing with rules...)
 
Lucifer >:}
=========================================================================
Date:         Mon, 26 Jul 1993 17:06:08 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      MYTHUS: A question on a K/S Area (Mathematics)
 
Anyone know why the above K/S Area (Mathematics) is based off of MMCap?
Having just survived a philosophy course, as well as math beyond
calculus, it strikes me as odd that Math should be placed under
Mnemonic when math (especially anything beyond 2+2=4 and other feats
of basic arithmetic) is heavily based on reason, and one's grasp of
math is most often dependant on one's grasp on the reasoning behind
it rather than rote memorization.
 
In this way, I would say that, instead of being based off of MMCap, it should
be based off of MRCap.
 
Anyone have any other thoughts on the matter?
 
(I noticed this as I was studying the K/S list in more detail today)
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 26 Jul 1993 17:22:59 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: weekly campaign update (okay, so it's a little late)
 
(yes, I know it's later than normal, but hey, these probably aren't read
anyways :-) )
 
On Friday, the group began the plan to sneak into the fort, disguised as
the caravan they actually were.  They had some intelligence that the zombies
in the fort were still expecting the caravan, so they were going to play on
that and surprise everyone after getting inside.
 
However, the alchemist decided to get a wild hair, especially with his new
Casting, Fireflash.  He had the wiseman (who is knowledgable in all the
Heka-generating K/S areas in the Prime game) place fly and invisible on him,
and he flew slowly over the fort and started bombing with fireflashes
until he drew out the two zombies he knew could bend some Heka (he had sent
in the rope homonculus again, to steal more Castings scrolls, but the
poor thing was fried in a serious ward tied into the spells laid on the
very fortress).  He then flubbed the Fireflash casting, and the two on the
ground demonstrated that, though dead, they were still quite competent
Heka-benders.  They flew after him, and knocked him to 0 (I give the
HP's up to 10% of their physical trait in negative damage before they
are dead), though the party eventually dispatched them.
 
It was rough, and thanks to a player walking out in the middle, we
got nothing more than that one combat resolved and some fairly serious
roleplaying.  Oh yes, and some serious griping because one player's
gf was cheating on him, and the player who walked was defending the
cheater.  Anyways, enough sordidness.....
 
------------------------------------------------------------------------------
 
We will be incorporating the Advanced mythus rules at the end of August,
as next week is the last gaming session we will be able to have until all
the players return for the fall semester <sigh> so I will send them with
rough guidelines for translating, and a few are getting ready to buy the
Mythus books.  I seem to have been successful in interesting them in the
game, at least :-)  And only one person lost to attrition, I'm impressed.....
 
:-)
 
Anyhow.....  Enough rambling for now.....
 
Until later.....
 
    Mike Phillips, editor FNN: TAJ
    msphil@birds.wm.edu
 
Any mail for FNN: TAJ should be sent to msphil@tsrv1.ts.wm.edu
=========================================================================
Date:         Mon, 26 Jul 1993 14:42:57 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: MYTHUS: A question on a K/S Area (Mathematics)
 
I think maybe the idea was that one has to learn (memorize) theories, axioms,
rules, and all sorts of other garbage when learning Mathematics. That's probably
why MMCap was used instead of MRCap.
 
I agree that Mathematics involved a heck of a lot more reasoning than
memorization. This is true especially when applying math to other fields of
study, such as engineering. Probably a combination between the two (MMCap +
MRCap) / 2 would be appropriate.
 
On the same note, has anyone ever noticed how Jury-Rigging is a spiritual K/S?
Every one of my players always wonders why it is, but if you think about it,
jury-rigging is just a matter of being creative, more than it is a physical
ability. Are there any other bizarre or seemingly inappropriately categorized
skills? Has anyone added any skills? One of my players designed a necromancer
vocation and is having quite a bit of fun with it. The necropyre firedrake he
has is pretty nifty. :)
 
-John
=========================================================================
Date:         Mon, 26 Jul 1993 20:29:59 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: MYTHUS: A question on a K/S Area (Mathematics)
In-Reply-To:  "Mike \"Kurgan\" Phillips" <msphil@birds.wm.edu> "MYTHUS: A
              question on a K/S Area (Mathematics)" (Jul 26,  5:06pm)
 
I agree that "math beyond calculus" gets one heavily into reason (and
philosophy, for that matter), but as you mention in your post, lower
level math is primarily mnemonic.  I mean, I seriously doubt that most people
in AErth are going to use calc daily.  Besides, after learning even "mid"
level math it seems to be mnemonic....ever notice how algebra under calc
(and beyond) was like 2X2 was under algebra?
 
That said, applying math (engineering, physics, magick, whatever) would
seem to be reason.  I'd go along with John's idea of (MMCap+MRCap)/2
 
my $.02 (x2 is 4?) :-)
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Mon, 26 Jul 1993 23:36:42 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      K/S Areas
 
>Are there any other bizarre or seemingly inappropriately categorized
>skills?
 
The only MAJOR problem I've come across is the Alchemy K/S Area.  The Alchemist
is a Mental Vocation, yet Alchemy is listed as a Spiritual K/S Area.  Having
done a little study into Alchemy, I feel that it relies on mental a little more
than spiritual.  It is filled with theorems and axioms, as is Astrology.  One
must have a good grasp on both science and mathematics in order to perform
either.
        Furthermore, in the Epic of AErth book, AEgypt has a ranking of 2 in
Appendix III for Alchemy.  The derivative of Alchemy (and Chemistry, for that
matter) is Al-Kheme (the closest and easiest English spelling), which translates
as "The Art of Egypt" (or Kheme, as they called themselves).  Thus, it is my
opinion that AEgypt deserves a ranking of "1", at the least.
 
>Has anyone added any skills? One of my players designed a necromancer
>vocation and is having quite a bit of fun with it. The necropyre firedrake he
>has is pretty nifty. :)
 
I designed a Witch/Warlock vocation, but 'tis a bit too powerful, methinks.
I gave it most of the listed Spiritual K/S Areas that permit casting...
 
oops!
 
>-John
 
Lucifer >:}
=========================================================================
Date:         Tue, 27 Jul 1993 16:33:49 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: publishing
 
Lucifer, I need your email address bfore I can send you those tables.
 
And as soon as I finish this project (work sure does take up one's time)
  I will give a review of UNHALLOWED. (hopefully this weekend)
 
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Wed, 28 Jul 1993 00:36:59 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: K/S Areas
In-Reply-To:  "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@vax1.acs.jmu.edu> "K/S Areas" (Jul 26, 11:36pm)
 
I disagree with the idea that Egypt should be given a "1" in Alchemy.
If you look through the stuff on alchemy you note that it revolves around
the "four elements" fire, water, air, etc. These date from Greek philosophy,
not Egypt.  Furthermore, a lot of alchemical research occurred in medevial (sp)
times and as late as the 18th century, in conjunction with German nature
philosophy.  I'm not anywhere near my copy of Epic of AErth, but I suspect
that one of these areas (or both) will have the "1".
 
I'll check my Hist of Sci and Math text (such a delightful class :-) ) later
to be certain that the above is accurate, but if not I believe it's close.
 
(Anyone got some extra lead? :-) )
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Thu, 29 Jul 1993 01:51:03 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Alchemy...
 
>I disagree with the idea that Egypt should be given a "1" in Alchemy.
>If you look through the stuff on alchemy you note that it revolves around
>the "four elements" fire, water, air, etc. These date from Greek philosophy,
>not Egypt.
 
Elemental theories are a LOT older than Greece.  They just believed that
everything was COMPOSED of those elements...
 
>Furthermore, a lot of alchemical research occurred in medevial (sp)
>times and as late as the 18th century, in conjunction with German nature
>philosophy.
 
Yes, but that research was mostly done by pouring through ancient Arabic texts,
which got theirs froEgypt.  I agree that the "typical" (or archetypical)
idea of an alchemist is Germanic, but that's kinda like saying Jupiter is
Roman ...:)
 
>I'm not anywhere near my copy of Epic of AErth, but I suspect
>that one of these areas (or both) will have the "1".
 
Germania does have a "1", but, alas, Achaea is worse off than AEgypt with a "4".
 
Lucifer >:} your friendly neighborhood history demon...;)
=========================================================================
Date:         Thu, 29 Jul 1993 01:52:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      for Eddie...all others delete...
 
Sorry, it's stu_rwmorris@vax1.acs.jmu.edu
 
I couldn't get through to your address as given, so it's posted here...
 
Lucifer >:}
=========================================================================
Date:         Sat, 31 Jul 1993 22:09:22 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Campaign updates
 
There will be no more campaign updates for at least three weeks, as the game
last night was scrapped in favor of a night out and about, and everyone else
in the group is going home this coming Wednesday and Thursday, so, with no one
to play with, the campaign will be put on hold until they return. I left them
with a capsule description of what they had done in terms of information
gathering, so they have plenty of time to figure out what they are going to
do now.....
 
------------------------------------------------------------------------------
 
On the other hand, I had one more question on the classification of K/S Areas:
Why is Physical Perception based on MRCap and Mental Perception based on
PNCap?  Just wondering, 'cause I would think it would be the opposite.
 
------------------------------------------------------------------------------
 
Returning to the debate on math being Mnemonic vs. Reasoning: I would, off-
hand, recommend considering *what* math was *when*.  The K/S area is described
as: "This K/A Area measures an HP's skill with basic and advanced mathematics
of all sorts, including algebra, trigonometry, calculus, and the like.
Successfull rolls against this K/S allows the user to write and solve
formulas, find the solutions to word problems, and apply mathematical concepts
to practical applications in real life."
 
Sounds like MRCap to me, not MMCap.  After all, knowledge of the formulas
is Mnemonic, unless, like me, one forgets the formulas and instead remembers
vaguely how to derive them and does all work from there.  However, the
solving of equations, I think most of you would agree, is Reasoning, not
Mnemonic, as *definitely* is the solving of Word Problems.
 
Incidentally, as a piece of trivia I learned a short while ago, you may also
want to consider the following: The discipline of Geometry came from the
Egyptians, and the Egyptian word meant the same as the Greek word: Earth-
measure (Geo-metry).  Why?  Because the Egyptians were incredibly good
surveyers, and they were excellent at *applying* the principles of
Geometry, but in our Earth, they weren't all that good at the underlying
theory.  That had to wait until the Greeks took over the skill.  Plato's
Academy had a sign to the effect of "Let no one enter here who has not
studied geometry", because Geometry formed the basis of his reasoning in
philosophy.  Oh yes, and algebra didn't exist yet.  So I would say even
the ancient mathematics *outside of stuff like surveying*, when done for its
own sake, would *definitely* be MRCap.  Using it, such as for surveying,
or cutting blocks so they fit together, or whatever, would be MMCap.  The
above contains my reasoning ( :-) ) for it.
 
Just thought I'd add my two cents back to the discussion my earlier
question sparked.....
 
Ciao for niao, I'm off for a couple weeks to visit the in-laws (joy)
 
    Mike Phillips
    msphil@birds.wm.edu
 
"Why should we take you seriously?"
"Unlike *some* Robin Hoods, I can speak with an English accent."
 
"You stole her heart, you Prince of T'ieves, you!"
 
"Honey, you're not going to believe this....."
 
    -- Robin Hood:[manly] Men in Tights
=========================================================================
Date:         Mon, 2 Aug 1993 14:55:14 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Campaign updates
 
>>Why is Physical Perception based on MRCap and Mental Perception based on
PNCap?  Just wondering, 'cause I would think it would be the opposite.<<
 
No one is really sure, honestly.  Steve Maggi got on AOL last year and posted
that it was wrong, that it Physical Perception should be based on PNCap, then
later said that Gygax said it was right as written.
 
I can't really find any logic in it at all, but I'll play it as written.
Gygax must have had some reason or another for it...
 
Cerebus
cerebus000@aol.com
=========================================================================
Date:         Mon, 2 Aug 1993 15:00:55 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: K/S Areas
 
I haven't added and K/SAs, but I have added a Ranger vocation, but a debate
suddenly got fired up across my table whether Rangers should get
Dweomercraeft-Green as part of their bundle.  I said "no" for two reasons:
1.  Magick is too powerful and easy to get as it is, and 2. In my campaign,
all DCraeft/PCraeft require intensive schooling within colleges, or years
with a tutor;  something Rangers just wouldn't do, regardless of how helpful
the Green spells may be.
 
Just to satisfy the player, I let him select DCraeft-Green as a K/SA, after
he came up with a plausible story behind it, and brought his character's age
from 25 to 31.
 
I have a quick question - how are you guys handling Negative and Positive
Heka, especially in concert with Link-based castings?  It says that Negative
Heka can be used to offset the damage done by a successful Link, but it
doesn't say or who can or cannot cast Negative Heka?  I've worked it this
way:  the average caster uses Mixed Heka, even when casting from
DCraeft-White, for example.  But, as soon as one takes a Vow to an upper
power, they start using Positive Heka, and if one takes a Pact with a nether
power, they start using Negative Heka.  Also, certain vocations start with
Pos/Neg Heka, such as Witches or Warlocks use Neg, whilst Priests
automatically start with one or the other (or mixed).  Priests of Sunlight
use Positive, etc, etc.
 
Have fun!
 
CEpb
cerebus000@aol.com
=========================================================================
Date:         Tue, 3 Aug 1993 19:38:42 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Theresa <UWFGAMER@UWF.BITNET>
Subject:      Perception and all...
 
  Cerebus:  It's been a long standing fact that Gygax never admits to
goofs or errors - that's the only reason that that error has been
passed over...
 
  I was TERRIBLY disappointed in seeing the lack of playtesting that
went into Mythus.  It really could have been a GREAT game, but Gygax
was the prime writer and that's where the first error was made.
 
  I know that locally the respect for GDW dipped to an all-time low
after DJ was released - despite the initial interest in the product.
It is just unplayable without serious re-writes, period.
 
Theresa
=========================================================================
Date:         Wed, 4 Aug 1993 18:03:44 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Christopher Hunt <CDHUNT00@UKCC.UKY.EDU>
Subject:      Re: Perception and all...
In-Reply-To:  Message of Tue, 3 Aug 1993 19:38:42 CDT from <UWFGAMER@UWF>
 
What gives with this barrage on Gary?!  I won't argue that there are some
miscues in the text and that explanations could be a little more extensive, but
personal attacks are not at all warranted here.  Anyway, there is a rationale
offered in the description of each as "universal skills".  That is, in the part
of the book which describes how to compute the STEEP for each.  I don't have my
books with me, but I am positive that there is a reasonable analysis offered.
=========================================================================
Date:         Thu, 5 Aug 1993 14:56:27 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Perception and all...
 
Theresa:  I agree.  It is definitely (outside of most White Wolf productions)
one of the worst edited books out there.  The only book I know of that wins
in the Disorganisation Category is RoleMaster!
 
But, we've worked around most any problem we've found and have an incredible
campaign going, ran under TSR's Forgotten Realms with plenty o' modifications
of my own.
 
I am fiercely loyal to GDW & DJ (mainly because of DJ), and defend Mythus at
all costs, because I know that there is one hell of a game hidden in there.
Gygax has promised a 2nd Edition in about a year or so, which will be
streamlined and reorganised, clarified and corrected, etc.  Until then, let
us plod forth undaunted...
 
Cerebus
cerebus000@aol.com
=========================================================================
Date:         Thu, 5 Aug 1993 15:11:48 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Perception and all...
 
>>Anyway, there is a rationale offered in the description of each as
"universal skills".  That is, in the part of the book which describes how to
compute the STEEP for each.  I don't have my
books with me, but I am positive that there is a reasonable analysis
offered.<<
 
I wish there were.  I'm sitting here with my books at hand.  Page 96, under
Universal K/S Areas Known To All HPs has no explanation at all.  The K/S
Lists on Pages 99-100 list the two Perceptions as written on Page 96, aka.
skewed.  Now, on Page 20 of the GM's Screen, it lists the Perceptions the
same as in the rest of the book.  If it is a typo or misprint, it is
definitely a thorough one, appearing consistently throughout the books.
 
The description of Mental Perception, on Page 155 of Mythus, it finally gives
the rationale...sort of.  It says, "This K/S Area measures one skill at
observation and using one's senses (sight, hearing, smelling, tasting,
feeling).  That is why it is unusual in that its modifying factor is Physical
Neural Capacity."  Hmm, that kind of explains it... but not really.  Check
Page 171 of Mythus, under the description of Physical Perception.  The first
two lines of the paragragh are identical to the one for Mental Perception
with the exception that the "modifying factor is Mental Reasoning Capacity."
 
By that merit, one could almost chuck Physical Perception and gather all of
the Sub-Areas under Mental Perception.  The secret to this problem lies
within the Sub-Areas themselves.  Notice that both Perceptions have a
Sub-Area called Noticing.  The only difference is vague at best, and only
under that Sub-Area would I allow a roll in both skills.  But, they're still
backwards, if you ask me.
 
Mental Perception's Noticing claims it relies on mental attentiveness on a
more conscious level to an environment, whereas Physical Perception's
Noticing claims it uses an unconscious attentiveness and sensory input.
Under those descriptions, I'd still give Physical Perception a PNCap
modification rather than MRCap.  In fact, I'd almost give it SPCap, since it
is an "unconscious" searching.
 
Actually, now that I sit down and analyze it, I'd almost as soon gather them
up under Mental Perception, and give it a modification of (PNCap + MRCap) x
.5 and call it quits right there!
 
Cerebus
cerebus000@aol.com
=========================================================================
Date:         Fri, 6 Aug 1993 21:53:28 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Perception and Alchemy (long)
 
Sorry, I couldn't find the info on Perception.  I know it came from someplace
I considered "official", perhaps it was at the Mythus demo last Texicon.
As I recall, the reasoning went something like this: "the ability to mentally
perceive lends itself to the Physical skill, and vice versa."
 
Oh well....
 
Back to the alchemy debate.
Ok, everything Lucifer said was essentially accurate (except the analogy
concerning the German alchemist, read on...)
 
Yes, elemental theory had pre-Greek roots.  However, the Babylonians and
Egyptians simply believed that the _primary_ components of the world were
water, air, and earth (in order).  The Greek (Miletian) philosophers added
fire, developed the theory that everything was composed of the four elements,
developed the theory of the body being composed of four humours (corresponding
to the four elements).
 
The Egyptians, otherwise, contributed little.  They had receipes for medical
treatments, but these were basically herbalistic, with little mineral use.
Chemistry was essentially absent until alchemy arrived in Alexandria in
the 3rd or 4th century A.D.
 
(And they contributed nothing then, either)
 
The Babylonians, on the other hand, had chemical (essentially mineral texts,
but recall that chemistry and alchemy were essentially one till the modern
era) texts dating back to the 7th century BC.
 
The Arabs did contribute to the knowledge of metals, etc.  The Hindu discovered
acids.  The Chinese contributed the "seed of a metal", "mercury of a metal", and the succession of metals concepts.
 
Alchemy came to Europe with the Renaissance, indeed through Arabic texts.
After the rediscovery, more work was done, culminating in Paracelsus's
efforts and iadiochemistry (kinda a marriage of alchemy and then-medicine)
The Natural philosophies, vitalistic and mechanistic, developed.  The
vitalistic became German nature philosophy.  This added the "salt of a metal"
concept and probably the Aqua Vitae and such (German nature philosophy
professed that everything possessed a spirit of life).
 
So, alchemy culminated with the Germans.  Since most people thinking of alchemy
seem to think of "full-blown" alchemy, the "1" seems justified.
 
Egypt was little better than a storehouse.  A "3" sounds reasonable. (Maybe a
bit much? :) )
 
Otherwhere, seems that Chin and/or Sung should get a "1" or "2", Hindu a "2",
Arabia (the appropriate part, I didn't get to check EoA) a "2" or "3",
Babylonia a "3" or "4".
 
Source:
Stephen F. Mason's "A History of the Sciences"
 
Hope this clears things up.  Sorry about the length.
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Fri, 6 Aug 1993 23:03:53 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Max J Spaulding <MAXSPAULDING@DELPHI.COM>
Subject:      Cosmic Crusader
 
                                                /-\
                                               | 0 |
                                                \ /
                                                | |__ __ __ __
  _ /-----------------------------------------_/| |  |  |  |  \_________ __
 /_________________________________________,-'  | |__|__|  |  |  /  /  /|  |
 \_   T H E  C O S M I C  C R U S A D E R   -,_ | / \__J|  |  |/__/__/__|__|
    \------------------------------------------\||  |_~~ ~~ ~~|
       __________________________________       ||    `\ /    |
      |        INFORMATION GUIDE         |\     / \           |
      |        -=-=-=-=-=-=-=-=-         | |   | 0 |         |
      |  EMAIL: MAXSPAULDING@DELPHI.COM  | |    \-/===========|
      |__________________________________| |      I           I
       \__________________________________\|      L===========J
 
 
 
     The Cosmic Crusader, a FREE E-MAG, is looking for authors and
subscribers.  The Cosmic Crusader is a multi-genre RPG magazine.
All games will be covered, some of which include Werewolf, Vampire,
Traveller, AD&D, Cthulhu, Warhammer, GURPS, Rolemaster, Amber Diceless,
Cyberpunk, PBEM (play by email), Live action role-playing, Miniature wargaming,
Paranoia, Mythus, Talislanta and many more.  The tentative release
date of the first issue is wed 08-30-93.  For more info send an email
with the subject line cosmic:info.
=========================================================================
Date:         Sun, 15 Aug 1993 10:55:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Todd Montgomery <tmont@CERC.WVU.EDU>
Subject:      Helllooooo!
 
Hello, Anyone here?,
 
It figures. Just as I get some people interested in playing mythus
the list is silent. What is going on?
 
Couple questions.
 
1) What is the official story about DJ and GDW. WHat was the outcome of the
court case with TSR. Will there be anymore Mythus or other DJ products?
 
If so, it still does not mean that the game is dead DEAD. It could
still be expanded and made better by loyal players. [step off soapbox]
 
2) In using the optional spacing of actions I would like to determine
the spacing based on P?Spd., Weapon SF, and Armor SF, and other SFs. The
problem I am having is that people using something like a polearm
are having several attacks a very long time after everyone else is done.
I want to make sure that everyone gets their full number of attacks. But this
is impossible when facing fast people using the spacing in th book. You
only get to attack up until the slowest person acts once, then your done
for the round. And I don't like it that a hand weapon no matter
what it is can attack every 10 spaces. I would like to hear some options
and/or what other people do in their games.
 
--
-- Todd Montgomery
tmont@cerc.wvu.edu
tmont@coe.wvu.edu
un032507@wvnvaxa.wvnet.edu
=========================================================================
Date:         Sun, 15 Aug 1993 11:50:34 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Todd Montgomery <tmont@CERC.WVU.EDU>
Subject:      Another question
 
One more thing,
 
Is there any rules for Dweomercraefters or Priestcraefters or
any other Heka using HPs or OPs using Armor. One of my players
wants to wear Chain Mail and is a Partial Pract. Dweom.
 
--
-- Todd Montgomery
tmont@cerc.wvu.edu
tmont@coe.wvu.edu
un032507@wvnvaxa.wvnet.edu
=========================================================================
Date:         Sun, 15 Aug 1993 12:41:59 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Rules clarification
 
As I am now working on changing my Prime campaign into an Advanced campaign,
there is one question I have that I haven't been able to answer yet from
the rules.  How many and what Castings do Heka-users end up with?  The
decision in Prime was easy -- everyone gets what was listed in the Mythus
book under their K/S, and only what was actually in that book.  I've since
allowed Castings from the Mythus Magick book to fall into their hands.
 
But what of the Advanced Mythus rules?  I am intending on giving out a
percentage of each grade, based on the chance of success in that grade in
that K/S.  Do you think this is fair?
 
Just wonderin'.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 15 Aug 1993 13:50:47 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Helllooooo!
 
Todd---
   1.  GDW and Gygax hasn't said too much about the lawsuit.  Somone I know
has a list of all the complaints (300+) that TSR filed, with such silly
things as accusing Mythus of using dice as a random determination of combat.
Basically, they're using the "let's chunk it all and see if it sticks" method
of sueing.
   They're still in court with it.  I think the first issue of Mythic Masters
has Gygax saying something about the lawsuit.
   DANGEROUS JOURNEYS IS NOT DEAD!  The Bestiary is due out this month or
next, Ascalon shortly after, and Unhallowed in October, with Changeling
following by Christmas.  (If all goes well in printing, editing, etc...)
 
   2. In our group, we don't used spaced initiative, and it isn't really a
matter of taste in realism - no one felt like dealing with it.  We got fed up
with it in Shadowrun, and that was enough.  But, the best way I could suggest
in doing it is to change the way P?Spd affects initiative;  divide it by 5,
for example, then modify your Weap. SF by that, and that could be your
spacing.  I personally feel that modifying a 1-10 number by a 1-30 one was
rather ridiculous to begin with (negatives should be rare - but that's a bit
of my AD&D history sticking to me).
   Shadowrun does it by a spacing of 10, whether you've got an automatic
weapon or not, or martial arts or not, and we had never sat down and thought
about it and said, "Hey, that's not realistic!"  Which it isn't.
   Let me give this Q to my fellow GMs, and maybe they can come up with
something better than I did (off of the top of my head!)
 
Cerebus
cerebus000@aol.com
=========================================================================
Date:         Sun, 15 Aug 1993 13:55:11 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Another question
 
Todd---
   There aren't any rules, per se, but we consider it a more role-playing
rule than anything else.  Mages just don't wear Full Plate w/ Pauldrons.  It
isn't in their style.  (Just like hippies don't wear cowboy boots and cowboys
don't wear Doc Martins.)
   Or, if you want to make things tougher on mages, hinder Heka-ability with
metal.  It is harder to draw in through metal (although it isn't hard to send
it out through castings).
   I've got a Full Practitioner Elementalist, and he bought Padded Armor & a
set of Twine armor (not in the rules, mind you).  These both offer good
protection but fit into the "mages' style."
   If the HP is of a different vocation, but still has magickal ability,
follow with the vocational's style if you aren't hindering magick with metal.
 (Maybe all metal except pure ferrous - it'd be hideous to see these mages
stumbling about wearing heavy iron armor...)   I try to limit magick somewhat
to non-Dweomercraefters, but when they do get it, they're allowed to wear
whatever armor they like - even if they are a FP Dweomer-/Priestcraefter, but
people look at them real funny.
 
CEpb
cerebus000@aol.com
=========================================================================
Date:         Sun, 15 Aug 1993 13:58:39 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: Rules clarification
 
Mike---
    Not only is that fair, that's exactly how its done in the book.  The
rules are in the Mythus Magick book in the sidebar on page 34, I think.
    Each mage gets a tome for each K/S Area/Sub-Area, and they fill each with
a percentage of the total number of castings for that Area.  And the
percentage is based on your STEEP in that area.
    They suggest the tomes to be rather larger (nearly 24" tall, I believe),
holding nearly 100 pages.  In my campaign, a casting generally takes up as
many pages as it is in Grade (modified by length - I have a nifty chart).
And non-mages generally get smaller books of 25-50 pages, especially when
they're young and inexperienced.
 
Good luck!
 
Zerbuts
cerebus000@aol.com
=========================================================================
Date:         Mon, 16 Aug 1993 14:12:14 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Stuff for Mythus
 
I recently picked up a GDW flyer at the local game store...the AErth Bestiary
was mentioned, Ascalon was mentioned, and a new "Mythus Prime: "
book incorporating elements (creatures, magick, etc.) for a "play all from
one book" kind of thing for Prime.  I couldn't recall if this book had
been mentioned here previously or not, so I thought I'd say something.
 
However, more importantly, (and disappointing) no mention of Unhallowed
was made whatsoever (and the dates ran through Oct.). Since the original
release date was supposed to be Aug., I wondered if anyone had seen it in
the stores yet?  Has it definitely been delayed?  If so, till when?
 
Also, I have a question.  Texicon '93/Nancon  occurs in Houston on Labor
Day weekend.  Does anyone know if any Mythus activities will occur?
The flyer for it only mentions the official tournaments as of this time. :-(
I plan to attend and would like to do Mythus if any will be present.
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Mon, 16 Aug 1993 18:19:57 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: NanCon/Texicon
In-Reply-To:  from "James L. Norman" at Aug 16, 93 2:12 pm
 
I have a flyer for NanCon and just like Origins, there is no Mythus stuff
scheduled.  There is open gaming and hopefully someone will run it?  I am
going to Nancon, but as far as Mythus goes, its not very popular in the
Houston are per se.
 
MCP
=========================================================================
Date:         Mon, 16 Aug 1993 18:31:27 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Gygax/Mentzer preview
 
 Gygax/Mentzer preview
I'm attempting to enclose the preview that Frank M. posted on AOL. We are
allowed to freely distribute it as long as it's kept intact (see the blurb in
the first file). My apologies if this doesn't work, I'm unsure of the gateway.
(We don't have an FTP site, right?)
 
The file is ZIP, so you need an unZIPper. I used the SIT version, since I'm
using Macs and the files were done in MSWord on a Mac. The non-7bit ASCII may
not all come thru.
 
Here's the commentary that accompanies the file:
 
"A preview of V1#1 of MYTHIC MASTERS* Magazine, devoted exclusively to the
Dangerous Journeys* Multigenre Roleplaying Game System (including the Mythus*
Fantasy Game, Unhallowed* Supernatural Game, and more).
 
* Trademark, all rights reserved"
 
 
 
begin 666 MMM1PREV.ZIP
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M5%!+`0(*!PH`!``&``9W"QL7FN9<?P0``!((```,``````````$``````/P<
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M4$5!2RY46%102P$""@<*``0`!@#4>0L;L>4`[2,%```!"@``#``````````!
M``````#W+@``2%!#4D5!5$4N5%A44$L!`@H'"@`$``8`X'H+&^%("@TY!```
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`
end
=========================================================================
Date:         Tue, 17 Aug 1993 20:35:29 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Many things
 
(pardon the extreme lack of quoting, but have no capability thereof
 at the moment)
 
(1) On Castings allowance -- After looking at the Mythus Magick book
(thanks for that tip, I hadn't actually noticed that sidebar before
<sheepish grin>), I noted one thing in that method of choosing
Castings: it doesn't place limits by Casting Grade.  I dunno if I
should expand it the way I had originally thought (which was,
specifically, compute the success chance for a given Grade, and use
that as the percentage of Castings for the Grade), which results in
more Castings in the long run, or do this and use the JM's half of
the Castings to balance it back out.  I think I'll try the system
outlined in Mythus Magick, though, at least until my players holler
or I decide it's unworkable.  Thanks again!  :-)
 
(2) On the Mythic Masters Magazine thingy -- looks neat, wish it
wasn't quite so expensive (namely, I have a tuition bill I can
barely pay -- maybe).  Oh well.....  I should join the ranks of
subscribers some time in October :-)
 
(3) On Changeling (see MMM1PREV.ZIP, CHNGELNG.TXT for details):
Sounds vaguely like Chalker's Rings of the Master in terms of
the way Earth (er, excuse me, Urth) is.  Sounds promising :-)
 
(4) Speaking of other genre's, anyone thought of altering entire
gaming system's to the DJ style?  Namely, how do y'all think the
Shadowrun setting would work?  Oh, pardon me, fantastic cyberpunk
genre ;-)  I'm just wonderin', 'cause one of my players is an
avid Shadowrunner, and, although I don't like Shadowrun's mechanics,
I think it would make an interesting place to visit.  Any thoughts?
 
(5) Anyone have access to the Unhallowed manuscript or book?  Or,
more importantly, anyone tried crossing Mythus and Unhallowed campaigns
yet?  Did it work?
 
(6) Anyone seen Journeys #5?  I thought it would be out by now.
 
    Mike Phillips
    msphil@birds.wm.edu
 
(also, msphil@tsrv1.ts.wm.edu, editor of FNN)
=========================================================================
Date:         Tue, 17 Aug 1993 18:08:49 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: Mythus- Many things
 
                RE>Mythus: Many things                                 8/17/93
Mike,
 
I don't have time to respond to your more interesting stuff, but two minor
things:
 
1) I'm glad to know that the MMM Zip pkg made it through! Don't be too
discouraged; $5.00 a copy is the paper price, the electronic version should be
cheaper. Everyone send in your surveys, please (encourage 'em, encourage 'em).
 
2) I got Journeys 5 last week, and was profoundly disappointed. Not even
interesting letters, for Thoth's sake! The only article I would consider
rereading is one from last year by EGG that attempts to justify this kind of
multigenre RPG, which I was already pretty convinced about anyway. OK, the
scenario was interesting, but not meaty enough, dammit.
 
Fortunately 3M will more than make up for it. I'm considering asking for 7
twelfths of my Journeys subscription money back.
 
Rick
 
BTW, I'm going to Pacificon on Saturday of Labor Day weekend for the one (1)
DJ session. I'll report back on it, natch.
=========================================================================
Date:         Tue, 17 Aug 1993 22:53:41 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: Many things
 
Mike Phillips-
   1.  Casting Allowance:  Well, actually there IS a limitation on Casting
Grades, and that is by the STEEP in that K/S Area.  If a person's STEEP is
21-30, he can only use up to Grade II castings, for instance, if he is a
partial practitioner.  A full practitioner, besides getting a -1 to DR, also
can cast above their levels.
   It follows the logic that, just because I can't use it, doesn't mean I
can't have it written down.
 
   2.  Converting Shadowrun to DJ:  Well, I've got a couple of avid
Shadowrunners as well, and the only thing that is stopping me from doing it
(which would be fairly easy, on most parts) is the desire for balance.  It'd
be hard to balance the game, especially since none of us yet know how much an
average firearm can do.  My guess, for realism, is an average pistol will do
around 6D6 points of damage.  But how would one figure out auto-fire weapons,
or weapons of a more potent sort?  6D10, maybe?  10D10 for an Ares Predator
II?  Who knows?
   I'll wait for Changeling (which I'd probably like to run over Shadowrun,
anyway) or Unhallowed to see how Gary treats modern firearms.
 
   3.  I guess the only people who's been doing any dimension hopping so far
is Gary and his friends.  No one outside of GDW has yet seen much of
Unhallowed, and rumour has it that it was pushed back to near Christmas, with
Changeling following about 3 months later.  Bestiary should be out by the end
of September, with Ascalon somewhere in there too.  Let's hope they get it
out.
 
Speaking of the bestiary, I heard it is mainly going to be normal animals and
dinosaurs, nothing exotic and fantasy-based.  That's too bad.  I don't like
Aerth much because of its lack of fantasy and enchantment.  If they leave out
undead, nethercreatures, dragons, orcs, and other interesting things, then
I'll be sorely disappointed.  (Yeah, I know they've got the stats to some of
those already, but...)
 
Yours in Mythus,
Randy
cerebus000@aol.com
=========================================================================
Date:         Wed, 18 Aug 1993 08:41:39 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Firearms
 
The following is an portion of chapter 4 from Unhallowed. It is copywrited
material do not diseminate further. This is presented only as an example of
the types of damage to be expected from firearms.
 
     4-G: Weapons and Armor Tablepos
     The following is a list of various and sundry implements
of destruction to be wielded by both the HPs and EPs alike.
Keep in mind that we do not purport any high degree of
accuracy. This is a game, and the information is designed for
play. If the Game Master desires or approves, detailed weapons
statistics can be added for the campaign by weapons buffs!
     4-G 1: Small Arms (Firearms)
     First of all, all of these devices use their appropriate
Sub-Area in the Weapons, Small Arms K/S, and, except in the
case of some grenades, do "Firearm" damage. The following
table shows the attack rates, the maximum number of targets
among whom the attacks may be divided, and the number of shots
in each type of weapon's magazine.
WEAPON TYPE              SHOTS/CT  # TARGETS  MAGAZINE
Pistols:
     Derringer              1          1       1 or 2
     Revolver               2          1       9/5 or 6
     Automatic              3          2       12/9 or 6
     Machine ***            6          3       20/10
 
TYPE                     WP   S   PB  SHT  MDM  LNG  EXT  DAM
              2
Small Caliber
     Short Barrel *       5   1    1   3    15   25   40  2d6
     Medium Barrel **     7  2/3   2   10   30   50  100  2d6
       /Machine
     Long Barrel         10   3    4   20   50   80  150  2d6
 
               b
Medium Caliber
     Short Barrel *       6   1    1   4    20   35   60  3d6
     Medium/Machine **    8  2/3   4   15   35   65  110  3d6
     Long Barrel         10   3    6   25   60   90  150  3d6
 
              c
Large Caliber
     Short *              7   2    1   5    20   35   60  4d6
     Medium/Machine **    9  4/5   3   20   35   65  120  4d6
     Long                10   5    5   25   60  100  175  4d6
 
     4-G 1 b: Shotguns
     Ammunition costs around 25 cents per shell or 50 cents
per shell for 00 buckshot or slugs. If slugs are used, add
three to the Strike Location Multiplier, but reduce the Weapon
Point rating to 5. Thus a sawed-off, large-bore shotgun firing
slugs would have 5 Weapon Points but would do x4 damage on a
"Non-Vital" hit! Also, when attacking with a shotgun don't
forget to use a d6 Exposure roll for the target.
 
TYPE                      WP  S  PB  SHT  MDM  LNG  EXT   DAM
 
           2
Small Bore
     Sawed-off *          15  5   2   4    8    16   30   3d6
     Long Barrel **       15  7   5   10   20   40   80   3d6
 
            b
Medium Bore
     Sawed-off *          20  6   3   6    12   25   50   4d6
     Long Barrel **       20  8   6   12   35   50  100   4d6
 
           c
Large Bore
     Sawed-off ***        25  7   4   8    15   30   60   5d6
     Long Barrel **       25  9   8   15   35   70  150   5d6
 
once.
TYPE                       WP  S  PB  SHT  MDM  LNG  EXT  DAM
 
     4-G 1 d: Sub-Machine Guns
     Handle ammo as per pistols or rifles. Note that these
weapons are all fully automatic. Like pistols, these devices
may be fitted with laser sights. Silencers/Flash suppresors
are possible but rare, and cost 100% of the price of the
weapon.
TYPE *                    WP  S  PB  SHT  MDM  LNG  EXT   DAM
Small Caliber              8  6  10   20   40   80  120   2d6
Medium Caliber             9  7  10   20   40   80  150   3d6
Large Caliber             10  8  10   20   40   80  120   4d6
     * Calibers same as for Rifles.
 
 
     4-G 1 e: Grenade Launchers and Explosives
 
                                   D-AMT by BLAST
WEAPON                   D-TYPE   1    2    3    4    5   10
 
Grenade, launched
     Fragmentation       F-ARM   4d6  2d6   d6   -    -   --
     Concussion          STUN    4d6  3d6  2d6   d6   -   --
     White Phosphoros    FIRE *  4d6  2d6   d6   -    -   --
     Gas (CN or CS)      STUN ** 2d6  2d6  2d6   -    -   --
 
Grenade, hand
     Fragmentation       F-ARM   6d6  3d6  2d6   -    -   --
     Concussion          STUN    6d6  4d6  3d6   d6   -   --
     White Phosphoros    FIRE *  5d6  3d6  2d6   d6   -   --
     Gas (CN or CS)      STUN ** 3d6   d6   -    -    -   --
 
Molotov Cocktail         FIRE *  3d6   d6   -    -    -   --
               2
Dynamite Stick           IMPCT   6d6  5d6  3d6  2d6   d6  --
                      b
Nitroglycerine Bottle    IMPCT   8d6  6d6  4d6  2d6   d6  --
                  c
Fulminate Mercury        IMPCT   6d6  5d6  4d6  2d6   d6  --
  Bottle
                 d
Explosive Powder         IMPCT   4d6  2d6   d6   -    -   --
                  e
Plastic Explosive        IMPCT  12d6  8d6  6d6  4d6  3d6 2d6
                 f
Jellied Gasoline         FIRE *  6d6  5d6  4d6  3d6  2d6  d6
  (Napalm)
 
Land Mine
     Fragmentation       F-ARM   5d6  4d6  3d6  2d6   d6  --
     Concussion          IMPCT  10d6  8d6  4d6  2d6   d6  --
     * Denotes Continuous Damage Weapon.
     ** This weapon also has the Continuous Damage
charactersitic for as long as the victim is within the area of
the gas. Realists will add d6 for CS gas.
     2 Assumes one-half pound 50% amonium nitrate dynamite.
     b Assumes one ounce nitroglycerine in a heavy bottle (for
throwing distance).
     c Assumes fulminate of mercury, as above.
     d Assumes flash powder or similar compound contained and
fused for explosion, approximately 12 ounces total weight.
     e One pound of plastic explosive placed and primed.
Shaped charges can increase 1 yard blast force and reduce
blast radius as follows: 16d6/10d6/4d6/3d6/2d6/d6;
20/8/4/2/d6; 24/6/3/2/d6; or 28/6/2. This is a static weapon.
     f Assumes 20 gallons of jellied gasoline primed and
triggered as an explosive. This is also a static weapon.
(Unless dropped out of a plane!) Continuous (Burn) Weapon time
is 1 AT (6 minutes!).
     NOTE: The use of explosives and mines requires the
Explosives K/S.
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Wed, 18 Aug 1993 11:43:15 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
 
Rick Blair <Rick_Blair@TALIGENT.COM> wrote:
 
>I don't have time to respond to your more interesting stuff, but two minor
>things:
>1) I'm glad to know that the MMM Zip pkg made it through! Don't be too
>discouraged; $5.00 a copy is the paper price, the electronic version should be
>cheaper. Everyone send in your surveys, please (encourage 'em, encourage 'em).
 
It made it through, and seems very promising.  I'm sending mail asking
about electronic subscription prices  :-)
 
>2) I got Journeys 5 last week, and was profoundly disappointed. Not even
>interesting letters, for Thoth's sake! The only article I would consider
>rereading is one from last year by EGG that attempts to justify this kind of
>multigenre RPG, which I was already pretty convinced about anyway. OK, the
>scenario was interesting, but not meaty enough, dammit.
 
Figgers.  Has Gygax dropped any further contributions to Journeys in favor
of MMM?
 
 
 
and cerebus000@aol.com wrote:
 
>   1.  Casting Allowance:  Well, actually there IS a limitation on Casting
>Grades, and that is by the STEEP in that K/S Area.  If a person's STEEP is
>21-30, he can only use up to Grade II castings, for instance, if he is a
>partial practitioner.  A full practitioner, besides getting a -1 to DR, also
>can cast above their levels.
>   It follows the logic that, just because I can't use it, doesn't mean I
>can't have it written down.
 
Point.  I dunno how either one works in play yet, as no one in my group has
tried it yet.  I just gave the Alchemist all the Castings from the Mythus
book that he was able to cast, thereby making it a lot easier.  Anyone
tried doing that for Advanced Mythus?  Although it means not too many
Castings are available at the start, picked up Castings have a lot more
value.  Something like the 4 spells in a 1st-level wizard's spellbook from
another gaming system.....  :-)
 
>   2.  Converting Shadowrun to DJ:  Well, I've got a couple of avid
>Shadowrunners as well, and the only thing that is stopping me from doing it
>(which would be fairly easy, on most parts) is the desire for balance.  It'd
>be hard to balance the game, especially since none of us yet know how much an
>average firearm can do.  My guess, for realism, is an average pistol will do
>around 6D6 points of damage.  But how would one figure out auto-fire weapons,
>or weapons of a more potent sort?  6D10, maybe?  10D10 for an Ares Predator
>II?  Who knows?
 
I dunno how faithful I will be to the Shadowrun setting, but one of my
player's eyes just lit up when I suggested the possibility.  The result may
be an unofficial "module" for DJ ;-)  (if I don't get squashed
simultaneously by both FASA and Omega Helios, that is).  As the player
pointed out, the core ideas (skill based, generate characters from
archetypes) are very similar, and I'm sure the spells can be found within
Mythus Magick.  Of course, the firearms present a problem, sort of, but I
think some judicious dice adjustment can do that.  It only has to be
balanced internally anyhow ;-)  Hmmmmm..... the one probelm would be
dealing with "essence" and capturing that in the Heka-ability.  Maybe one
could add one more attribute: essence, and for every point lacking, take
20% from total Heka ability, or something.  I dunno.  Certainly something
to consider.  'sides, it would be amusing (in my opinion) to run a medieval
party, complete with knights and swords and armor and wizards into some
sort of crazed elf with this weird metal wand in his hand, and odd-looking
eyes :-)
 
>   I'll wait for Changeling (which I'd probably like to run over Shadowrun,
>anyway) or Unhallowed to see how Gary treats modern firearms.
 
Changeling looks like a nifty setting.  I'm looking forward to it :-)
Anyone seen anything beyond what was in MMM1PREV.ZIP yet?
 
>   3.  I guess the only people who's been doing any dimension hopping so far
>is Gary and his friends.  No one outside of GDW has yet seen much of
>Unhallowed, and rumour has it that it was pushed back to near Christmas, with
>Changeling following about 3 months later.  Bestiary should be out by the end
>of September, with Ascalon somewhere in there too.  Let's hope they get it
>out.
 
Wow, that fast on the Changeling module?  What I read in MMM1PREV indicated
it would still be a while before it saw press, as it was in "early draft"
stages.  Cool-o.....  :-)
 
>Speaking of the bestiary, I heard it is mainly going to be normal animals and
>dinosaurs, nothing exotic and fantasy-based.  That's too bad.  I don't like
>Aerth much because of its lack of fantasy and enchantment.  If they leave out
>undead, nethercreatures, dragons, orcs, and other interesting things, then
>I'll be sorely disappointed.  (Yeah, I know they've got the stats to some of
>those already, but...)
 
Eek!  Really?  Well, Gygax wrote something (again, from MMM1PREV) to the
effect that additional compendiums to handle nether creatures and the
undead were forthcoming, and we've already guessed that the phaeree will be
handled in a completely separate Bestiary.  We'll see.....  (wallet cringes
at thought of more purchases, but hey.....)
 
Has anyone actually seen the AErth Bestiary?
 
ciao for niao
 
 
    Mike Phillips
    msphil@birds.wm.edu
 
Mythus and Changeling and Unhallowed, oh my!
=========================================================================
Date:         Wed, 18 Aug 1993 12:52:21 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Reply
 
>simultaneously by both FASA and Omega Helios, that is).  As the player
>pointed out, the core ideas (skill based, generate characters from
>archetypes) are very similar, and I'm sure the spells can be found within
>Mythus Magick.  Of course, the firearms present a problem, sort of, but I
>think some judicious dice adjustment can do that.  It only has to be
 
   see previous mailing for firearms
 
>balanced internally anyhow ;-)  Hmmmmm..... the one probelm would be
>dealing with "essence" and capturing that in the Heka-ability.  Maybe one
 
  try equating essence with the spiritual attributes and look into using
  vril (mis-spelled?) to run the shadow run magic. The vril could be based upon
  the spiritual attributes. Thus the more cyberware the lower the S-trait, the
  lower the vril available, and thus the magic is correctly affected. This also
  makes super-cypers more vulnerable to Spiritual attacks.    (Hmmm ... I think
  I may just add some thing like this in my current campaign. Just imagine ...
  a corperate robo-cop is affected by cyber-psycosis wrecks the R-N-D lab which
  sets off the experamental time/space warper and send the man/machine to mythus
  the HPs must confront his awesome firepower, but do have a chance if they
  use spiritual attacks)
 
>could add one more attribute: essence, and for every point lacking, take
>20% from total Heka ability, or something.  I dunno.  Certainly something
>to consider.  'sides, it would be amusing (in my opinion) to run a medieval
>party, complete with knights and swords and armor and wizards into some
>sort of crazed elf with this weird metal wand in his hand, and odd-looking
>eyes :-)
>
--
----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Tue, 24 Aug 1993 18:57:13 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Wendy <wliaw@MAGNUS.ACS.OHIO-STATE.EDU>
Subject:      Mythus
 
GDW has not released anything releated to Mythus, is it still being supported?
--
Wendy Knight                       wliaw@magnus.acs.ohio-state.edu
------------------------------------------------------------------------------
Dancer, n. One who moves, leaps, stretches and turns while sweating, panting,
moaning, groaning and complaining. Accompanied by music.
=========================================================================
Date:         Wed, 25 Aug 1993 05:26:26 EDT
Reply-To:     davenewton@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         David Newton <davenewton@AOL.COM>
Subject:      ARMOR / T$R LAWSUIT
 
REGARDING ARMOR USE:
*Any* persona may use armor, including those who practice spellcasting,
thieving, or other vocations. Use common sense as to the situation - a mage
is better off avoiding a duel of lightning bolts while wearing plate!!!
 
T$R VERSUS GYGAX/GDW
The T$R lawsuit is still pending, and will probably drag on for some time
yet.  I've been in for one deposition, and they want me back in for another
one (the next date hasn't been set).
 
The whole suit originally revolved around T$R's charge that DJ was derived
from 1st edition AD&D, and that there were over 300 different items that were
taken from their game (including such things as the word "Multiverse", Elves,
Dwarves, Gnomes, etc.). They are now charging Gary with copyright
infringement!
 
This is nothing but a ludicrous personal attack against Gary as far as I'm
concerned. I'll let you all know if anything interesting develops (as long as
the attorneys okay it - it's best not to talk about it when possible).
 
By the way...  Since this has escalated to a copyright infringement case (as
opposed to simply being a derivative work), the information submitted by our
attorneys regarding other sources does not have to predate AD&D 1st edition.
So any of you who want to help us fight this can be of GREAT ASSISTANCE. If
you can find similar rules in other games that are also found in both
systems, please send me:
 
a) the name of the rule, term, casting, whatever
b) the name of the game and its publisher,
c) the page number(s) where the similarity exists.
 
Your assistance will be VERY MUCH APPRECIATED!
 
Thanks again,
===><Dave><===
=========================================================================
Date:         Wed, 25 Aug 1993 08:31:55 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Robert Kupcek <SEEKER@SIUCVMB.BITNET>
Subject:      Copyright infringement
 
I find the mention of the things taken from 1st ed AD&D to be ludicrous.
Elves, Gnomes, etc have always existed in fanatasy.  Even J.R.R. Tolkien's
books had elves, dwarves, trolls, goblins/orcs, humans, and dragons.
 
Lots of fantasy books have used said creatures in one form or another.
Torg used the term cosmverse (like a multi-verse), Rifts by Palladium has
a multi-time line system. Generic Universal Role Playing System (GURPS) have
used elves, dwarves, etc in their system and most of the systems can be
used interchangebly.  Shadowrun by FASA has Humans, elves, dwarves, and trolls
in it (So does thier Earthdawn system).
 
=====FLAME off=====
Now I can get off my box. And let others in on it...
 
 
                   -)===- Robert L. Kupcek -===(-
                       seeker@siucvmb.siu.edu
----------------------
=========================================================================
Date:         Wed, 1 Sep 1993 08:28:55 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <MSPHIL@TSRV1.TS.WM.EDU>
Subject:      FNN: Announcement
 
HEAR YE!   HEAR YE!   HEAR YE!   HEAR YE!   HEAR YE!   HEAR YE!
 
The Fantasy News Network (FNN) is looking for both reporters and
subscribers for its monthly electronic journal:
 
                 THE ADVENTURER'S JOURNAL
 
Herein is contained all of the relevant information for the Journal
and for reporters and subscribers!
 
HEAR YE!   HEAR YE!   HEAR YE!   HEAR YE!   HEAR YE!   HEAR YE!
 
----------------------------------------------------------------------
 
Information on FNN: TAJ
 
    The Adventurer's Journal, the newsletter for the Fantasy News
Network (FNN) is looking for reporters across the realms to submit
news of their adventures!  The Adventurer's Journal is published
monthly, and it is a collection of the news submitted by members.
    The Adventurer's Journal is now also available in PostScript,
ready to be printed in a beautiful medieval-style font.  Issues
available are listed below.
 
(Special thanks to Doug Tran, digdug@iastate.edu, our founder, for the
 format!)
 
DEADLINE: Volume I, number 7 is due out OCTOBER 1st, so all
submissions for the next issue must be in no later than Wednesday,
September 29th! (anything submitted on September 30th will be included
only if I have time to edit it)
 
ISSUES AVAILABLE:
(ASCII format)
  Volume I:
    #1 -- Our first issue!  News from Greyhawk, Forgotten Realms,
          Mystara, and multiple original worlds!
    #2 -- The first issue of The Adventurer's Journal (new name!),
          with news from the Forgotten Realms, Greyhawk, Dragonlance,
          Dark Sun, Mystara, and more original worlds!  And a
          description of the Tarana campaign by Mark Thomas!
    #3 -- News from the Forgotten Realms, Greyhawk, Dragonlance,
          Mystara, original worlds, a description of the Four Kingdoms
          world, and a brief note on weather!
    #4 -- Revival issue!  News from the Forgotten Realms, Greyhawk,
          Dragonlance (Kitiara returns!), Mystara, and more original
          world information, as well as new spells!
    #5 -- News from the Forgotten Realms, Greyhawk, Mystara, and
          original worlds!  First non-AD&D world news! (AErth)
    #6 -- Settling into the new pace, with news from the Forgotten
          Realms, Greyhawk, the Known World, Dark Sun, AErth, and
          original worlds!
 
(PostScript format)
(note: the PostScript versions often have slightly altered editorial
       sections, as well as expanded subscription information)
  Volume I:
    #3 -- News from the Forgotten Realms spans THREE pages, along with
          a page of news from the Known World, two and a half pages
          of news from Original worlds, plus some from Greyhawk, and
          a lot of information on the Four Kingdoms and a weather
          discussion!
    #4 -- News from the Forgotten Realms and the Known World are on
          their own pages, along with Greyhawk and Dragonlance
          combined on one, and a special page for Original worlds!
          Plus a gorgeous front page!
    #5 -- News from the Forgotten Realms, the Known World, Greyhawk,
          AErth, Dark Sun, and Original worlds!  The tradition
          continues!
 
----------------------------------------------------------------------
 
Information for FNN: The Adventurer's Journal:
 
I.  How to submit a news article:
        1. Post mark it :    FNN-news  (use this for subject header)
        2. Use these formats for the news:
           a) <world> : <Location> : <news>
             ( use a title for the article if you can)
             ex:                MAGIC SWORD FOUND
 
            Forgotten Realms : Waterdeep : A sword was found etc.
           b) preferred method.
              <world> : <country/state/kingdom> : <city/location> : <news>
             ex:
               Greyhawk : Kingdom of Keoland : Niloe Dra
                        ARMIES MARCHIES TO WAR
        Note: If you have a home-brew world,use original for world.
           ex: Original: Hasfur: A sword was found with no blade.
 
        3. Make sure you include your e-mail address at the END of the
           article.
 
II.  How to subscribe to FNN.
        1. Post mark it: FNN-subscribe
        2. Print your e-mail address somewhere.
        3. If you want to be on the PostScript version mailing list,
           state so somewhere in the mail message.
 
III.  How to submit a world:
        1. Post mark it: FNN-world
        2. Break your world down into following areas:
                a. Geography
                   1. maps (send this in GIF format if possible)
                   2. Name of world and Heavenly bodies.
                   3. Time and Climate
                b. History
                c. Races
                d. Deities of the world
                f. Countries
                   1. capitol
                   2. population size and races
                   3. politics and society
                   4. resources
                   5. descriptive overview
                g. Cities: ( use same format as above w/o capitol)
                h. Adventuring Parties
        NOTE: you can send your world a piece at a time.
 
IV.  If you want to talk to me about anything else concerning FNN:
        1. Post mark it: FNN-misc
        2. I will get back to you immediately.
 
V.   If you want back issues of FNN:TAJ:
        1. Post mark it: FNN-back issues
        2. Include your email address somewhere in the body
        3. Include a request for specific issues or all of them
           (currently: Volume I, numbers 1-4 are available)
        4. I will send them at the first opportunity (within 24 hours,
           except on Saturdays and Sundays)
        5. If you want the PostScript version, please say so.  Without
           a specific note to that effect, I will send it in ASCII format.
 
"But how do I *use* all this?"
 
    Well, there are many ways it can be incorporated into your
campaign.  First, it gives you news to use whenever one of the PC's
walks into a bar and asks what's going on in the world (it also makes
it less obvious which ones are adventure hooks).  That way, it's not
always "well, this dragon's been rampaging.  Say, you look like hardy
folks, maybe you can take care of it".  Second, the party can run into
another group.  For instance, if a news item talks about a group of
six going after a sword, and your party is in the general area, the
party could meet the six as a roleplaying encounter.  Addresses of
contributors are kept so that individual GM's can contact the author
for more information.  Third, it could well spark adventure or
campaign ideas, as a fertile mind can take a simple report and twist
it to their own purposes.  Often, the DM would want to contact the
contributor to get more story-specific information.  Fourth, the
format is, for the most part, gaming-system neutral (although there is
a heavy emphasis on the AD&D line), so the news can be lifted and
grafted into nearly any campaign.
    In addition, with the new PostScript version, you can print it out
and show it off during the gaming session!
    All in all, it can be used for many, many things!
 
----------------------------------------------------------------------
 
    Okay, fine, so now you've seen what's available, and what it can
be used for, but why would you want to waste time requesting it
without a sample?  So here is a sample taken from the latest issue,
volume I, number 6!:
 
 ______________________________________________________________________
/ _ \                                                                  \
\__) \  Print: 2 cp        Fantasy News Network     # Subscribers:  89  \
     |                                             # Contributors:   8  |
     |               +--------------------------------+                 |
     |               | THE    ADVENTURER'S    JOURNAL |                 |
     |               +--------------------------------+                 |
     |          News for the Adventurers, By the Adventurers            |
     |                                                                  |
     |  Vol I, Issue #6                              Date: Sep 1, 1993  |
     |                                                                  |
     |              Genesis Man/Founder:digdug@iastate.edu              |   __
      \       Hack and Slash Man/Editor:msphil@tsrv1.ts.wm.edu           \ (_ \
        \__________________________________________________________________\__/
 
                                 INDEX
 
                     News from the Forgotten Realms
                     News from the World of Greyhawk
                            News from Krynn
                          News from Dark Sun
                       News from the D&D Worlds
                       News from ORIGINAL Worlds
 
======================================================================
----------------------------------------------------------------------
-                          NEWS FROM MYSTARA                         -
----------------------------------------------------------------------
(Mystara is the D&D "Known World" as introduced in X1 - The Isle of
 Dread and developed in the Gazetteer and Hollow World product lines)
 
Mystara : The Republic of Darokin : Armstead :
 
             SEARCH FOR TOWER A FAILURE, TO BE TRIED AGAIN
 
    The small band of adventurers returned from  the  first  round  of
searches  for  the tower of the wizard Conor MacGregor.  They reported
failure to find the tower,  although they ran into a  small  tribe  of
hobgoblins  and  extracted  some  information  from  them.  They  will
shortly head to the west,  after they have resupplied,  as that is the
direction the hobgoblins said Conor's messengers always came from.
 
Mystara : The Republic of Darokin : Darokin City :
 
     INVESTIGATOR REPORTS TO CHANCELLOR, OPTIONS BEING CONSIDERED
 
    The  special investigator arrived earlier today,  reporting to the
Chancellor that the situation in Armstead and Nemiston is  as  bad  as
initial reports indicated.  The Chancellor is meeting with advisors to
decide upon a course of action.
 
Mystara : Glantri : Glantri City :
 
          INVESTIGATOR SEARCHING FILES OF THE SCHOOL OF MAGIC
 
    The  Darokinian  investigator,  seeking  information  on Conor and
Angus MacGregor, has arrived and, by order of the government, is being
given access to the student records at the School of  Magic.  So  far,
the search has turned up no likely prospects, despite indications that
the  two  mages,  currently  waging  a private war against portions of
Darokin, were trained here.
 
Mystara : Alfheim : Alfheim City and environs :
 
          SHADOW ELVEN MOVEMENT DISBANDED, OFFICIALS HOPEFUL
 
    Members  of  the  Shadow  Elven  underground  movement  have  been
apprehended,  some  are  said  to  be Shadow Elves that have undergone
surgical procedures to alter their distinctive  features,  and  others
are  sympathizers  that  want  to  be  "reunited  with  our brethren."
Hopefully,  officials said with a slight smile,  this has cut off  the
head of the serpent, and not merely its tail.
 
Mystara : The Grand Duchy of Karameikos : Threshold :
 
                 THRESHOLD SAVED BY ARRIVAL OF PALADIN
 
    A paladin of Petra arrived earlier, during the night, as an orcish
army began assaulting outlying areas.  She was conducted to  Patriarch
Sherlane's presence, where she was asked to help in the defense of the
city.  She and her companions,  working with the army, a volunteer and
slightly crazy wizard,  and her young pet dragon  successfully  routed
the  orcs  after  the  mage  began  burning  everything,  one  of  her
companions caused the siege engines to self-destruct, and the dragon's
fear aura swept over the orcs.
    She  is  reportedly seeking information about the mountains to the
north.
 
----------------------------------------------------------------------
-                           NEWS FROM AERTH                          -
----------------------------------------------------------------------
(AErth is the Dangerous Journeys/Mythus game world,  described in Epic
 of AErth)
 
AErth: AEgypt : Town of Soleb :
 
                ARMY AND CARAVAN DEMOLISHED BY RAIDERS
 
    Reports  have  begun  filtering  back  concerning  the fate of the
forces sent to Fort Nefer-Khufu on the Keshu-AEgypt  border.  Citizens
are  concerned,  as  the  supply  caravan  was  reportedly attacked by
nomadic raiders,  and two columns of the AEgyptian army apparently ran
into  heavy  battle.  Rumor  has  casualties  very high,  although one
supposed  eyewitness  assured  people  that  fewer  were  killed  than
initially  thought,  because  a  couple  hours  after the battles were
fought, they picked themselves up and continued their march.
 
AErth : AEgypt : Fort Nefer-Khufu :
 
                 PIVOTAL FORT NOW CONTROLLED BY UNDEAD
 
    The remnants of a supply  caravan  and  two  columns  of  soldiers
arrived  earlier,  after investigating a desecrated tomb to the north.
They were hesitant to make contact, as the first indications were that
the inhabitants of the fort were undead, and some investigation on the
part of their mageling showed that this was, indeed, the case.
    They  attempted  one  attack,  hoping  to lay the restless dead at
peace, but it was unsuccessful as undeath apparently had little effect
on their mages' prowess.  The party is contemplating  further  action,
hoping  to  tidy  up  these  problems  before others are caught by the
undead.
 
[note that all news above was written by the editor, and comprises but
 a fraction of the total news in the issue, much less the many and
 varied stories from the entire corpus]
 
So if you are interested, mail me for back issues, subscriptions, or
anything else that interests you!
 
 
 
    Mike Phillips, Editor of The Adventurer's Journal
=========================================================================
Date:         Fri, 3 Sep 1993 14:05:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Where is "Beasitary"
 
Well,
 
  August has come and gone... anybody seen the "Aerth Beasitary" ?
I noticed in Journeys #5 that they have changed the ad to "coming in 1993".
 
Sigh,
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Fri, 3 Sep 1993 11:58:21 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Where Beastiary is
 
        Reply to:   Where Beastiary is
The latest word from GDW (I talked to them last week) has Bestiary coming at
the end of September as Randy posted here recently. I would guess based on the
GDW difficulties that we could see Ascalon before the year's out, but whether
we'll see Unhallowed or the pantheon thing this year, ???
 
MMMagazine was available at GenCon, but there's been no word on electronic
subscription prices on AOL. I'll send another message to the editor and see if
I can get the scoop. I'm getting impatient enough to order it by mail, but
would prefer not to have the delays once they get rolling.
 
BTW, I'm working up a streamlined explication (with better tables and covering
the scattered info from the various castings) article on Pentacles to submit
to MMM. Will this be interesting to you all? I would be happy to post some
previews here; perhaps even this weekend.
 
While I'm asking for feedback, I'm curious as to how many people are currently
reading mail from this server (certainly only a handful post with any
regularity). To avoid too much traffic here please email me at
Rick_Blair@Taligent.com if you get this message by Labor Day. Put Mythus or DJ
is in the subject. I'll post the results of my survey here. (I'll also ask the
server how many people current have accounts for comparison purposes).
 
Rick
=========================================================================
Date:         Fri, 3 Sep 1993 15:48:46 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Campaign Update
 
(I forgot to do this last week-end after the game)
Well, this time around, we met on Saturday instead of the normal Friday
evening.
 
The first thing that happened was a vote to see if we stuck with
Mythus Prime or set up to shift to Advanced Mythus.  The decision
was overwhelmingly to move to Advanced Mythus, but the change in
setting and campaign probably helped :-)  Half the group liked playing
in AEgypt, but the other half *really* didn't.  So we're moving to
the Republic of Darokin (very familiar to you old D&D hands ;-) ), where
new characters and *gasp* new races will be handled :-)
 
BTW, just as a matter of curiosity, has anyone hacked at the races as
they stand?  Do they work?  Maybe yes, maybe no?  Anyone have thoughts
for a halfling, or am I on my own for that one?  Any suggestions for
distinguishing between general tendencies within a persona?  I am
probably going to allow certain modifications to the race Vocations, as
they seem a little restrictive the way they are set up.....
 
Anyways, back to the game.  Well, the last time I wrote, they were
contemplating attacking a fort filled with undead, and this time they
followed through on that action.  Not surprisingly, they did fairly
well (thanks to a good set of weapon-wielders and some decent
strategy *and* tactics).  After defeating half the forces in one
pitched battle (okay, so I toned down the stats of the zombies slightly)
the HP's continued on and began investigating, where they found what remained
of the forces barricaded beyond a *nasty* Heka barrier, and one member of
the party was fried by that.
 
With some foresight, the Heka-user burned all of his remaining Heka to
take out the contents of one little room, which contained the general,
and a couple forces, as well as some nomads captured (back from when
all this began).  Of course, all the undead (unalive?) were slain at this
point, and the HP's recovered the magickal neckpiece that caused most of
this.
 
Since the campaign was ending, I let them find it and lay the mummy to
rest, rather than send them on a further chase which would have led
into Keshu and beyond.
 
On the other hand, they are starting in Darokin at the bottom of the
heap again, so to speak, and have some interesting times ahead of them.
 
There won't be much to report from the game this evening, as it is a
rules familiarity session, more than anything else, but if any
questions arise, they will find their way to the list.
 
Anyone compared Changeling with Chalker's Rings of the Master yet?
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 3 Sep 1993 21:01:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: Campaign Update
In-Reply-To:  "Mike \"Kurgan\" Phillips" <msphil@birds.wm.edu> "Campaign
              Update" (Sep  3,  3:48pm)
 
About halflings, check the Alfen description again.  Sound familiar?
 
James Norman
=========================================================================
Date:         Fri, 3 Sep 1993 22:27:40 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Campaign Update
 
Thanks :-)
=========================================================================
Date:         Sat, 4 Sep 1993 16:43:51 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Casting Times...
 
I've got a player who went nuts over the way the magick system treats mages.
By the rules, a charm will go off on the following CT on the same initiative.
 The question brought up by play is the fact that mages, unless using
eyebites, and only Witchcraefters generally use those, will only be able to
take action every other CT.
 
He thinks this is terrible.  I've been thinking of a few workarounds, and I
wanted to get your opinions on them...
 
  #1:  Allow the mage, on the CT of effect, allow him to roll D10, add that
to whatever   the initiative was, then he can act again on that modified
result.
 
  #2:  Make charms go off at the end of the round their begun, rather than
the next
  round, with casting occuring from initiative to the end of the round...
 
  #3:  (The worse one - suggest by an AD&D player), instead of having spells
take
  multiple CTs to cast, create initiative modifers.  For example, a cantrip
would give a
  penalty of 5 to initiative, spells 10, etc, etc...  (Yuk)
 
What do you guys think?
 
Also, I've been considering spell interruption and its effects...  The two
ideas I've been considering are:
 
  #1:  Each time a person takes damage, he must roll against his MMCap at
  Moderate (or MMCap & MRCap)... fails he loses his spell & heka...
 
  #2:  Each time a person takes damage, the DR is increased by one, until it
is at
  extreme, where each successful hit thereafter will incur a -10 penalty to
the die roll.
  (This idea would work much better, IMHO, but I wanted to see what you guys
  thought...)
 
Randy
Cerebus000@aol.com
=========================================================================
Date:         Fri, 10 Sep 1993 22:53:42 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU>
Subject:      Modifying MYTHUS rules
 
        A new subscriber here.  I've been role playing for about 5 years now andhave
 just discovered E-mail.  This is my first attempt at a contribution to a
server discussion so feel free to heap abuse/offer suggestions if I break any
'nettiqute' rules etc. (I'll just be happy if I get through).
 
        From my limited reading from this group I've noticed that magic
restrictions and full practioner rules seem to be topical issues in MYTHUS and
JM's attempts to alter these rules.  Alteration of rules is fine, but you must
put careful thought into it before making 'House rules'.
 
        Many players and JM's seem to feel that the lack of armour restrictions on
 Mages is unbalancing.  Power gamers are bound to turn out platemail clad
spell throwing mega-heroes with no such restrictions.  Before imposing sweeping
inflexible restrictions however, the JM must consider the 'Flavor' and
'atmosphere' of the rules system.
 
        The Dangerous Journeys system places special emphasis on character
flexibility and "realistic" magic rules. Try to encourage good characters
(sorry Heroic Personas) without creating inflexible rule changes.  Concecrated
 robes (p15-16 MM) seem to provide good rationale for lightly armoured spell
casters.  Benifits for wearing such robes could be expanded, or the
 disadvantages of not wearing them increased.  Be careful to create enough
 disadvantages so  that power gamers will prefer the robes, but so players who
 really wish to
roleplay a warrior with magical abilities is still possible.  Good roleplayers
like this won't worry about a few restrictions if they're not too overwhealming.
 
        There is also concern about the unbalancing effects of Full Practioners.(unlike
 the previous issue I have also had some concerns here). One possible
approach is too increase the cost of using AP's to increase skills outside the
full practitioners Primary trait. Instead of paying at an increased rate of 1.5
and 2, they might pay at 2 and 3, or even more! This suits the comments made
throughout MYTHUS books which suggest that partial practitioners may have
 
advantages over their gifted rivals in areas outside magic. What ever you
 dicideremember to encourage game balance through influence, not restriction
 that
discourages imaginitive role playing. Above all, make sure you retain the
"flavor" of the rules (don't kill the spirit of the game like ADnD players
who wish to get rid of classes and alignments).
 
        Hope I haven't droned on too long here. On a completely different topic,what do
 you think of the AEarth companion volume. So far I we have been playing
in my own campaign world as I don't own a copy of this book.  References to the
 world in the first too manuals and a quick look in the stores left me with the
impression that the world of AEarth was fairly unimaginitive and lacking really
**Wow** ideas that great advetures are based upon.  I haven't had a good read
 ofthe book yet and I'd be happy for someone to convince me I'm wrong.
 
        Anyway, that's my contribution for the moment, I hope to see more
activity here in the future.  The small amount of mail here seems more
intelligent and interesting than most of the other groups I've seen so far.
 
 
                                Tony "Damage Dice" Martin
                                u9349901@wampyr.cc.uow.edu.au
                                Australia
 
PS: No those aren't typing errors, I'm just the worlds worst speller.
 
 (slipped again I
 
 
=========================================================================
Date:         Fri, 10 Sep 1993 13:36:59 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Modifying MYTHUS rules
 
Well, I don't really feel that there is any sort of unbalance in Full
Practitioners.  It is sort of like Robert Jordan's Aes Sedai:  there aren't
very many of them, and wherever they DO go, they attract attention.  It is a
great RP device, whereas trouble seems to follow FPs around like crows.  In
my campaign world, which is ... well, different, FPs often find it difficult
to go anywhere unnoticed (physically or astrally), because they attract all
kinds of attention.
   So far, I've only had one player lucky enough to roll a FP, and he
outfitted his character (a doddering old senile mage @ age 45 - magickal
effects haven't been too kind to him) in reinforced leather and a leather
skullcap.  That's it.  He's new to Mythus and is having fun with all of the
spells, and just isn't used to my interpretations of what can happen.  He's
used to AD&D.
   For example, in a forest combat recently, he and a mercenary were fighting
some creatures called dinchlings, one of which had wings.  His FP cast an
elemental fireball at the creature as it began to take flight, and it burst
into flame.  Thinking quickly, the creature knew it was going to die (fire is
a susceptibility to them) so he flew up to the levitating HP and wrapped his
burning wings around him.  The HP survived, but was a bit more weary to how
he casts spells...
 
Mythus is fun!
 
Randy (cerebus000@aol.com)
=========================================================================
Date:         Fri, 10 Sep 1993 13:45:08 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      World Design in Mythus
 
Has anyone designed a world to fit around Mythus where Aerth failed so
miserably?
 
I've been working on my world since 1987, and it has been through many
changes:  AD&D, D&D, RuneQuest, RoleMaster, and a personally written system
just to name a few, and now Mythus.  I'm definitely sticking with Mythus:  it
passed my most difficult test.  (I have a habit of wanting change constantly,
and recently I bought Earthdawn by FASA and started reading it - but I like
Mythus *MUCH* better!).
 
Anyway, I'm mainly a AD&D/D&D convert, so I was wondering how other JMs are
handling power levels of creatures & EPs?  In AD&D, of course, there was an
easy way to measure power levels of enemies, but here there really isn't.  I
have a creature called an Embryotic Death, which is like a fleshy-skeleton
constantly covered in writhing slime.  It hits with a 40% BAC & with each
Vital+ hit, it "slimes" you, causing a decrease of 50% in movement until it
is removed (by acid or other means - scraping just doesn't work here;
imagine jell-o that moves).  So far, in my playtesting of this creature, it
seems to wipe everything out quickly.  For one, it is immune to fire, and any
fire based attack causes the slime to burn like greek fire, not harming the
E-Death at all.  This has proved to be its major attack point, for it often
attempts to set itself on fire.  I have something called a Major Embryotic
Death, and it has the ability to breath fire on its own...
 
Anyway, how are you guys determining how powerful creatures should be for a
balanced campaign?
 
And also, how many people are actually reading this message server?
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Sun, 12 Sep 1993 02:49:14 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Conventions
In-Reply-To:  <9309120744.AA20291@trigger.ksu.ksu.edu> from "BITNET list server
              at BROWNVM" at Sep 12, 93 03:43:00 am
 
 If anyone has any information about ANY conventions
 Then please tell me.  I dont care if its a 3 man convention
 or 1K man convention.  I dont care where it is being held at
 I just need to know the location of all conventions possible.
 This information is for our local gaming magazine.  We are trying
 to list all upcoming cons.  Hey its free advertisment for your
 con.  =)
 ZOG out
=========================================================================
Date:         Sun, 12 Sep 1993 20:37:05 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      About that Full and Partial Practice, and AErth
 
Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU> wrote:
 
>        From my limited reading from this group I've noticed that magic
>restrictions and full practioner rules seem to be topical issues in MYTHUS and
>JM's attempts to alter these rules.  Alteration of rules is fine, but you must
>put careful thought into it before making 'House rules'.
 
Agreed.  The result is the only House Rules I have involve changing the
Physical and Mental Perceptions to a more reasonable trait (namely PNCap
for PP and MRCap for MP, rather than the opposite), and adding Arithmetic
(MRCap) to take lower level mathematics, Mathematics at 0.5*(MRCap +
MMCap), and higher math at MRCap (which covers anything beyond Calculus).
Oh yeah, and Philosophy is MRCap not MMCap based, but those are trifles.
 
>        Many players and JM's seem to feel that the lack of armour
>restrictions on
> Mages is unbalancing.  Power gamers are bound to turn out platemail clad
>spell throwing mega-heroes with no such restrictions.  Before imposing sweeping
>inflexible restrictions however, the JM must consider the 'Flavor' and
>'atmosphere' of the rules system.
 
Oh, I dunno.  The spellcasting times are lengthy enough that a trusty sword
seems to be more useful than most non-readied spells, which limits the
combat ability of the mages and priests (at least in my campaign) to a
certain extent.  Armor is sort of necessary, as are hand weapons, and the
alchemist in the party had a hard time using spells in combat (although a
couple times he did, to excellent effect -- but needed the rest of the
group to keep bad guys from interrupting the spellcasting process).
In my opinion, I think the casting times are useful, if only to assist the
Heka-users in realizing that they are mortal after all ;-)
 
>        The Dangerous Journeys system places special emphasis on character
>flexibility and "realistic" magic rules. Try to encourage good characters
>(sorry Heroic Personas) without creating inflexible rule changes.  Concecrated
> robes (p15-16 MM) seem to provide good rationale for lightly armoured spell
>casters.  Benifits for wearing such robes could be expanded, or the
> disadvantages of not wearing them increased.  Be careful to create enough
> disadvantages so  that power gamers will prefer the robes, but so players who
> really wish to
>roleplay a warrior with magical abilities is still possible.  Good roleplayers
>like this won't worry about a few restrictions if they're not too
>overwhealming.
 
Hmmmmm.....  Maybe just increased Heka-regeneration (as per the rules, but
also x per hour of minimal activity, like walking along or reading), and maybe
an effective +5 to base STEEP when attempting a Casting.  Or a -5 if not in
appropriate garb :-)
 
>        There is also concern about the unbalancing effects of Full
>Practioners.(unlike
> the previous issue I have also had some concerns here). One possible
>approach is too increase the cost of using AP's to increase skills outside the
>full practitioners Primary trait. Instead of paying at an increased rate of 1.5
>and 2, they might pay at 2 and 3, or even more! This suits the comments made
>throughout MYTHUS books which suggest that partial practitioners may have
>advantages over their gifted rivals in areas outside magic. What ever you
> dicideremember to encourage game balance through influence, not restriction
> that
>discourages imaginitive role playing. Above all, make sure you retain the
>"flavor" of the rules (don't kill the spirit of the game like ADnD players
>who wish to get rid of classes and alignments).
 
Well, there's one more option -- make Full Practitioning *not* a function
of innate ability but the end of a long quest (i.e. require the persona to
raise attributes and seek specialized knowledge and do things the JM deems
appropriate to indicate specialization), so that the personas have
something to strive for.  That way, you could even, in theory, have Fully
Practitioning non-Mage and non-Priest personas.  I remember this was
suggested on the list in March, but I forget the suggested way of handling
it and don't have the archives in front of me.  I'd say just make the
character burn lots of AP's on the K/S to receive Full Practice, and the
associated TRAITS (at least 25 or 50, depending on how fast you want this
to be achieved), and also undertake important searches for the material
necessary to achieve that sort of understanding (ancient, lost tomes, time
& money spent in research).
 
Some guidelines (I'm using these for my own rules right now):
ANY Heka-user can eventually become a "specialist" i.e. a Full Practitioner,
as they start generating Heka at 2x normal from their chosen Vocation's prime
Heka-generating K/S area.  (ex. Alchemy for Alchemists)  Any Mage or Priest
can make the roll for Full Practice, but if they fail, they start with only
1x Heka from Dweomercraeft or Priestcraeft.  Of course, they can choose to
play the safe road and start with 2x.
 
Then, given AP expenditure, they can increase this multiplier (to a maximum of
10) by spending BUCs and time, and with a special Ritual at the Grade of the
old multiplier.  They also must have STEEP in the K/S area being raised
equivalent to 10x the NEW multiplier or more in order to even attempt it (i.e.
showing long devotion).  Then let them perform the Ritual (something that
should take at least a day per point in the new multiplier), and if it
succeeds, they have a new multiplier :-)
 
Y'all think that's fair enough?
 
>        Hope I haven't droned on too long here. On a completely different
>topic,what do
> you think of the AEarth companion volume. So far I we have been playing
>in my own campaign world as I don't own a copy of this book.  References to the
> world in the first too manuals and a quick look in the stores left me with the
>impression that the world of AEarth was fairly unimaginitive and lacking really
>**Wow** ideas that great advetures are based upon.  I haven't had a good read
> ofthe book yet and I'd be happy for someone to convince me I'm wrong.
 
Bingo.  No real solid information in the book (although I like the idea of
a linked Phaeree & AErth, with inner, middle, and outer sections of each).
I've moved my group from AErth, in AEgypt, to Mystara, the D&D Known World,
because the flavor is more fantastic, and the non-humans are much better
placed there.  Not to mention, it already has a defined Hollow World, and
some inhabitants of the Subterranean area.....  and all I have to do is add
the Phaeree connection, and voila, I just kept the one thing about AErth
that *was* pretty unique.  BTW, Phaeree links well with PC1 - Tall Tales of
the Wee Folk, which is how I'm managing it on Mystara.....  More news as
things happen (the actual adventure should be starting next week :-) )
 
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 12 Sep 1993 20:49:14 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      On Campaign Worlds.....
 
Randy Schoen <cerebus000@aol.com> was wondering how we other JM's out here
handled the levels of monsters to avoid slaughtering the poor HP's and
also what seemed to work for a balanced campaign.
 
I have had a lot of luck so far running the HP's into critters that tend
to have about half the ratings of the HP's, and occasionally into another
HP-like character (with scores and all else generated as if it were just
another HP).  I guess that's an HPg or HPG.  They haven't run into any
critters except the undead, and even in the upcoming milieu switch
(I'm heading off AErth, though I'll be back ;-) and to Mystara, the world
of D&D and Karameikos and the Princess Ark and all those fun things), the
first adventure will focus around city/mercantile intrigue and
brigands.  Maybe a couple of non-humans, since they'll be travelling through
the Malpheggi Swamp, known to be infested with lizard men (though I shall
name them something more interesting than that ;-) ), and a crocodile or
some other animal.  Even at the levels they have seen opposition so far,
I nearly accidentally slaughtered the entire group with half a dozen
attackers, without really trying!  It was sorta depressing, as that was
intended to be an attack to gauge the level of the HP's, as it were, and
to see what sort of levels of power should be seeing what other sort of
levels of power without making the game no fun anymore.....
 
Of course, if one is intending to take advantage of the multi-genre
aspect of Dangerous Journeys, one ought to make certain there is some
way to get to the other genres (I've already figured out how I'm gonna
link Mystara to Changeling, if Changeling is what I think it is --
anyone read the description in Mythic Masters Magazine yet, and
then compared it to Chalker's Rings of the Master?  From the Preview
posted to the list, I would say they match up well, but I'm still waiting
on electronic subscription information).
 
No, I haven't designed a world around the system, I'm just adapting a
world that has stood up to every test I've thrown at it so far.....
which included, at one point in time, three simultaneous and unrelated
campaigns.....  It works, however, believe it or not.  Just be careful
when translating those monsters, they can get *really* nasty really
fast.....  But then, so can the HP's ;-)
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 12 Sep 1993 20:46:51 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      House Rules and Game Balance
 
Personally, I tend to agree with what Mike (Phillips) said.  The House Rules
he indicated are along the same lines as my own.
 
I also have another "blanket" house rule.  I am not yet using sub-areas for
skills except basically dweomercraft (for school), priestcraft (ethos), and
weapons (types, special skills).  This is a temporary house rule I'm using
until everyone gets used to the system (and can remember what the skills are. 2much less the subareas).
 
As per game balance, I don't find a problem with FPs.  Considering casting
times (with allowance for "readied", but not _too_ many) and how
nasty the monsters can be, it all seems to fit OK.
 
my $.02
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Mon, 13 Sep 1993 14:42:58 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: House Rules and Game...
 
Someone just posted something about "specialist" mages.  I really like that
idea, and I think I might apply that to my campaign.  It'd help balance out
FPs & PPs.  So far, using some other ideas developing, many people have
something that is akin to Psycogenics, but operates slightly differently, and
is basically an extension of wild magick.  FPs cannot have these, because
they must be closely in tune to the Laws of Magick/Canons of Religion.  This
helps, but it isn't enough, because the magickal quirks are sometimes quiet
useless (such as the ability to cause animals to shed, etc, etc).
 
Anyway, there could be many ways to implement the specialist in the PP.  They
could choose one heka K/S related to their vocation (Alchemy for Alchemists,
or even Heka-Forging for a Mercenary).  They'd get the 2x Heka from it
(that's after all modifications), but it would cost double the APs to raise
the ability. And perhaps they'd have to give up a sub-area (perhaps the
specialist ability would be derived from a sub-area that'd have to be raised
outside of the skill itself, kind of like DCraefter schools).
 
I dunno, I'll have to play around with it.
 
BTW, does anyone dislike the word Heka as much as I do?  To me it is just an
unpleasant sounding word, tied to much to Earth/Aerth.  Does anyone have a
replacement word for it, besides Mana or Karma, or just Magick Points?
 
Thanks!
 
CEpb
=========================================================================
Date:         Mon, 13 Sep 1993 15:33:53 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: House Rules and Game...
 
cerebus000@aol.com wrote:
 
>or even Heka-Forging for a Mercenary).  They'd get the 2x Heka from it
>(that's after all modifications), but it would cost double the APs to raise
>the ability. And perhaps they'd have to give up a sub-area (perhaps the
>specialist ability would be derived from a sub-area that'd have to be raised
>outside of the skill itself, kind of like DCraefter schools).
 
I like the idea of double AP's to raise the score -- what about an AP cost
equivalent to the multiplier to raise the STEEP in the K/S Area?  That
would balance the effects fairly well :-)  And it could be justified by
saying that since the ritual has just tied the new Heka total to the
current level of knowledge, it is that much more difficult to integrate new
knowledge into it.....
 
Of course, one could be nasty about it and make certain that the player
stuck with the specialization by making it more difficult to learn things
outside of the specialization too (like twice as hard to learn new
Heka-generating K/S Areas or something).  Any other thoughts?
 
>BTW, does anyone dislike the word Heka as much as I do?  To me it is just an
>unpleasant sounding word, tied to much to Earth/Aerth.  Does anyone have a
>replacement word for it, besides Mana or Karma, or just Magick Points?
 
I dislike the word somewhat, although it has certainly led to some
interesting conversations between the Heka-user and the non-Heka user (the
non-Heka-user was a thief who referred to the party's alchemist as the
"Heka-poka-man", and also led to the rather awful joke that Mythus
Clairvoyance was "Heka Peeka").  Unfortunately, I don't have anything to
offer to replace it.  Unless you wish to call it "essence" (French for
"fuel"), as the Glantrians do in the world I'm playing in ;-)
 
 
 
    Mike Phillips
    msphil@mail.wm.edu (Internet)
    MSPHIL@WMVM1       (BITNET)
=========================================================================
Date:         Mon, 13 Sep 1993 15:44:11 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      FPs, House Rules, Heka Rule
 
                FPs, House Rules, Heka Rules! (long)                   9/13/93
"Dweomer, you know you are a Dweomer..."
 
(very long posting)
 
Full Practitioners & Specialization
I'm comfortable with making non-magickal areas more difficult to develop for
Full Practitioners. I'm OK with specialization for non-mage or PP Dweomers.
From a role playing point of view, though, I wouldn't mess with the notion
that being a FP is inherent. You got it or you ain't. This is related to the
notion of having trait heka. Trait heka is innate, and all FPs have at least
one trait's worth.
 
I see nothing wrong with letting one of your players have an FP (on a one time
basis). Don't roll, just say "voila." The game is supposed to be magick rich.
Unhallowed, Changeling, etc. will all have more psychogenics and magick will
be weaker (it's a promised thing). I let my first player be a Mage because I
knew we'd both enjoy it and I was sending them to Necropolis, where they would
need a Mage! The foes in this game are tough enough that one FP among the HPs
should be fine. The best way to decide would be to give it to the person(a)
who has the best role playing ideas for their FP (counter quirks, obsessions
with magick or religion and minutiae, etc.). Or, you can just roll to see who
gets it. Caveat: _Anybody_ with a lot of casting areas should know enough (or
have enough prework from the JM, the human with infinite spare time :-)  ) to
be able to perform their castings with only an occasional reference to Mythus
Magick.
 
That doesn't mean it shouldn't be a pain in various ways to be an FP. The idea
of slowing STEEP development in non-casting areas is interesting. I'll have to
think about that. Counterquirks are a must ("see an unfamiliar casting,
obsessed with learning it" or "always thinking about magick so more easily
surprised" or "has to perform an elaborate prayer ritual at awkward times"
etc.). I also have a system that affects everyone who has trait heka. Spirits,
nethercreatures, and others are drawn to this heka rich persona. All other
things being equal, the persona with the most innate heka is attacked by heka
sensitive types first. I also rule that on a casting special failure, a P with
trait heka gets the usual bad news _plus_ there's a roll to see if a spirit or
PPM critter of some kind shows up and attacks the party just because she/he/it
is drawn to magick.
 
I also prefer to have Mages only be Mages (and Priests be Priests) from the
start because of the rule in Mythus about dedicated vocations (I can post this
from the book if not everyone remembers it). Mage and Priest are among the
dedicated ones, and unlikely to change vocations. PP Dweomers are highly
changeable, though, so specialization in some casting area seems OK if you
develop such a thing. Yeah, you can argue that this doesn't mean a PP couldn't
shift from a less dedicated profession to a more dedicated one, but I see it
as something that you have to develop from an early age (like being a tennis
champ). And the role playing justification for a theurgist; the theurgist's
whole raison d'etre revolves around knowing she or he can never become an FP.
_Never_.
 
My survey
I got a number of responses from people who never post, but I just haven't had
time to write them up. Hopefully this week... I would estimate that there are
less than a dozen people who read this list regularly. And I haven't heard
from our "founding fathers" at all (unless I no longer recognize their names).
 
Casting Times
As Randy has indicated in his postings (and he's asked on America Online, too)
casting times are tricky. You can't follow the books exactly because there are
too many inconsistencies. I think the intent is to allow a Charm (or Eyebite)
every CT. I also think the authors of the system don't use the "corresponding
point of initiative" method. If you start to clean it up, though, you run into
problems differentiating Eyebites from Charms. And the problem with having
charm casting start at the initiative point and continue to the end of the CT
is it penalizes a caster for having better initiative (gives the opponents
more cracks at interruption, although they have the option of delaying until
the end of the CT anyway)!
 
I've shelved my Pentacles article in favor of a casting times one since it
will have more widespread interest. (I will submit this to MMM.)
 
Here're the key points:
 
Eyebite: cast at initiative point, takes effect instantly.
Charm: cast at initiative point. Targets are set at that point, but there's a
lag time before the effect is felt (so dmg is applied after the end of the CT,
before actions are announced for the next). Once the target is hit at
initiative point, though, even if they subsequently duck behind a wall or
teleport 1000 miles away they will still get the dmg. or other effect.
Cantrip: vulnerable to interruption at any time in CTs 1-4, then just like a
Charm on CT 5.
Spells, etc.: you get the idea.
 
The problem with this is the subtlety of the difference between Eyebites and
Charms. And it may make charms too easy to get off (since the only mod. to
initiative is subtraction of MRSpd or possibly SPSpd), but I don't think so. I
still think magick should have a central role in Mythus games. Of course even
Eyebites are only 1/CT (you need a moment to "recharge" or something) even at
very high STEEP.
 
I propose clarifying the rules for Readied Castings slightly so that Charms,
just like Eyebites, get no time benefit (they still get the STEEP bonus,
though). The Readied Rules are meant for longer castings anyway. Quickcast of
Inhetep works just fine with no changes.
 
My article also has examples of play (Alyssa and co. again) and specifically
defines how castings may be interrupted and what happens if they are.
 
Feedback, please oh please!
 
Heka Rules!
I like the word "heka." The Egyptian word for magic is as good as any other,
and mana, vril and the like already have specific meanings in the game.
Casting Points or Magick Points or something is fine though if "heka" gives
you that nails-on-the-chalkboard feeling, Randy...
 
Did I say I would like feedback on the casting times issues?
 
Rick
=========================================================================
Date:         Thu, 16 Sep 1993 12:52:40 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      Please Help...
 
Could anyone please send me the internet address of this list serv?  The
computer I'm using now (or will be soon) doesn't have bitnet access...
 
Thanks...and sorry for taking up the space...
 
Lucifer >:}
=========================================================================
Date:         Thu, 16 Sep 1993 12:16:59 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      where's Mythus?
 
 where's Mythus?
Prince of Light-
 
The internet address is MYTHUS-L@BROWNVM.brown.edu
 
Did anyone read my blurb about casting times? Is there any feedback?
 
I would like to submit to MMM, but am nervous without some other opinions. I
hoped to hear from Randy and Mike at the very least!
 
Rick
=========================================================================
Date:         Thu, 16 Sep 1993 17:26:04 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: where's Mythus?
 
>Did anyone read my blurb about casting times? Is there any feedback?
>I would like to submit to MMM, but am nervous without some other opinions. I
>hoped to hear from Randy and Mike at the very least!
 
Actually, I printed it off and started a hand reply, but I had four (count
'em *four*) assignments due today, which has put me behind in my other
activities.....  Some of us have intensive classes coupled with a fair
amount of work to pay the rent ;-)
 
Just from my personal comments while reading it, I liked it.....  I'll have
more specific feedback this evening (now that the academic pressure is off
for about three days or so..... then I have a math exam)....  :-)
 
And while I'm posting a fast note, anyone have any ideas on what is
(roughly) balanced for monstrous opponents for starting and
semi-experienced players?  I'm looking for a lizard man definition, as the
first leg of the journey will be in a canal, on a barge, through a swamp.
They'll be hit by bandits (prolly toned down a little from Necropolis) and
by a small raiding squad (a major plot complication for a nasty little
adventure, expanded upon from GAZ11, the Republic of Darokin).
 
I'll post the initial stats I came up with later, after I get my printer
working again ;-)
 
 
 
    Mike Phillips
    msphil@mail.wm.edu (Internet)
    MSPHIL@WMVM1       (BITNET)
=========================================================================
Date:         Thu, 16 Sep 1993 17:23:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: House Rules and Casting Times
 
G'day,
 
  Rick, I did read your posting on casting times and I think it you might
be a little bit too nice to mages.
 
  My players and I have been running with the casting times as described
in Mytus Magick.  That is: Eyebite takes affect the instant it is cast
(ie on initiative), Charms take affect 3 seconds (1 CT) after they are
started (ie. 1 CT later).  The description of a Charm on page 27 seems to
back this.  As far as "effect" goes, I assume that the Heka for range/damage
etc is channeled as the spell goes off so the caster chooses target and
effect at that point rather than before starting to cast the spell.
 
  Yes, that limits the number of non-readied spells that are usefull in
combat situations. I like that. It makes the choice of spells and the
strategies for using them much different than most games.  My players and
I are AD&D converts and this change of tatics has been difficult
to cope with but has improved the play.  Spellcasters will take a
closer look at what options they have.  In D&D, magical combat was
magic missile, sleep and fireball !
 
  Any yes, a sword is better than magic in close fast combat. It should
be. It is damn hard to concentrate when there is come guy trying to
beat your head in with a big axe !  Remeber Conan's motto...
"Nothing distracts a wizard more than three feet of steel in his belly"
 
I am, of course, open to arguements.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 16 Sep 1993 17:28:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      K/S progression
 
G'day,
 
  Anybody else unhappy with the AP = increase K/S methods of advancement ?
What about Specialization ?  Do you add the APs to the skill or the
sub-skill ?  If you add to the skill, how come a merc how uses a sword
exclusively and adds APs to "Combat, Hand Weapons" suddenly gets better
with axe ?
 
  My players favour the "CoC/Runequest" method of only increasing skills
you have used and then only if you roll over the current skill level. That
way it is easy to improve weak skills but difficult to improve those with
very high scores.
 
  Comments ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 16 Sep 1993 17:50:29 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: FPs, House Rules, Heka Rule
 
Rick Blair wanted feedback.....
 
>(very long posting)
 
So's the reply, but the volume of this list is down so it's not a problem ;-)
 
>Full Practitioners & Specialization
>I'm comfortable with making non-magickal areas more difficult to develop for
>Full Practitioners. I'm OK with specialization for non-mage or PP Dweomers.
>>From a role playing point of view, though, I wouldn't mess with the notion
>that being a FP is inherent. You got it or you ain't. This is related to the
>notion of having trait heka. Trait heka is innate, and all FPs have at least
>one trait's worth.
 
Sounds okay.  I don't know if I ever posted my addendum to my own
suggestion or not, which would be to allow a roll for Priests and Mages, to
see if they're FP and if so, they can channel really well as per the
standing rules.  However, I don't see why long practice can't at least
begin making up the difference *to a certain extent*, so that, say, a PP
can, with pain, work their way up to a certain modifier without pacts or
vows or anything else other than dedication.
 
Actually, I'm tempted to allow FP's to work the modifier up with practice
to around 12 or 15, but I haven't seen the magick system in use enough to
say for certain :-)
 
>I see nothing wrong with letting one of your players have an FP (on a one time
>basis). Don't roll, just say "voila." The game is supposed to be magick rich.
>Unhallowed, Changeling, etc. will all have more psychogenics and magick will
[stuff deleted for space]
>gets it. Caveat: _Anybody_ with a lot of casting areas should know enough (or
>have enough prework from the JM, the human with infinite spare time :-)  ) to
>be able to perform their castings with only an occasional reference to Mythus
>Magick.
 
Actually, I like this idea too :-)
 
>That doesn't mean it shouldn't be a pain in various ways to be an FP. The idea
>of slowing STEEP development in non-casting areas is interesting. I'll have to
>think about that. Counterquirks are a must ("see an unfamiliar casting,
>obsessed with learning it" or "always thinking about magick so more easily
>surprised" or "has to perform an elaborate prayer ritual at awkward times"
>etc.). I also have a system that affects everyone who has trait heka. Spirits,
>nethercreatures, and others are drawn to this heka rich persona. All other
>things being equal, the persona with the most innate heka is attacked by heka
>sensitive types first. I also rule that on a casting special failure, a P with
>trait heka gets the usual bad news _plus_ there's a roll to see if a spirit or
>PPM critter of some kind shows up and attacks the party just because she/he/it
>is drawn to magick.
 
Also sounds very good.
 
>I also prefer to have Mages only be Mages (and Priests be Priests) from the
>start because of the rule in Mythus about dedicated vocations (I can post this
>from the book if not everyone remembers it). Mage and Priest are among the
>dedicated ones, and unlikely to change vocations. PP Dweomers are highly
>changeable, though, so specialization in some casting area seems OK if you
>develop such a thing. Yeah, you can argue that this doesn't mean a PP couldn't
 
I would say that specialization should be limited to a primary area
(Alchemy for Alchemists), and there must be dedication to the area, shown
in personality, roleplaying, actions, and where the AP's are spent.....
 
>shift from a less dedicated profession to a more dedicated one, but I see it
>as something that you have to develop from an early age (like being a tennis
>champ). And the role playing justification for a theurgist; the theurgist's
>whole raison d'etre revolves around knowing she or he can never become an FP.
>_Never_.
 
<grin> Point.  What about making the "improvements" to modifier via
non-binding ritual (i.e. no Pacts or anything) top out at 8, so the PP will
never quite equal, and also allow FP's to advance as far as 12x  ?  Am I
making sense? :-)
 
>Casting Times
>As Randy has indicated in his postings (and he's asked on America Online, too)
>casting times are tricky. You can't follow the books exactly because there are
>too many inconsistencies. I think the intent is to allow a Charm (or Eyebite)
>every CT. I also think the authors of the system don't use the "corresponding
>point of initiative" method. If you start to clean it up, though, you run into
>problems differentiating Eyebites from Charms. And the problem with having
>charm casting start at the initiative point and continue to the end of the CT
>is it penalizes a caster for having better initiative (gives the opponents
>more cracks at interruption, although they have the option of delaying until
>the end of the CT anyway)!
 
Point.  I hadn't thought of it that way.  Just a refresher for an
ex-Primer, combat is handled in CT's in Advanced Mythus too, right?  (too
lazy to pull the books off the shelf ;-) )
 
>I've shelved my Pentacles article in favor of a casting times one since it
>will have more widespread interest. (I will submit this to MMM.)
 
Ah yes, the feedback I promised ;-)
 
>Eyebite: cast at initiative point, takes effect instantly.
>Charm: cast at initiative point. Targets are set at that point, but there's a
>lag time before the effect is felt (so dmg is applied after the end of the CT,
>before actions are announced for the next). Once the target is hit at
>initiative point, though, even if they subsequently duck behind a wall or
>teleport 1000 miles away they will still get the dmg. or other effect.
>Cantrip: vulnerable to interruption at any time in CTs 1-4, then just like a
>Charm on CT 5.
 
I like the idea that it is released at this point, but takes effect
slightly later.....  Of course, some allowance for movement or
teleportation away must also be made (i.e. will a specifically targetted
spell still affect the target even if the target just teleported half a
continent away?)  Just one clarification ;-)
 
>The problem with this is the subtlety of the difference between Eyebites and
>Charms. And it may make charms too easy to get off (since the only mod. to
>initiative is subtraction of MRSpd or possibly SPSpd), but I don't think so. I
>still think magick should have a central role in Mythus games. Of course even
>Eyebites are only 1/CT (you need a moment to "recharge" or something) even at
>very high STEEP.
 
Yes, magick should definitely have a central role.  I would say, however,
that the difficulty of magic should continue to be emphasized, that is to
say one must maintain the concentration in order to cast.  Um, lessee, a
sword thrust should still be faster than all but the most basic of
Castings, but something that's been "hung" (to use Amber terminology ;-) )
or readied should be faster than needing to recall it.....
 
I'll try the system for the next month (four game sessions, with at least
three nice combat tests) and see how it works out ;-)  I just don't have
many Heka-users in the group..... just the Alchemist and now a
Spellsinger.....
 
Anyone thought about making the Spellsingers actually hum or sing their
spells if they feel up to it?  ;-)
 
>I propose clarifying the rules for Readied Castings slightly so that Charms,
>just like Eyebites, get no time benefit (they still get the STEEP bonus,
>though). The Readied Rules are meant for longer castings anyway. Quickcast of
>Inhetep works just fine with no changes.
 
That sounds good.
 
>My article also has examples of play (Alyssa and co. again) and specifically
>defines how castings may be interrupted and what happens if they are.
 
Excellent, I would be rather curious to see some of the effects ;-)
 
>Feedback, please oh please!
 
Finally had the time to sit down and feed back ;-)
 
>I like the word "heka." The Egyptian word for magic is as good as any other,
>and mana, vril and the like already have specific meanings in the game.
>Casting Points or Magick Points or something is fine though if "heka" gives
>you that nails-on-the-chalkboard feeling, Randy...
 
The one problem is that it's so setting-specific, it *really* doesn't fit
into the world I'm running adventures on, where the memory (and monuments)
of the Egyptian culture was *wiped out* when the lords of Entropy
completely corrupted the civilization, so I'm looking for alternatives with
a good Renaissance or French flavor, as Glantri is French/Spanish, and
Darokin is a Renaissance early America ;-)  Mystara's a nifty place.....
 
>Did I say I would like feedback on the casting times issues?
 
<sly wink> Yeah, I believe it was mentioned once or twice..... sorry 'bout
the delay, I've been overworked recently, with no sleep time.....
 
 
 
    Mike Phillips
    msphil@mail.wm.edu (Internet)
    MSPHIL@WMVM1       (BITNET)
=========================================================================
Date:         Thu, 16 Sep 1993 15:54:07 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: K/S progression
 
Hello everybody,
 
I'd just like to comment on Wayne's suggestion of using the Runequest/Harn
method of skill improvement.
 
I haven't thought about using such a system, but I think it would be worth
trying (i.e., I like it!). The major effect it would have, obviously, would be
to slow advancement down once the skill is at a high level. I do have a
suggestion, though, that might improve this system, or make it more palatable
for the power hungry.
 
I suggest allowing the HP to seek out a tutor in the particular skill area, and
providing that tutor has the Education K/S, allow a roll against the Education
K/S to be made at DR Hard. If the roll is successful, add half the tutor's steep
to the percentile "improvement" roll. If it is a special success, add the full
amount, and if it is a special failure, subtract half the tutor's steep from the
die roll.
 
Additionally, a GM might allow HPs with 31+ steep (somewhere in the vicinity of
bachelor's degree equivalent, or whatever, it really doesn't matter) in the
skill to make their own Education K/S roll (if they possess it), basically
teaching themself the higher arts.
 
Just some thoughts...
 
-John
=========================================================================
Date:         Thu, 16 Sep 1993 16:01:27 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Heka Resistance in Mythus
 
Can somebody please explain to me exactly how resistance is overcome? The Magick
book doesn't make too much sense. Somewhere I thought I read that a Grade I
casting overcomes 20 resistance, Grade II overcomes 35 resistance, etc. But this
doesn't make sense in context of the table of the Magick book. The Ogre, I
believe, has around 27 resistance. My original interpretation was that 27
additional heka points need to be pumped into the casting to affect such a
creature. Then I started using the above interpretation (ie., a grade I casting
wouldn't affect it, but a grade II would).
 
Any ideas would be appreciated.
 
Also, is there a 250 heka point limit for additional heka in castings? I mean,
is the maximum amount of heka you can throw into a spell the amount required to
cast it + 250? Again, I thought I read that somewhere, but looking at
Disjunction, it seems possible that more than 250 heka can be placed into a
casting, since Disjunction draws off what it needs (feasibly upwards of 500 with
a special success Buttress Charm on a grade IX casting).
 
BTW, anyone else think that Force Staff is disgusting?
 
-John
=========================================================================
Date:         Thu, 16 Sep 1993 19:47:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: K/S progression
 
In message "     Re: K/S progression", John writes:
 
>Hello everybody,
>
>I'd just like to comment on Wayne's suggestion of using the Runequest/Harn
>method of skill improvement.
 
Now that was quick turn around on a posting.
>
>I haven't thought about using such a system, but I think it would be worth
>trying (i.e., I like it!).
 
Definitely worth trying.  From my CoC experience (many many horrible character
deaths :-)), I've found that the ease of advancement at low levels but the
difficultly of reaching the super high skills is very playable and often
reflects reality. There are lots of average-good computer-geeks but very few
truely gifted computer-wizards.
 
>                     The major effect it would have, obviously, would be
>to slow advancement down once the skill is at a high level. I do have a
>suggestion, though, that might improve this system, or make it more palatable
>for the power hungry.
 
Yes, power-gamers have trouble with this kind of system but, generally, even
those scores over 60%-70% are usually so much better than normal that Mythus
players should be statisfied.
 
>
>I suggest allowing the HP to seek out a tutor in the particular skill area, and
>providing that tutor has the Education K/S, allow a roll against the Education
>K/S to be made at DR Hard. If the roll is successful, add half the tutor's steep
>to the percentile "improvement" roll. If it is a special success, add the full
>amount, and if it is a special failure, subtract half the tutor's steep from the
>die roll.
 
Sure, that makes sense.  I'm all for anything that could cause players to spend
vast amounts of money (tutors are expensive) or travel great distances (tutors
are often hard to find) or can lead to "favors owed" (tutors often don't want
mere money).
 
>
>Additionally, a GM might allow HPs with 31+ steep (somewhere in the vicinity of
>bachelor's degree equivalent, or whatever, it really doesn't matter) in the
>skill to make their own Education K/S roll (if they possess it), basically
>teaching themself the higher arts.
>
 
I'd buy that for certain skills.  Some skills (like rock-climbing) , once you
know the basics the rest is lots and lots and lots of practice.
>Just some thoughts...
>
>-John
 
Any good thoughts they were....
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 16 Sep 1993 22:29:48 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Evilness is a virtue not easily earned."
              <STU_RWMORRIS@VAX1.ACS.JMU.EDU>
Subject:      APs...
 
From: "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
 
>  Anybody else unhappy with the AP = increase K/S methods of advancement ?
 
Not really, but I'll hear ya out anyway...
 
>What about Specialization ?  Do you add the APs to the skill or the
>sub-skill ?  If you add to the skill, how come a merc how uses a sword
>exclusively and adds APs to "Combat, Hand Weapons" suddenly gets better
>with axe ?
 
I'd say you'd add the points to what the skill would've been without the
modifications for Spec., then re-do the math.
 
>  My players favour the "CoC/Runequest" method of only increasing skills
>you have used and then only if you roll over the current skill level. That
>way it is easy to improve weak skills but difficult to improve those with
>very high scores.
 
        I like the idea, but I doubt if I'd use it.  I have a problem with
setting limitations on the skill max.  Besides, with Mythus and the Magick
system, you're gonna have priestcraefters, sorcerers, and witches with
scores of 100+...
 
        Just my couple of Francs...
 
        Lucifer >:}
=========================================================================
Date:         Fri, 17 Sep 1993 11:50:39 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "David J. Weber" <dweber@UWCMAIL.UWC.EDU>
Subject:      Re: K/S progression
In-Reply-To:  your message  of Thu Sep 16 17:28:00 +0000 1993
 
>  Anybody else unhappy with the AP = increase K/S methods of advancement ?
 
   No, I'm not unhappy. I personally make them find a trainer (unless they
have recently made great use of said skill). They must find the trainer, pay
him/her and then spen the time learning.
   This has slowed down their fast character "pumping up" as well as made them
raise other skills - while they are busing learning sword, they practice board
games in the evenings.
 
>What about Specialization ?  Do you add the APs to the skill or the
>sub-skill ?  If you add to the skill, how come a merc how uses a sword
>exclusively and adds APs to "Combat, Hand Weapons" suddenly gets better
>with axe ?
 
   I add the steep to their base not sub-skill. The rule indicates you should
do this then as the base reaches a certain point you gain additional
sub-skills. When they are being trained they are not just training a single
sub-skill; they are training in the "whole" skill, with emphasis on your
specific sub areas (like a body builder who works different muscle groups).
 
   I also stick the rule of only raising a skill 5 STEEP per game month. This
forces them to use their AP's on other skills also. This helps more than the
business about finding a trainer.
=========================================================================
Date:         Fri, 17 Sep 1993 12:34:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: K/S progression
 
In message "K/S progression", you write:
 
> >  Anybody else unhappy with the AP = increase K/S methods of advancement ?
>
>    No, I'm not unhappy. I personally make them find a trainer (unless they
> have recently made great use of said skill). They must find the trainer, pay
> him/her and then spen the time learning.
 
I agree with the use of trainer for skills that aren't used much but what about
that 20yr vetern who has learned his skills mostly on that battlefield ?  He
can't afford a trainer and comes from the "learn or die" school of teaching.
What about self-taught skills ?
 
My players and I find that the AP method is less intrusive on gaming.  Players
get better at those skills that they use.  If they find a need for less
utilized skills they have the option of paying for specialized training.
 
>    This has slowed down their fast character "pumping up" as well as made them
> raise other skills - while they are busing learning sword, they practice board
> games in the evenings.
>
 
Take my word for it, "pumping up" only occurs for low score skills. Once the
skill is over 50%, the chances of increasing it become less and less.
 
Besides, skill increase is on the order of 1-4 points per adventure for heavily
used skills or those that were used and suceeded under extrordinary
circumstances.
 
>    I add the steep to their base not sub-skill. The rule indicates you should
> do this then as the base reaches a certain point you gain additional
> sub-skills. When they are being trained they are not just training a single
> sub-skill; they are training in the "whole" skill, with emphasis on your
> specific sub areas (like a body builder who works different muscle groups).
 
Again, this out-look works fine when being taught by a trainer but breaks down
for those individuals who have mastered one weapon but because they have >50%
in the skill they have all the subclasses.  They may never never have used a
polearm but they are still experts with it.
 
>
>    I also stick the rule of only raising a skill 5 STEEP per game month. This
> forces them to use their AP's on other skills also. This helps more than the
> business about finding a trainer.
>
 
That is a sound rule.
 
Thanks for the reply.  Its good to see some action of the list.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Fri, 17 Sep 1993 14:20:44 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "David J. Weber" <dweber@UWCMAIL.UWC.EDU>
Subject:      Re: K/S progression
In-Reply-To:  your message  of Fri Sep 17 12:34:00 +0000 1993
 
 (experted)
>I agree with the use of trainer for skills that aren't used much but what
>aboutthat 20yr vetern who has learned his skills mostly on that battlefield ?
>He can't afford a trainer and comes from the "learn or die" school of
>teaching. What about self-taught skills ?
 (experted)
>Again, this out-look works fine when being taught by a trainer but breaks
>down for those individuals who have mastered one weapon but because they have
>50% in the skill they have all the subclasses.  They may never never have
>used a polearm but they are still experts with it.
 
   I believe in awarding a fighter for time spent fighting and self trainer by
not requiring a trainer. I also believe that the groups of skill in to
sub-areas is because of their similarities and I will accept that similarity
even if the person has never used a "pole arm".
   Besides, most HP's who are "experts" with a weapon of choice - "specialize"
in that weapon which makes the other weapons at half potential.
=========================================================================
Date:         Sun, 19 Sep 1993 13:28:33 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: K/S progression
 
Well, my only problem with APs = skill increase was the "automagickal" way
that sub-areas just popped up.  I know Mythus follows a much different path
with sub-areas than does other games such as Shadowrun, but I find it
unrealistic that a fighter who loves his longsword (but didn't specialise in
it), fights 6 terrible battles with his longsword, and garners some APs
afterwards.  He immediately pumps 5 of those APs into his Combat, Hand
Weapons K/S and then suddenly... he knows how to use a shield better...?
 
Didn't make sense.  So, here's what I did.  I require that people usually
must find training as well as experience to gain STEEP.  This requires APs
and usually tons of money.  At the same time, tho, I'll allow advancement
through AP/S awards - which, during moments of duress, am quite liberal with.
 To me, the AP/S represents the on-the-job experience, whilst APs represent
back-in-school training.  So, if it is meritable, I'll toss a few AP/S here
and there to skills that get used.  This stops people from running out and
swinging their sword (because they're good at it), then applying the APs to
Divination, which they aren't good at.
 
This also helps apply to sub-areas.  I treat them like potential slots (AD&D
style).  That just because a slot opens up doesn't mean someone can run off
and fill it up with something that his HP hasn't been doing at all!  Thus, if
they want to start learning a new weapon, they have to wait until a slot
opens up.  I know this is somewhat unrealistic, but it is better than
suddenly, at one point, he learns about maces when he hates blunt weapons...
 
This also opens up another interesting can of worms.  How about APs
restricted by TRAIT?  Makes sense that if someone swings a large hammer about
and gets APs for it can't take those accomplishments and apply them to
something totally unrelated... such as Animal Handling.  (If one uses a large
hammer to handle animals... well, maybe they should play Warhammer FRPG!)
 
What say you?
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Sun, 19 Sep 1993 13:38:31 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: House Rules and ...
 
Mike,.
 
Your idea about AP multiple garnered by Heka-multiplier is interesting, but I
feel sorry for anyone with a vow or pact!  They'll NEVER be able to gather
new knowledge.  Not only are they PPs under strict command, they can't learn
anything because they'll either have a multiplier of 7 or 13+ (vow & pact,
respectively).
 
I've decided to change the specialization rules a bit.  Specialization'll
work as per the rules except for Heka-producing areas.  Anyone except FPs can
specialize (they already are...).  To specialize, the player picks ONE
sub-area as specialization, and they get to multiply it by 1.2, and that's
the STEEP for that sub-area.  Take that STEEP and figure up Heka from it (not
from the overall K/S, but from the specialized sub-area), and then multiply
it by 2.  That gives a superior ability plus superior Heka.
 
Also, as an option, you might want to modify the multiplier by how many
sub-areas they ignore.  This makes sense if you think that if someone is
studying a subject so broad as it has 10 sub-areas, and they specialize in 1,
but concentrate on 4 others, they'd get a multiplier of 5.  This would be
great for a power-based campaign, because in that same situation, a person
could specialize in 1 sub-area and forget the others and end up with a
multiplier of 10... then maybe he takes a pact and gets another multipler of
10... That's ... that's... well...  ACK!
 
Re:  HEKA
 
I'm keeping the word.  After the other night's game session, where the
magick-hating mercenary turned and growled, "...if only the Heka-geek would
shut up for half-a-minute..."
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Sun, 19 Sep 1993 15:24:58 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      New Member (see you are growing)
 
I just spent the past few hours reading all of the archived mail...
It may not seem like a lot to you, but reading it all at once...  :)
 
First off,
What is the address for Gygax's DJ fanzine (MMM?).  I saw the hex file,
but when I first tried to translate it into a usable format it didn't work too
well (I'm new to the Internet and all, so I'm sure I messed something up).
Anyway, if it's around now, I'd like to know how to subscribe.
 
Secondly,
Lots of people are talking about how powerful HPs are.  I haven't played a
full game yet, but I ran a small encounter with some friends and 4 HPs barely
survived an ambush by around 8 goblin-like creatures (I made them up on the
spot, they were basicly little mean guys, no special abilities, and physically
weaker than the provided orcs).  Maybe I was just rolling well, or maybe
it was because the HPs weren't heavily armored, but with some vital+ hits
two of them died and the others lived only by scaring off the goblins (though
more than half of the goblins were taken out).
 
Third,
I was wondering how many spells other HPs have.  From looking at the rules a
PP seems to have around 40 known, and 40 recallable (combining primary and
secondary).  That's a hell of a lot of spells.  Too many I think (mostly for
book-keeping reasons).
 
I was also wondering whether anyone has played around with casting spells
"on the fly" or specific castings.  I think that if run well that could be
very interesting.  I prefer the idea of role-playing and GM (JM?) judgement
to the complicated (and confusing) explaination in the Magick book.
 
Thanks, and I hope to become a regular participant.
 
(if I just "reply" to messages will it go to the entire list or just the
person who posted the message?)
=========================================================================
Date:         Tue, 21 Sep 1993 18:21:00 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      PBEM/IRC/FTP for sci fi DJ
 
 Attention one and attention all...I am running a solo pbem for any
 interested sci-fi buffs out there.  Basically, you'd be the character
 described below, the commander of a team of real-world players.
 You'd send commands to them "real-time" across IRC.  To be eligible,
 you must have both irc and ftp access, as well as access to both in
 the wee hours of the morning (which means modem for most of you).
 The system, by the way, as well as the world, is one that I've cooked
 up, based upon the Dangerous Journeys system.
 
      You are Captain Fulsom Telam of the Sol Corporate Marine Vessel
 _Howard_.  It is your mission to move your team of special ops troops
 into a position near the Kemerian captial of Narjis on the planet of
 Keshmet (Altair Gamma).  You must move 80 personnel into the area and
 secure a 20km perimeter of the city.  Your mission is part of the
 attack on the Altair System by the Corporation; failure of your
 objective could mean failure for the entire mission.
 
 That's the synopsis.  The commander would interact with the players
 through irc.  Files (like maps) could be transfered through a
 friendly neighborhood ftp site.  An ibm compatible computer is
 suggested...but if you can convert, all the more power to you.
 
 Please, contact me via private e-mail at csc3rwm@cabell.vcu.edu (I
 think that's my new address...if it doesn't work, just post it and
 I'll figure it out...)
 
 Lucifer >:}
=========================================================================
Date:         Thu, 23 Sep 1993 01:59:52 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: New Member (see you ...
 
Nathaniel, welcome to the server!
 
It's always good to have some new Mythus players hanging about...  keeps this
place from getting dull.
 
Let's see:  Your First Question -
    I don't know MMM's address off of the top of my head, but I'm sure if I
don't post it soon, someone else will...
 
Second - Power of HPs:
    That's a tough one.  So far, it varies.  I had a group of two guys, plus
two FPs fight a group of four dinchlings (creatures of my own conception),
and they were nearly wiped out.  On the other hand, I have another player who
is travelling with an HPG and Khonsu through Necropolis, and she's whipping
tail left and right.
    Much like real life, it varies.  You can guarantee that low armour will
spell a quick death for most people.  I urge my players to parry more than
attack;  they're all AD&D converts, and the idea of parrying still confuses
them - especially when I suggest they do it MORE than attack...
 
Third Question - Castings & HPs...
    Yeah, forty sounds about right.  But, wait until you generate a Full
Practitioner - now there's PLENTY of spells!  It sounds like a lot,
especially if you're an AD&D convert;  you're used to having maybe five when
you first start out.  But, if you take a glance through the Mythus Magick
book, you'll see that most of the spells in there are *NOT* combat-oriented.
They cannot be cast in combat situations unless the mage is well out of melee
range.  There's an addition called Readied Castings, which allows a casting
of any length (save ritual, I do believe) to be cast as quickly as an
eyebite, but a caster may only have 3 of these.
    Anyway, don't be intimidated by the number of castings.  To help my
players make the transistion smoothly, I created a quick list;  basically, it
is around ten favourite castings out of the Known List.  They aren't special
in anyway, just grouped together for easy access.
 
Finally, yeah, if you send a message to the server itself, it goes to all of
us.  Usually, we leave our personal addresses at the bottom in case you want
to send mail privately.
 
I'm accessing this through AmericaOnline, as are a few other of the members
of this server...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Thu, 23 Sep 1993 02:02:12 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Oh yeah, OTF Castings!
 
Oh almost forgot to comment on that.
 
Well, so far, in my campaign, no one has tried it.  By what I've read, I
really like the idea, although I feel it could be heavily expanded upon.
Hopefully, Gary will do this in the future.  By hints given in various places
in the Mythus text, we can eventually expect a book dedicated to combat and a
book to magick.  Perhaps another 1400 castings, this time on the Supernatural
Level.  Then maybe, a few years down the road, we'll see 1400 more on the
Entitial Level.
 
Hoo, that Gary!  The man never sleeps...
 
CEpb
=========================================================================
Date:         Thu, 23 Sep 1993 10:06:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Oh yeah, OTF Castings!
In-Reply-To:  <9309230603.AA29581@cec_userfs.wustl.edu>
 
I've read the section in Mythus Magick about Special Castings, and it
looked a lot more complicated than I really want to deal with.  I like
the idea of players making their own spells though.  What I think I'm
going to try is to make general rules and guidelines for making up
castings.  Assign each grade with base value (around 3x normal), and then
have modifiers based on how long the HP spends casting the spell, and
what sort of material components they use.  This would be a very open
system where the GM has to make lots of judgement calls on what grade
a casting belongs in and what components would help and how much they
can help, but I think it will be easier than the more complicated system
detailed in Magick.
 
I realize that the system in Magick is complicated for a reason, but I
want to encourage my HP's to make up their own castings (I'm planning
on using a setting where everyone has and uses magick, but to varying
degrees and in a variety of ways).  It will also make lists of castings
less important.  The HP's will only need to keep track of certain castings
they use a lot at the reduced (normal) costs.
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Thu, 23 Sep 1993 10:25:16 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Birth Ranks
 
When creating (Advanced) HP's there is a table for Birth Ranks.  On this table
there are many sub-tables for those lucky individuals who are the 7th child.
It isn't mentioned in the main text, and there is only a small note at
the bottom of the table saying that the 7th child gets special benefits
"as per the legends".  My question is, what legends?  Is it mentioned in
the Aerth book?  (I only have Mythus and Magick --last one signed by G.
Gygax :)  )
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Thu, 23 Sep 1993 10:39:50 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Susceptibilities
 
While I was looking through the list of sample creatures, I noticed that
most are susceptible to iron or other ferrous metals.  Being used to AD&D,
my first reaction was negative, but once I thought about it, it made since
for creatures with magickal origins.  This also reminded me of a series of
books that I read where the people who used magic were VERY susceptible to
insinuation of iron while casting their spells (usually died if this occured).
This could be a useful idea, if you want to handicap powerful users of
magick.  Personally, I don't think I'm going to use it, but I thought I
would mention it in case it interested anyone else.
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
 
I'll get some conversation going here, if I have to talk to myself!  :)
=========================================================================
Date:         Thu, 23 Sep 1993 11:07:35 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Non-Lethal Combat
 
I read the section on Non-Lethal Combat, and it makes sense, and doesn't
seem too hard.  The one question I have is where do you figure out how
much stun damage a Disabling attack does.  It says what percentage (20%)
of the damage is real, but I couldn't find out where it says how much
stun damage applies.  The example came up with a total of 1d10+10 real
damage which I guess is 20% of the stun, but that was a special hit, and
I assume that some of the plus comes from other bonuses Dirk has.
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Thu, 23 Sep 1993 12:59:17 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Susceptibilities
In-Reply-To:  <9309231650.AA13639@cabell.vcu.edu>; from "Nathaniel David Brazy"
              at Sep 23, 93 10:39 am
 
>
> While I was looking through the list of sample creatures, I noticed that
> most are susceptible to iron or other ferrous metals.  Being used to AD&D,
> my first reaction was negative, but once I thought about it, it made since
> for creatures with magickal origins.  This also reminded me of a series of
> books that I read where the people who used magic were VERY susceptible to
> insinuation of iron while casting their spells (usually died if this occured).
> This could be a useful idea, if you want to handicap powerful users of
> magick.  Personally, I don't think I'm going to use it, but I thought I
> would mention it in case it interested anyone else.
>
> Nathan Brazy
>
> I'll get some conversation going here, if I have to talk to myself!  :)
>
Actually, there aren't many iron weapons around in the setting of
Mythus...mostly steel.  Though I certainly realize that steel is
technically "ferrous", I like to make a distinction...'tis more
fun...
 
Lucifer >:} okay...okay...I'lltalktoyou...
=========================================================================
Date:         Thu, 23 Sep 1993 11:44:55 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      More Magick questions
 
In the description of types of Castings (Cantrip, Charm, Spell, Formula,
Ritual), the Magick book mentions that an object and components are needed
for Spells and up.  I was wondering whether you experienced GM's use this
rule and if so, how you work it.  Does every practitioner have their own
magick wand that need for all castings greater (in time) than a Charm?
What about components, any suggestions?
 
My next question is on resistance.  The text talks about all castings that
directly affect a creature need to overcome 1/10 of the creatures appropriate
trait, but in the castings lists there is a place labeled R&D which I assume
is Resistance & Damage, which I thought were universal, but the individual
listings are almost always nil.  Can anyone explain this?
I'm planning on using both resistance and damage costs on all applicable
castings (I think that some of the casting costs are low, but maybe that's
only for grade IV and below).
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Thu, 23 Sep 1993 12:12:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Allen Bauer <zog@MATT.KSU.KSU.EDU>
Subject:      Birth Ranks
 
>
> When creating (Advanced) HP's there is a table for Birth Ranks.  On this table
> there are many sub-tables for those lucky individuals who are the 7th child.
> It isn't mentioned in the main text, and there is only a small note at
> the bottom of the table saying that the 7th child gets special benefits
> "as per the legends".  My question is, what legends?  Is it mentioned in
> the Aerth book?  (I only have Mythus and Magick --last one signed by G.
> Gygax :)  )
>
> Nathan Brazy
> Indy Bee Won
> ndb1@cec.wustl.edu
>
 
Actually I think they meant acording to legends in our history, not Aerths
history.  Judas Priest Seventh son of a Seventh son comes to mind
 
ZOG out
=========================================================================
Date:         Thu, 23 Sep 1993 12:34:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Birth Ranks
In-Reply-To:  <9309231728.AA10629@cec_userfs.wustl.edu>
 
Could you (or someone else) elaborate on those legends?  I haven't heard of
them before.
Thanks,
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Thu, 23 Sep 1993 12:32:55 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      7th son
 
> >
> > When creating (Advanced) HP's there is a table for Birth Ranks.  On this tab
le
> > there are many sub-tables for those lucky individuals who are the 7th child.
> > It isn't mentioned in the main text, and there is only a small note at
> > the bottom of the table saying that the 7th child gets special benefits
> > "as per the legends".  My question is, what legends?  Is it mentioned in
> > the Aerth book?  (I only have Mythus and Magick --last one signed by G.
> > Gygax :)  )
> >
> > Nathan Brazy
> > Indy Bee Won
> > ndb1@cec.wustl.edu
> >
>
> Actually I think they meant acording to legends in our history, not Aerths
> history.  Judas Priest Seventh son of a Seventh son comes to mind
>
> ZOG out
>
I believe I remember  seeing something about this being dirived from
  romani (SP?) ie gypsy legend. A seventh son is luck, a seventh son of
  a seventh son is gifted, etc. But don't quote me.
 
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Thu, 23 Sep 1993 12:55:20 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: suseptibil;ities
 
> > While I was looking through the list of sample creatures, I noticed that
> > most are susceptible to iron or other ferrous metals.  Being used to AD&D,
> > my first reaction was negative, but once I thought about it, it made since
> > for creatures with magickal origins.  This also reminded me of a series of
> > books that I read where the people who used magic were VERY susceptible to
> > insinuation of iron while casting their spells (usually died if this occured
).
 
A cool series is the SERRATED EDGE novels by Mercadies Lacky et. al.
  Here elves (and other nasties) can come through "portals"  to the
  current time world of earth. But that have problems with the high
  iron content of modern society. But due to the increasing reliance
  on plastics, etc over the heavier /more expensive steel they can
  live in the modern world. I highly recommend her books for a good
  fun weekend's read. (no heavy morals/complex plots/ just good guys
  ride of into the sunset type of funi).
 
 
 
 
 
> Actually, there aren't many iron weapons around in the setting of
> Mythus...mostly steel.  Though I certainly realize that steel is
> technically "ferrous", I like to make a distinction...'tis more
> fun...
>
> Lucifer >:} okay...okay...I'lltalktoyou...
 
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Thu, 23 Sep 1993 13:01:26 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: 7th son
 
Could you (or someone else) elaborate on those legends?  I haven't heard of
them before.
Thanks,
i
 
Sorry just mail those books back to me brother in california. But
If you want to vist the library, look under Romani/gypsy culture
 
or look in the suggested bibliograph found in the back of a fantasy/horror novel
called MULENEGRO sorry but I forgot the author.
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Thu, 23 Sep 1993 15:39:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: 7th son
 
In message "7th son", you write:
 
> Sorry just mail those books back to me brother in california. But
> If you want to vist the library, look under Romani/gypsy culture
>
> or look in the suggested bibliograph found in the back of a fantasy/horror novel
> called MULENEGRO sorry but I forgot the author.
 
The author is: Charles de Lint  an inhabitant of this fair city of Ottawa where
                                he happens to set most of his novels....
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 23 Sep 1993 15:38:06 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rob <96rwn@WHEATONMA.EDU>
Subject:      Re: 7th son
In-Reply-To:  (null)
 
        Another good source (if we're talking about novels) are the books by Orsen
Scott Card.  He did an entire series taking place in pioneer (western)
setting.  The names of the books are 'Seventh Son' 'Apprentice Alvin' and
something else (I think those are the names).
 
Rob
96rwn@wheatonma.edu
=========================================================================
Date:         Thu, 23 Sep 1993 19:10:00 GMT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Dougal Campbell <mtronics!DCampbel@MULTI.ATTMAIL.COM>
Subject:      Re[3]: 7th son
 
There are also some books by Orson Scott Card which touch on this subject, the
Alvin Maker books.  The first in the series is called _Seventh_Son_, oddly
enough :)  The series is sort of a fantasy alternate-history of the settling
of America, where magic is used by some people.  The main character, Alvin is
the 7th son of a 7th son, and I think there might have been references that he
was actually a 7th generation of such.  Dark forces try to kill Alvin, but
nature itself sometimes intervenes, usually in as subtle a way as possible.
 
Dougal Campbell                                I hate you, you hate me,
Systems Coordinator                            Let's go out and kill Barney.
Multitronics, Inc.                             With a shotgun blast,
attmail!multi!hsv!dougal                       Barney's on the floor.
dougal@hsv%multi.attmail.com                   No more Purple Dinosaur!
 
 
______________________________ Reply Separator _________________________________
Subject: re:re: 7th son
Author:  emironsm ( Eddie Ironsmith  ) {
attmail!internet!eddiei.b17c.ingr.com!emironsm  } at ATTGATE
Date:    9/23/93 2:53 PM
 
 
Could you (or someone else) elaborate on those legends?  I haven't heard of
them before.
Thanks,
i
 
Sorry just mail those books back to me brother in california. But
If you want to vist the library, look under Romani/gypsy culture
 
or look in the suggested bibliograph found in the back of a fantasy/horror novel
 
called MULENEGRO sorry but I forgot the author.
 
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Thu, 23 Sep 1993 16:27:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Inspirational Reading
 
As long as we're on the topic of novels...
One series which gave me an idea for a setting is the Darksword Trilogy by
Margaret Weiss and Tracy Hickman.
That series has a world where (almost) everyone has and uses magic.  There
are also people in that world that have a lot more magical energy than
others.  These people are used as walking resevoirs of magic.
 
I think that, in a world with institutions or schools to train magick users,
it would be plausible for the school to test and find out how much Heka
each student has.  Then if that student has an unusually large amount,
instead of teaching them regular spells so they become more powerful than
the teachers, the student is taught different spells centered on donating
Heka to others.  This could make an interesting background for a FP and
can also provide a handicap (if you think such is necessary).
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Fri, 24 Sep 1993 17:02:27 MET
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Christian Feddern <feddern@FSINFO.CS.UNI-SB.DE>
Organization: Universitaet des Saarlandes D-66041 Saarbruecken, Germany
Subject:      Re: NATHAN QUESTIONS
 
Sorry to put this on the beginning but the first article has been rejected.
If you could do this
MR. ZOG@MATT.KSU.KSU.EDU or
MR. MPEARSON@LYNX.DAC.NORTHEASTERN.EDU
could you please allow me to submit articles to this list from
chfe@hermes.rz.uni-sb.de?
Thanks
       Chris
 
Now to the article:
 
 
Nathan, you wrote:
 
> In the description of types of Castings (Cantrip, Charm, Spell, Formula,
> Ritual), the Magick book mentions that an object and components are needed
> for Spells and up.  I was wondering whether you experienced GM's use this
> rule and if so, how you work it.  Does every practitioner have their own
> magick wand that need for all castings greater (in time) than a Charm?
> What about components, any suggestions?
i coulnd't find anything about the exact components of each spell in the
  rules. So at the beginning of Mythus playing here, my players only sub-
  stract the money for the material costs. Then later in the campaign, we
  used the list in the mythus book for the components (which mineral or
  reagent for which type of spell) for spells and up where it was appropriate.
  We don't use them for example for spellsongs, because IMHO the singing is
  enough to get the heka effect. These a only suggetions as you requested.
>
> My next question is on resistance.  The text talks about all castings that
> directly affect a creature need to overcome 1/10 of the creatures appropriate
> trait, but in the castings lists there is a place labeled R&D which I assume
> is Resistance & Damage, which I thought were universal, but the individual
> listings are almost always nil.  Can anyone explain this?
> I'm planning on using both resistance and damage costs on all applicable
> castings (I think that some of the casting costs are low, but maybe that's
> only for grade IV and below).
  I asked this damage resistance question when this list started. No one
  could answer this question then. So we play without this feature (it makes
  the enemies a lot weaker, but how to play a rule you don't understand).
  It has been some time since i asked the question, so there is hope that it
  will be answered. I hope it for your EP's.
>
> Nathan Brazy
> Indy Bee Won
> ndb1@cec.wustl.edu
>
Greetings from Germany Chris
 
--
Christian Feddern
chfe@stud.uni-sb.de
feddern@fsinfo.cs.uni-sb.de
 
 
                                   <>
                                   ||
                                   ||
                               |===##===|
                                   ||
                                   ||
                                   ||
                                   ||
                                   ||
                                   ||
                                   ||
                                   ||
                                   ||
                                   ||
                                   \/
 
             THORAN's BLADE  EBONE BANE  THE SWORD OF JUSTICE
 
--
Christian Feddern
chfe@stud.uni-sb.de
feddern@fsinfo.cs.uni-sb.de
fach1@gipsy1.cs.uni-sb.de
 
 
 
Have you no Honor?
Aye indeed .I keep it at the bottom of my backpack and take it out to
shine it up and look at it on windy nights in the wilderness, by the
fire. It looks grand , I tell you. But it is poor company, and
doesn't keep one warm.
Torm of the Knights of Myth Drannor.(6th Level Thief)
=========================================================================
Date:         Fri, 24 Sep 1993 13:56:37 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: NATHAN QUESTIONS
 
>  I asked this damage resistance question when this list started. No one
>  could answer this question then. So we play without this feature (it makes
>  the enemies a lot weaker, but how to play a rule you don't understand).
>  It has been some time since i asked the question, so there is hope that it
>  will be answered. I hope it for your EP's.
 
Well, the way we play it here is to use the overall resistance chart in the
Magick book.  This is a blanket application for all spells that channel Heka
directly into the subject (not like Heka Dart, which just generates a
magickal dart, we're talking about true Heka-damaging castings here).  It
does NOT however override anything found in the R&D, except for "Nil" of
course.  If there's a greater resistance required by the particular casting,
than its R&D is followed, not the chart.
 
Hope this helps somewhat...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 27 Sep 1993 15:31:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Beastiary
 
G'day,
 
  Anybody heard anything more about release dates for the Beastiary ?
Last I heard was "September" but issue #5 of Journey's has an ad that
says "coming in '93".
 
  Well, September is almost over.  '93 is almost over.  I'm starting to
get annoyed at GDW's rather slip-shod release policies.  I doubt I'll
even bother looking at "The Unhallowed" or other DJ stuff. It is just
too frustrating to get excited about an upcoming release only to get
it pushed off for months and months and months.
 
  At this rate we'll see the "Fairie Beasitary" and other much hinted
at supplements sometime in the year 2000.  By then we'll have all gone
back to playing AD&D version 4.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Mon, 27 Sep 1993 15:13:23 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Beastiary
In-Reply-To:  <9309271937.AA20278@cec_userfs>
 
They'll probably come out around the same time as the next Star Wars movie.
:)
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Mon, 27 Sep 1993 13:56:44 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: Beastiary
 
        Reply to:   RE>Beastiary
Wayne-
 
Don't give up. We'll continue to get lots of goodies through Mythic Masters
Magazine (trademark etc.). The first issue has a _lot_ of DJ material. And the
electronic version is half the price of the printed one-only $30 for 12. And
to continue to support the game we love (you DO love it, don't you? }x-) we
have to buy every product. I came close to canceling my subscription to
Journeys, but realized that every sale is important.
 
Frank M. can only upload MMM to America Online, but I will ask his permission
to ferry subscriptions to people on this list (by direct mail of course, not
list postings!). Most people were able to download the preview copy I posted
before. At least I only got one request to re-send it.
 
Now I'll climb off my soapbox and tell you the bad news. I spoke to GDW on
Friday. They're saying that Bestiary will ship at the end of October. They
also said on AOL that Ascalon will likely be the first and last GDW DJ product
authored in-house. Not too surprising. Everything else to this point was
written by EGG or the Newtons. Aerth Bestiary has been renamed Mythus
Bestiary, which I can understand. My guess is that Unhallowed will come out
through other channels, unless sales pick up. Only a guess.
 
If you haven't seen MMM, the Changeling setting is beaucoups interesting.
 
Keep the faith (and encourage the folks you play with to buy Mythus, at
least)!
 
Rick
=========================================================================
Date:         Mon, 27 Sep 1993 18:52:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Beastiary
 
Rick,
 
  Thanks for the info on the Bestiary.  Its unfortunate that sales haven't
warranted more support from GDW.
 
  As for MMM, could you e-mail or post some subscription info ?  I might
claw together enough cash if my players and I think its worthwhile. I'll
also pass the info on to the local game shop.  They do carry some of the
other small fanzines (The Unspeakable Oath, for example) so they might
be interested in getting a few issues in.
 
  And yes, we do like Mythus!  Thats why we've invested a year in playing
so far.
 
Thanks again,
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Mon, 27 Sep 1993 16:47:51 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      MMM info (long)
 
        Reply to:   MMM info (long)
Wayne and the rest of y'all,
 
Nathan asked for the same thing, so here's what I wrote to him. I subsequently
found a copy of the preview, so I won't have to download it from AOL. I'll
post it later. As you can see from the byte counts, there's a lot of text.
I've found it to be worth two years of Journeys (two 12 issue years, of
course; two calendar years is only six or seven issues, tops...)
 
It also occurs to me that we can help the cause by ALL pestering GDW. Call
them at (309) 452-3632 and ask about Bestiary, Ascalon, Unhallowed, pantheons,
Changeling, etc. Enough calls might just prompt them to think it financially
prudent to start work on Bestiary.
---
Here's the subscription info. Though it doesn't say so, the rate is $30 for 12
issues electronically. They won't send it to you (or rather, give me
permission to) until they receive your check. They won't wait for it to clear,
however.
 
I deleted the preview after I got the real thing, so I'll have to download it
from AOL again. I'll try to do that tonight. Then I'll post it on the list
again.
 
Here be the official info (and I've included the TOC from 3M as a bonus):
 
Subscription: Mythic Masters* Magazine is available in the
U.S.A. by subscription at the rate of $50 per 12 issues (in
Canada: $60 in U.S. funds). Subscriptions will begin with the
earliest available back issue, up to a maximum of 3 such
issues, and continue from that number onwards for 12 issues.
Single copy: $5.00 (in Canada: $6 U.S.). This publication is
mailed by United States Postal Service, Third Class Mail.
Forwarding postage is not guaranteed. Publisher declines
responsibility for issues lost in the mail. All subscriptions
and single copy orders must include name, address, and check
or money order for the appropriate amount. Send your order
to:
 
        Trigee Enterprises Corporation, Dept. MMM
        Post Office Box 388
        Lake Geneva, WI 53147
 
CONTENTS
 
(Special note: The first number below refers only to this
computer textfile version of Mythic Masters* Magazine.)
 
> Filename: MMM0100.GIF (24854 bytes)
 
00      A black & white GIF of the cover of the paper version
        of this magazine.
 
> Filename: MMM0101.TXT (27971 bytes)
 
01      Contents
02      Editor's Pit
03      Publisher's Statement
 
Game System News
04      Dimension Hopping
 
Article
05      GameSpeak: The DJ Patois
 
Morale
06      Support Your Chosen Game System
 
> Filename: MMM0102.TXT (44323 bytes)
 
Feature: Knowledge/Skill Areas
 
07      Complete K/S Listing
08      New K/S Areas (& Additions)
09      Rudimentary Knowledge (*New Rule)
10      K/S Cross-Feeding Update
 
> Filename: MMM0103.TXT (33935 bytes)
 
Personas Plus: Character Notes & CHOPs
 
11      Steps in HP Creation
12      Creating a Great Heroic Persona
13      CHOPS: Complete Heroic/Other Personas
                This month: The Explorer
 
> Filename: MMM0104.TXT (28258 bytes)
 
Mystical Manifestations: Mythus* Game Rule Expansions
 
14      Vocational Change
15      HP Age Table additions
16      SEC, Birth Rank, and Inheritance
17      SEC-Based Adjustments
18      Special Quirks
 
Other Regular Columns
 
19      In Vocations    This month: The Courtier
20      Enchanted Equipment
 
> Filename: MMM0105.TXT (25723 bytes)
 
21      The Daily Deity: Greco-Roman Pantheon (Part 1)
 
> Filename: MMM0106.TXT (20254 bytes)
 
22      The Town Crier's Gone Mad! -- Commentary
23      Product Ordering Information
24      Audience Participation (Letters)
25      Crossing the Line: Considerations for Cross-Genre gaming
 
> Filename: MMM0107.TXT (41029 bytes)
 
Changeling* Weird Science-Fantasy Game (Part 1)
26      Introduction to the Genre
27      Precis of the Milieu
 
28      Mythic Masters* Magazine Submission Policy
29      Coming Next Month...
 
* Trademark; All Rights Reserved.
=========================================================================
Date:         Mon, 27 Sep 1993 17:13:21 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      MMM preview
 
 MMM preview
Here's the complete set of the Mythic Masters preview. I chose not to pack
them together since there's only about 46K and last time at least one person
had difficulty unzipping them.
 
I'll check and see if I can get permission to relay electronic copies to
anyone who wants to subscribe. They were going to try and set up to accept
plastic, but right now you'll still have to send them a check ($30.00
electronic, $60.00 paper).
 
Hope you're titillated,
 
Rick
 
 
 
<<<<<< Attached TEXT file follows >>>>>>
SPECIAL NOTE:
 
This and 14 other ASCII textfiles in this package are excerpts from -- NOT the
complete text of -- this new magazine.  This package has been prepared
specifically for electronic distribution, first uploaded to the America Online
Computer Network.  Readers may download and distribute this package as long as
all of its contents, including this "cover sheet" file, are both unmodified
and complete.
        Two identical versions differering only in compression format should be
available: ZIP format (ideal for IBM PC & compatible users as well as Apple II
machines) and STUFFIT (aka SIT) format (ideal for Macintosh users).  Since
there are 15 files in this package, a separate hard disk directory or folder
is suggested.
        All files grouped in electronic form with this text file are considered part
of this publication to which refer the copyright and trademark statements
below. Trademarks in all such files will be indicated with asterisks, though
the lack of such indication is unintentional and in no way represents a waiver
of rights or ownership. Further distribution of one or more of these files or
computer printouts thereof is a violation of copyright law and is expressly
prohibited.
 
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
*
 
MYTHIC MASTERS* Magazine
 
For JMs and players of the Mythus* Fantasy Roleplaying Game and
the Dangerous Journeys* Multigenre Roleplaying Game System
 
Contents
(This applies to the published paper version.  Excerpts from most articles are
included in this package.)
 
Editor's Pit     3
 
Dimension Hopping: Game System News      4
GameSpeak: The DJ Patois         6
 
Feature: Knowledge/Skill Areas
        Complete K/S Listing     9
        New K/S Areas (& Additions)      13
        Rudimentary Knowledge (New Rule)         20
        K/S Cross-Feeding Update         21
 
Personas Plus: Character Notes & CHOPs
        Creating a Great Heroic Persona          23
                Steps in HP Creation     24
        CHOPS: Complete Heroic/Other Personas
                This month: The Explorer         29
 
Mystical Manifestations: Mythus Game Rule Expansions
        Vocational Change        34
        HP Age Table additions   34
        SEC, Birth Rank, and Inheritance         35
        SEC-Based Adjustments    36
                Special Quirks   37
 
In Vocations    This month: The Courtier         40
Enchanted Equipment      48
 
The Daily Deity: Greco-Roman Pantheon (Part 1)   41
 
The Town Crier's Gone Mad! -- Commentary         49
Product Ordering Information     51
Audience Participation (Letters)         52
Crossing the Line: Considerations for Cross-Genre gaming         53
 
Changeling* Weird Science-Fantasy Game (Part 1)
        Introduction to the Genre        55
        Precis of the Milieu     63
 
Mythic Masters Magazine Submission Policy        64
 
 
ISSUE #1
Volume 1, Number 1
September 1993
 
Publisher:      Trigee Enterprises Corporation
Editing & Layout:       J. Franklin Mentzer
Proliferation:  E. Gary Gygax
 
* * * * * * * * * * * * * * * * * * * * * * * *
 
PUBLISHER'S STATEMENT
 
Entire contents (c) 1993 Trigee Enterprises Corporation, all rights reserved,
unless otherwise stated and provided for in writing.
 
* Mythic Masters is a trademark of Trigee Enterprises Corporation. Aerth,
Changeling, City of Ascalon, Dangerous Journeys, Epic of Aerth, Journeys,
Mythus, Mythus Magick, Necropolis, and Unhallowed are trademarks of Omega
Helios Limited and used with permission.
 
Subscription: Mythic Masters Magazine is available in the U.S.A. by
subscription at the rate of $50 per 12 issues (in Canada: $60 in U.S. funds).
Subscriptions will begin with the earliest available back issue, up to a
maximum of 3 such issues, and continue from that number onwards for 12 issues.
Single copy: $5.00 (in Canada: $6 U.S.). This publication is mailed by United
States Postal Service, Third Class Mail. Forwarding postage is not guaranteed.
Publisher declines responsibility for issues lost in the mail. All
subscriptions and single copy orders must include name, address, and check or
money order for the appropriate amount. Send your order to:
 
        Trigee Enterprises Corporation
                Dept. MMM
        Post Office Box 388
        Lake Geneva, WI 53147
 
Prices for electronic subscription to be announced. All prices subject to
change.
 
Advertising in this publication is by special arrangement only. Please contact
the publisher.
 
* * * * * * * * * * * * * * * * * * * * * * * *
 
NEXT ISSUE:
 
o Feature: Combat & Weapons
o Changeling* Game installment #2
o Witchcraefter EP
o WitchFinder Vocation
 
And the usuals...
        The Daily Deity
        Dimension Hopping
        Mystical Manifestations
        Enchanted Equipment
        The Town Crier
 
 
<<<<<< Attached TEXT file follows >>>>>>
Changeling* Weird Science-Fantasy Roleplaying Game
 
Installment #1:  Genre & Milieu
 
 
***************
Excerpted portions:
***************
 
The Changeling* Weird Science-Fantasy Roleplaying Game is an independent genre
module which is a part of the Dangerous Journeys* Multi-genre Roleplaying Game
System. It draws the majority of its rules and systems from the Mythus*
Fantasy Roleplaying Game and Mythus Magic* book, and from the Unhallowed*
Supernatural Roleplaying Game. You will need these volumes to play this game.
 
***************
 
The game is set in a universe parallel to our own, with a solar system pretty
much duplicating our own as well. The center of the milieu is likewise a
parallel place, a world called earth by its people. To avoid confusion, we
must call it Urth. The world of Urth is more advanced than our own, though.
This is dealt with in more detail in the Backstory that follows. When we
venture to the universe of Urth we must not only travel across the dimension
of probability but go up in time's dimension so as to arrive in the future and
the Urth cosmos.
        The milieu of the Changeling game is not confined to Urth. It includes the
solar system and possibly reaches beyond. In addition to the homeworld there
is a ring of great satellites around Urth, and the labyrinthine Luna (moon)
base, the colony planets Marz and Venuz, and more. All of this will be
detailed in a little while; first the history of this milieu must be
explained.
 
***************
From the "Time Line":
 
1997    First work begins on a ring of what will eventually be 36 great satellite
stations, a massive project for solar energy collection and transmission to
Urth
 
2017    Androids produced
 
2025    Manned Marz base established
 
2060    Complete terraforming engineering of Marz undertaken; Marzian civilian
colony established. Energy converted to matter, and matter transformed into
atmospheric gases and water, makes the planet habitable within five years.
 
2088    Manned colonist space craft lands on and begins final terraforming of
Venuz
 
2121    A flood of returning colonists causes Urth's government to ban all travel
to the planet
 
2125    Bloody riots on Urth against re-immigrants; several ships of colonists
are vaporized after refusing to turn back; Marz and Venus colonies declare War
against homeworld Urth.
 
2138    The Cataclysm
 
Some 250 years have passed since that last terrible event, and it is now 2394
CE on Urth. But before we can enter the milieu as it now exists, we need to
know what happened during those two and a half lost centuries...
 
***************
 
So now Urth is a very strange place indeed. There are Reserves for
"civilization" on the six continents, and some broader areas for "natural"
humanity to "roam freely". There are android and robot "humans" to keep order.
Here and there are underground bases and, in the non-reserve areas, open ones
where Computer Prime's servants go about the business of maintaining the
perfect world for their charge, "Humanity as it was at its best." Hidden away
are little cells of resisters, able to survive only because of the anomalies
in the electronic masters of mankind which the computers are now incapable of
detecting.
 
NEXT ISSUE:
 
Milieu Worlds & Adventure Areas: Urth, Orbital Satellites, Luna Base, Venuz,
Marz, Asteroid Belt
 
With notes for each setting on Conflicts, Environment, Magick, People,
Technology, Weirdness...        and the Chrysalis of the Void.
 
* Trademark, all rights reserved (see statement in Table of Contents)
 
 
 
<<<<<< Attached TEXT file follows >>>>>>
CHOPs   Complete Heroic (or Other) Personas
 
EXPLORER
 
HP Name: Roland (Orlando) de Bresse     Voc.: Explorer  SEC (7) 4
Current Joss Factors:   8       APs Unused: G   3 S X
 
M TRAIT: 93     P TRAIT: 109    S TRAIT: 93
EL: 72  WL: 81  CL: 98  RL: 10  EL: 72
 
MM CAT.:        45      PM CAT.:        56      SM CAT.:        45
        MMC     18      PMC     21      SMC     18
        MMP     16      PMP     18      SMP     15
        MMS             11      PMS     17      SMS     12
 
MR CAT.:        48      PN CAT.:        53      SP CAT.:        48
        MRC     18      PNC     20      SPC     19
        MRP     15      PNP     17      SPP     15
        MRS     15      PNS     16      SPS     14
 
Attractiveness: 17 (no I B/U) = handsome, +1 for Charismaticism = 18
Quirks: Strong constitution with a reserve of 11 PD points after zero.
Counter-Quirks: Non-musical. Can't sing or learn music.
 
**************************
Data included hereafter in the article but omitted in this excerpt:
 
Movement rates in detail
K/S Areas with Sub-Areas
Armor, Weapons & Attack information
Heka & other Magickal notes
Current Financial Information
Possessions & Equipment
Special Equipment
Special Connections
Background (highly detailed)
**************************
 
QUICK-SCAN PERSONAL PROFILE
 
Date of 1st Game Adventure:
Age Then: 25
Current Age:
 
Sex: Male
Race: Aeropan (W)
Complexion: Fair but tanned
Height: 6' 1"   Weight: 200
Build: Muscular, wiry
 
Hair: Black
Hair Style/Length: Long, often qued in back
Eyes: Gray, large
Ears: Protrude a bit
Nose: Average
Mouth: Strong
Distinguishing Marks:
 
Usual Dress: Sturdy but well-made traveling garments. When appearing before
important people he likes brocaded doublets with puff-and-slash ornamentation.
 
Birth Date: 2 Sept. 9
Birth Place: Bourg Sylvanus, Savoy
Citizen: Savoy
Current Residence:
Blazon: (Family: Three sheaves of grain on a green field)
Family SEC: 7
Honors:
 
Pantheon: G-R (R)
Deity: Janus, Mater Matuta, and now Vulcan
Devotion: Average [Balance]
 
Politics: Inactive, anarchistic
Conformity: Non-, semi-uncaring
Personality: Cheerful, unpredictable, risk-taker
Likes: Challenge, discovery, drinking, pretty girls
Dislikes: Dull routine, stupid autocrats
 
Quote: "Most anything is preferable to slow death by boredom!"
 
(c) 1992 Omega Helios Limited. All rights reserved.
 
 
 
<<<<<< Attached TEXT file follows >>>>>>
Th=========================================================================
Date:         Thu, 30 Sep 1993 16:59:08 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         class account <mms48@UNLINFO.UNL.EDU>
Subject:      New subscriber - anything on Heka Forging?
 
     Hello, people.
     New user is curious to see if anybody ever found a way to fix
Heka-Forging K/S operation. I came up with a possible solution but
didn't want to go over old hat if the topic was considered resolved.
No, I haven't read through all the archives yet.
                                                -KMR
=========================================================================
Date:         Thu, 30 Sep 1993 17:20:11 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: New subscriber - anything on Heka Forging?
In-Reply-To:  <9309302212.AA18836@cec_userfs>
 
On Thu, 30 Sep 1993, class account wrote:
 
>      Hello, people.
>      New user is curious to see if anybody ever found a way to fix
> Heka-Forging K/S operation. I came up with a possible solution but
> didn't want to go over old hat if the topic was considered resolved.
> No, I haven't read through all the archives yet.
>                                                 -KMR
 
I don't think that has been covered (I'm kind of new too, but I read the
archives and I don't remember anything about it).  What is the problem?  I
didn't notice anything wrong, but I haven't looked at Heka-Forging very
closely.
 
Welcome aboard.
 
Nathan Brazy
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Thu, 30 Sep 1993 15:24:47 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Peters <john@CRETE.UCDAVIS.EDU>
Subject:      Re: New subscriber - anything on Heka Forging?
 
Hello New Subscriber aka KMR,
 
What exactly have you found regarding Heka-forging? I've been somewhat confused
by the different sub-areas within Heka-forging. For example, why does creating
offensive items require Grade VII (or whatever, I'm not sure), when there's a
few spells like Attack Bonus I or Damage Bonus I at much lower grades?
 
The way I've handled it is to allow heka-forgers to use the lower grade spells
as soon as they have sufficient steep (ie., 31 for grade III), even if they
don't fit within the bizarre sub-areas. I treat "offensive items" as wands or
things like that, that store offensive capability.
 
Any comments, suggestions, insight? Please?
 
-John
=========================================================================
Date:         Fri, 1 Oct 1993 12:40:22 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         class account <mms48@UNLINFO.UNL.EDU>
Subject:      Heka-Forging
 
O.K., here it is. Comments, criticisms, suggestions, etc.?
 
     As written, the K/S description on p.166-168 doesn't really mesh
with the Castings in Mythus Magick. The sub-area progression confused
me at first - if you follow the book, either (1) sometimes the
practitioner will have a sub-area but no Castings for it (eg, Heka
Reservoirs are at STEEP 31+, but the only Castings for making one are
grade IV and higher); or (2) he/she will have Castings but no sub-area
(eg, Defense Bonus I is grade I, but defensive items require STEEP 41+
to make).
     There are two solutions to this: ignore the sub-areas or change
their order. Personally, I like the idea of limiting the advanced
operations to more skilled heka-forgers; otherwise, almost anyone can
have a chance at making magickal armor and weapons with the Defense
and Attack Bonus Formulae. Thus, after much deliberation, here is what
I came up with:
 
STEEP   Grade   Sub-Area
------  -----   --------
 1-20     1     Enchanted Mechanisms
21-30     2     Enchanted Object Quality
31-40     3     Detection/Information
41-50     4     Heka Reservoirs
51-60     5     Defensive/Armor
61-70     6     Offensive/Weapons
71-80     7     Skill Storage
81-90     8     Casting Storage
91+       9     Spirit Holding
 
     Notice that defensive and offensive functions remain where they were
originally; the heka-forger can learn but not use any of the relevant
Castings until he/she has the sub-area. As noted in the back of the
book, Charms are defensive items (not Casting storage). Skill and Casting
storage I reversed to reflect the grades of Link K/S Ritual (7) and
Link Casting Ritual (8). This also makes practical sense; if linking
skills is just putting in programmed knowledge, then a Casting should
be a more difficult "program" to enter. The same holds true for enchanted
mechanisms and enchanted object quality; Volition is grade 1 but
Resiliency is grade 2. Besides, any hedge wizard can make things get
up and move (remember Phantasia?) but causing permanent improvments
requires a little more skill.
     The obvious question now is this: Which Castings go with which
sub-areas? Most of these are fairly obvious. Charm Forging Ritual (2)
makes a defensive item; so does Amulet Ritual (5). Springblade Ritual
(2) is a form of enchanted mechanism. Heka Binding Ritual (8) makes a
Heka reservoir, but at grade 8 it doesn't matter; it certainly isn't a
spirit holding Casting! The only iffy one I see is Touchstone Spell
(1), which could go into either general preparation or detection/
information depending on how you look at it.
     The next problem with this K/S is the whole procedure (or lack
thereof) for infusing Heka into the item. The only clues as to how much
Heka is necessary are under Prepare Item Ritual: "The amount so placed
in the item is determined using the same method as for Specialized
Castings (q.v.)", and in the Lodestones example in the book.
     However, the two do not mix. There is no such thing as a
Specialized Casting (unless it meant Specific Casting, which is no
help). The example of lodestones completely ignores the Heka cost of
whichever Casting is necessary to make them, and the amount (500 to
2500 ???) is far beyond what most practitioners can muster.
     My solution is this: the amount of Heka one must forge into the
object is equal to the sum of all ACE's for the Castings which will be
subsequently cast on it. What this means is that if you plan to use
Resiliency and Damage Bonus I on a sword, you will have to forge (35 +
35 = 70) Heka into it. Note that the caster must still pay Heka costs
when actually using the Castings; this procedure simply sets up a
"resonance field" or somesuch in the item so that it may accept the
magickal energy (or make up your own rationalization).
     Heka reservoirs require two steps. The first is to use the
relevant Ritual (General Pool, Dedicated Pool, or Heka Binding) to
"prep" the item to be a reservoir. As above, total the ACE for the
Ritual and forge it into the item. Next, perform the Ritual on the item
(spending Heka again). After this, forge 10 times the intended capacity
in Heka into the item (not 100 times as in the example; see below...)
to initialize the charging process, then have the person who will be
using it actually charge the reservoir by expending its capacity in Heka.
     This process is more in line with the reservoir rules in Mythus
Prime (which, by the way, is the only other description of
non-Dweomercraefter reservoirs). The lodestone example using 100x
capacity is absurd - even full practitioners would have trouble coming
up with 2500 Heka. The table on page 167 is even more silly; almost
nobody can drag up 5000 Heka or more. I concluded that the table must
be off by a factor of ten; this is more in line with the sword example
(200 Heka points being about right for Resiliency and Attack Bonus
III) and with how much Heka HP's will have.
     In summary, here is the standard heka-forging procedure. Note
that steps 1-4 are just what the Casting descriptions say to do:
 
     (1) Evaluate Item Formula (determines suitability of object)
     (2) Purity Spell (if needed; makes the item suitable)
     (3) Cleanse Item Ritual (removes non-mundane influences)
     (4) Prepare Item Ritual (removes mundane influences)
     (5) forge Heka into the item, using the tables below (= sum ACE)
     (6) utilize the appropriate Castings to make the item
     (7) for Heka reservoirs, forge 10x capacity into the reservoir to
           activate the charging process, then have the intended user
           charge the reservoir
 
     Non-Metal Object            Metal Object           DR Modifiers
     ----------------           ---------------         ------------
       Heka     DR                Heka    DR             as p. 167
      ------    -----            ------   -----
       1-25     Mod               1-25    Easy
      26-50     Hard             26-50    Mod
      51-100    Diff             51-100   Hard
     101-250    V.Dif           101-250   Diff
       251+     Extr            251-500   V.Dif
                                  501+    Extr
 
     Other notes:
     - Preparatory Castings (steps 1-4) do not count as functions and
          thus their ACE Heka does not need to be forged into the item.
     - The Castings to be used for the item must be decided upon before
          forging Heka (step 5), not afterward.
     - Permanence does not count as a function for purposes of
          calculating DR modifiers.
     - Resiliency and Item Invulnerability can be combined in a single
          item.
     - Heka Binding Ritual is necessary to make alchemical reservoirs
          (such as Lodestones). General and Dedicated Pool Rituals
          only make one-shot, disposeable reservoirs (if you want
          better, use Dweomercraeft and make Runes or Pentacles).
     - I rule that "dead" heka-forged reservoirs do not shatter as in
          Mythus Prime, purely out of personal preference. The process
          is too expensive and too much of a pain otherwise.
 
     This solution doesn't fix everything. For example, there are no
detection/information Castings at all in the list (except possibly for
Touchstone Spell); presumedly the heka-forger must come up with a
Specific Casting for each item. However, I think that it works fairly
well and doesn't muck up the basic idea behind the skill. Do with it
what you will.
                                                -KMR
=========================================================================
Date:         Fri, 1 Oct 1993 11:37:00 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Beastiary
 
It was mentioned in the list that Ascalon is going to be the last in-house
publication of DJ by GDW.  That's true.  But, Loren Wiseman (somewhat)
assured me that it doesn't spell the end of Dangerous Journeys.  He said that
all future DJ products are going to be written by Omega Helios (basically,
out-house publication!), and then published by GDW.  They aren't going to
attribute any of their staff to DJ writing, only publication.  So, we will
see Unhallowed, Changeling, et al, through GDW.
 
I've suggested that GDW cease any future publications of any DJ-based
material until they release a 2nd Ed. of Mythus.  I've also suggested that
they remove Mythus Prime and place it in a staple-bound book for $9.95.  The
extra 50 pages in Mythus could be used to further describe exactly what the
ATTRIBUTES are.  (Capacity's description leaves MUCH to be desired).
Basically, Mythus needs a huge overhaul and re-edit.  The fact that the list
of K/S Areas is on page 99 & 100, and the actual descriptions of those
selfsame K/S Areas is about 30+ pages away still irks me to no end.  Also, I
don't feel that someone should *HAVE* to buy the Mythus Magick book just to
find out how many castings they begin with!  That extra 50 pages could have
more castings and a better description of how new personas get their starting
dweomers.  What do you guys think?
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 1 Oct 1993 15:04:57 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Beastiary
In-Reply-To:  <9310011957.AA09676@cec_userfs>
 
I agree that Mythus could benefit greatly from a new version.  There are
too many inconsistancies and the organization could be improved.  All of
these little inconsistancies and errors make it very intimidating to
someone who doesn't have much experience with RPG's (and even to those who
do).  The only problem with a new version is that I'd feel obligated to
buy it.  :)
I think that the Magick system has great potential, but is explained VERY
poorly in the Mythus book and the Mythus Magick book doesn't help very
much.  The huge list of spells is nice, but I was really hoping for some
clear rules on how magick works in the game.  I'm finding myself essentially
redoing the entire Magick system with lots of handwaving, which I didn't
want to do (but I can't understand all of the rules and that makes it too
complicated for play).
 
Indy Bee Won
ndb1@cec.wustl.edu
(I still like the game a lot though, just wish it explained things better...)
=========================================================================
Date:         Fri, 1 Oct 1993 13:22:18 PDT
Reply-To:     johns@netlink.nix.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Stanton <johns@NETLINK.NIX.COM>
Organization: NIX - The Network Information eXchange, San Diego CA
Subject:      Re: Beastiary
In-Reply-To:  <m0oiqtn-0000TzC@crash.cts.com>
 
I also feel that the their are some problems with the first two book. The
first book looks like it was rushed, and it probably was. The magick book
need to have additional material. And all of the errata needs to be
tracked down and fixed.
 
However, I don't think that they should make the re-release of the first
two books a top priority. Use Mythic Masters as an avenue for getting
additional material out to the players. Also use it as a place to list
all the errata and iron out the unclear parts of the system. Then in a
year or two re-release the main books. For right now I would like to see
more new stuff. I do not think that there are so many errors or ambiguous
material that the system is unplayable. My group of friends have been
doing fine for nearly a year now. With all of its faults I still think it
to be the best system I have worked with.
 
One thing that would help in the future would be for H.O. to beta test
their products. It's better to get things right the first time.
 
John
 
--
INTERNET:  johns@netlink.nix.com (John Stanton)
UUCP:   ...!ryptyde!netlink!johns
Network Information eXchange * Public Access in San Diego, CA (619) 453-1115
=========================================================================
Date:         Fri, 1 Oct 1993 22:51:25 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Beastiary
In-Reply-To:  <9310012017.AA26318@cabell.vcu.edu>; from "Nathaniel David Brazy"
              at Oct 1, 93 3:04 pm
 
> much.  The huge list of spells is nice, but I was really hoping for some
> clear rules on how magick works in the game.  I'm finding myself essentially
> redoing the entire Magick system with lots of handwaving, which I didn't
> want to do (but I can't understand all of the rules and that makes it too
> complicated for play).
>
> Indy Bee Won
> ndb1@cec.wustl.edu
 
Exactly what changes have you (or anyone else) made to the magick
system.  I've found it to be fairly complete, though I did have to
make some rules about exactly who can cast and who can't.  I'm
mostly curious, but I'm VERY interested in alternate rules to the
game.
 
My rule on who can cast is based on a 1d10 roll.  For a practicioner
style vocation (priestcraefter, dweomercraefter), a partial
practicioner.  For a non-practicioner vocation (like the assassin
and mercenary/soldier), a roll of 1 or 2 is all that'll help.  This
is for ONE casting area only (Mental, Physical, or Spiritual).  If
this roll is successful, you roll again for one of the other TRAITS,
for all vocations, you must roll a 1.  If THIS roll is successful,
rolling a 1 again will result in the final TRAIT for casting.
Regardless, if the first roll is successful, you roll to see if the
individual is a Full Practioner in their TRAIT...only a roll of 1
will result in the reward.  If this roll is successful AND there is
another TRAIT that supplies heka, roll a 1 to get Full Practitioner
status in that area and so on.
 
Well, its a little convoluted, but it is better in practice than in
words.  What do you'all do?
 
Lucifer >:} are we having fun yet?
=========================================================================
Date:         Mon, 4 Oct 1993 18:08:27 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      AOL...
 
Could someone please explain to me how I could get on America
On-Line...I'm sorry to have to ask this to the list, but it's my
major source of general computer knowledge...
 
Thanks...
 
Lucifer >:} (a more pertinent post forthcoming...)
=========================================================================
Date:         Mon, 4 Oct 1993 19:21:52 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      K/S Areas: Agriculture
 
To generate a little extra conversation on the list, I'm going to
post (hopefully) weekly with a similar heading as I have today.
Hopefully, this will generate a little contructive conversation
about the central part of the Mythus game, the K/S Area.  I'll start
with Agriculture and go all the way to Yoga.  That'll keep us
talking for a while.  I'll try to keep the replies and maybe post
them later.
 
        Agriculture
        One of the first questions about this K/S Area is if it
should be a Mental K/S Area.  Many cultures saw farming and related
activities as being something more of a relation between land and
man, not something based on fact, but on "feeling."  Furthermore,
should Animal Husbandry be included as a sub-area, as the care of
animals is vastly different from the caring of plants.  Also, should
Viticulture be included as a sub-area or does Crop Farming cover
that.  If Viticulture should be a separate area, what other plants
deserve to be singled out?  Olives?  Papyrus?  Should the extra
sub-area be geographically determined. In other words, if an Albish
Lord wants knowledge of rice-growing, should he have to spend a
sub-area, where a Nipponese peasant would include it under Crop
Farming?
        One of my favorite questions is this: Is there any cultures
better at agriculture than others.  I'm compiling some tables on
which K/S Areas should get similar bonuses as described for
Heka-generating K/S Areas in an appendix in the Epic of AErth book.
Are some cultures better at agriculture than others?
 
        Well, have at it...
 
        Lucifer >:} hurumph!
=========================================================================
Date:         Tue, 5 Oct 1993 10:37:38 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Beastiary
 
John -
 
The only reason I suggested that the Mythus book be re-released and revised
was to attract new players and to boost sales.  Mythic Masters is the best
thing we've got right now, but it isn't widely available.  A guy who doesn't
own a computer (or isn't online here) might have bought the Mythus books in
Idaho, and got frustrated with the game then went to something like Rifts.
He has no way of knowing the Mythic Masters Magazine even exists because it
isn't being distributed to gaming stores, et al.  So we lose a group of
players.  I'm sure this scenario is duplicated throughout the country.
 
Of all the people I've talked to, everyone who has only read the books once
hate the game, but if they've taken the time to go back and re-read it, they
love it, or at least think it is a good game.
 
If GDW were to republish the books and immediately stop printing the older
ones, they're likely to get some more favourable response out of the public.
Just post a little sticker on 'em or put it on the back cover blurb:
Completely compatible with 1st Ed. Mythus!  Streamline rules, revised and
expanded blah blah... etc, etc...
 
See what I mean?  Then GDW would see the marketing & profit potential and
start churning out supplements.  Sure, they can go ahead and publish the
Mythus Bestiary and Ascalon, because they're already finished;  GDW is just
sitting on them for some reason.  They can begin work on the 2nd Ed. right
now and still have those two books to publish.  Unhallowed is nearing
completion, or so I've heard...
 
You see, it isn't Gygax.  It's GDW.  Gygax is a writing machine:  he churns
out more stuff than Ballatine would like to print for one person!  I've heard
a BUNCH of stuff was cut out of the original Mythus books to trim them down
to size.  (I don't see why - look at the GURPS 3rd Ed. book & the Champions
book;  they're both HUGE!).  Anyway, GDW isn't making as much money on Mythus
as they are on TNE & Twilight, so they're putting Mythus on the back burner.
 
 
Now, let's say that guy from Idaho goes back and starts re-reading Mythus
because Rifts just didn't cut it for his group.  He decides, "Hey this isn't
that bad!"  So he goes down to the gaming store and sees that the only books
that are in there are the same ones (not necessarily the SAME copies) that
was there before.  He asks the clerk, "Hey, has anything new come out for
Dangerous Journeys?"  The clerk replies, "Nope, not since December of 1992."
 
How would that sound to you?  The guy thinks, "Man, now THIS is a game
without support!"  Most people fear games without support because plenty of
people don't want to have to create everything on their own.  GDW made too
many mistakes with Mythus.  The format of the books for one, the editing for
another, and the fact that the FIRST and ONLY module released was one of a
VERY advanced nature.   (ie. beginners and small parties just won't make it
through Necropolis without a lot of help)...
 
So, Mythus was kind of doomed before it started...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 5 Oct 1993 10:47:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re-doing the Magick system
 
Well, I think that the Magick system is great, but you can almost SEE where
GDW cut much of it out.  I think when GDW cut stuff out of Mythus, they
foresaw great sales and thus many Companion books & supplements to expand on
what we've got.  I guess it didn't work out that way...
 
Anyway, what I'm doing to Mythus is very small.  For one, concerning Magick,
I've invented a new K/S Area called Battle Magick.  It is basically something
stolen directly from RuneQuest.  It is all Charms & Cantrips useful DURING
combat situations.  (A Cantrip in combat you ask?  Well, I've revised the
combat round, too).  If you've ever played RuneQuest 2nd Ed., you'll know
what kind of magick I'm talking about.  I was scared it might overbalance
play, but it hasn't.  Since I limited Battle Magick, not everyone runs around
with it.  (Certain churchs, soldiering outfits, and mercenary groups teach
Battle Magick).
 
I've revised the combat method based on what I've seen at SCA.  I'm sorry,
but I doubt ANYONE could swing a heavy claymore 3 times in 3 seconds...  Nope
nope nope.  So, I looked at the Optional Spacing of Initiative rules and
expanded upon that.  Instead of a combat round lasting EXACTLY 1 CT, it lasts
ambigiously, based on whoever attacks the slowest.  I've made each initiative
point = 1 second (in theory).  Thus, a practitioner casts his first Charm at
3, it'll go off at 6.  If the last guy doesn't attack until 12, he can get
off some more Charms...  (at a price, that is...)  If you guys are
interested, I'll expand on this combat system.  (For our group, it made
combat a bit more deadlier, and about 100% more fun - it added a tactical
feel to it... at the same time, things like Attack Rate no longer have
meanings, you can attack as many times as you can before the slowest guy
attacks once!  Thus you get more parries too).  It turned out to be a much
more realistic system.
 
Also, right now, I'm going through the process of adding actual material
components to castings, using the herb & mineral lists.   Instead of
REQUIRING something like witch hazel for a particular casting, it relies on
what the material does.  If you can find something that does the same as
Witch Hazel, it works just as fine with that casting.
 
I'm not one for complexity, necessarily, but I am one for depth of
role-playing...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 5 Oct 1993 11:21:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Re-doing the Magick system
 
In message "Re-doing the Magick system", you write:
 
> Anyway, what I'm doing to Mythus is very small.  For one, concerning Magick,
> I've invented a new K/S Area called Battle Magick.  It is basically something
> stolen directly from RuneQuest.  It is all Charms & Cantrips useful DURING
> combat situations.  (A Cantrip in combat you ask?  Well, I've revised the
> combat round, too).  If you've ever played RuneQuest 2nd Ed., you'll know
> what kind of magick I'm talking about.  I was scared it might overbalance
> play, but it hasn't.  Since I limited Battle Magick, not everyone runs around
> with it.  (Certain churchs, soldiering outfits, and mercenary groups teach
> Battle Magick).
 
Care to expand on this ?  It sounds very very interesting.  Unfortunately,
I've never played RuneQuest 2nd so I'm not sure what you've done.
 
E-mail would be fine if you don't want to clutter up the list.
 
> If you guys are
> interested, I'll expand on this combat system.
 
yes, yes please do.  I'm also unhappy with "4 longbow shots" in 3 seconds
or "8 shortbow shots" !!
 
>
> Also, right now, I'm going through the process of adding actual material
> components to castings, using the herb & mineral lists.   Instead of
> REQUIRING something like witch hazel for a particular casting, it relies on
> what the material does.  If you can find something that does the same as
> Witch Hazel, it works just as fine with that casting.
 
Care to post this when you're done ?  A buddy of mine  did some of this for
based on Celtic/Amer-Indian culture that I'll post if he lets me take a look
at it.
 
>
> Randy
> cerebus000@aol.com
>
 
Looks like you've had more time than I to mess with the system.  The only
think we have really played with was the RuneQuest/CoC skill advancement
system over the AP method (I posted a couple articles last week about this).
 
Randy, is MMM really worth the $60 ?  I'm all for supporting Mythus but $60
for a year's subscription ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 5 Oct 1993 10:39:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Re-doing the Magick system
In-Reply-To:  <9310051505.AA19587@cec_userfs>
 
This is how I'm thinking of handling the Magick system:
This system that I'm thinking about depends heavily on the setting I'm
creating.  This is a setting where everyone has learned Magick in school
(like our schools where attendence is manditory).  I decided that while
the K/S's that are presented in Mythus are good for a wide variety of
magicks with different backgrounds, I needed a more organized homogenious
system for my starting HP's.  This is what I came up with.
 
I seperated all magick related K/S's into two categories, Skills and
Knowledges.  The Skills deal with how a casting is made (cast).
Knowledges are the background material needed as a basis for a casting.
Here is my list:
Skills               Knowledges
------------------------------------------
Spell Casting        Earth
Alchemy              Air
Rune-Magick          Fire
Magick-Forging       Water
Focused Magick       Physical
Spell Singing        Mental
Scroll Writing       Spiritual
                     Nether
                     Astral
                     Dark
                     Light
                     Animal
                     Plant
                     etc.
I need to consolidate my list of knowledges (which is too large at present).
I'm also trying to decide how to incorporatethe different types of Magick:
conjuration/summoning, aportation, alteration, divination, protection,
life/death, charm/control.
Anyway the idea is that HP's select a few skills they know how to use and
then they select some knowledges (and types) that their castings will be
based off of.  This way even though the party will all be Magick users,
there will be a variety in their magick.
 
I'm also planning on allowing castings on the fly to de-emphasize the huge
lists of castings (even for PP) that the players usually don't understand.
The problem with Mythus Magick's system is that it's too complicated
(which can be fine and realistic, but it doesn't do what I wanted).  So
I'm thinking about assigning a number to represent the base cost of an on
the fly casting for each level (roughly 3 times the normal base cost).
Then the players can lower that cost by lengthening the time it takes to
cast and by using material components.  I like this idea because it will
be up to the players to come up with ways to lower the Heka costs.  The JM
(me) will have to determine whether the HP has enough STEEP in the
appropriate knowledge to accomplish what they want (maybe a roll for
important things) and also the JM has to determine what grade the proposed
casting is.  It gives the HP's a very wide range of spells (since they can
make one up to fit the circumstances), but I think the increased costs
will keep the game balanced (high grade castings would be too expensive
without lots of time and components).
 
That's my system that I'm going to use.
Of course once the HP's leave their normal surroundings and venture forth
into the "real world" (though not Aerth) they will find that magick isn't
as common and that the people who do know how to use magick are limited to
the normal ways (normal K/S's).
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Tue, 5 Oct 1993 17:19:29 PDT
Reply-To:     johns@netlink.nix.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Stanton <johns@NETLINK.NIX.COM>
Organization: NIX - The Network Information eXchange, San Diego CA
Subject:      MMM status?
 
I sent off for an electronic subscription last week. I was wondering what
number the magazine is on and if anyone has recieved a copy yet.
Thanks,
John
 
--
INTERNET:  johns@netlink.nix.com (John Stanton)
UUCP:   ...!ryptyde!netlink!johns
Network Information eXchange * Public Access in San Diego, CA (619) 453-1115
=========================================================================
Date:         Thu, 7 Oct 1993 11:26:22 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Re-doing the Mag...
 
Wayne almost choked on bread when he wrote:
 
>>Care to expand on this ?  It sounds very very interesting.
>>Unfortunately, I've never played RuneQuest 2nd so I'm not sure >>what
you've done.
>>E-mail would be fine if you don't want to clutter up the list.
 
Nah, I *like* cluttering up the list.
 
Anyway, the way RuneQuest 2 & 3 did Battle Magic (called Spirit Magic in RQ3)
is fairly interesting.  I liked Perrin's idea of resisting from the same pool
you cast from, thus making mages think twice before hurling off a volley of
fireballs.  At the same time, there weren't any fireballs so it didn't
matter.
 
Battle Magick for Mythus concerns itself mainly with what a fighter needs in
the midst of combat.  It requires a few things, though.  It requires being
attuned to the "Tabulature" of a weapon, so it can be used as a focus
(materia:  wand-substitute) for the casting of cantrips, etc.
 
Some of the castings one might find in the Battle Magick listing is the same
as was in RuneQuest 2 (and perhaps 3):  Dullblade Charm, Bladesharp Charm,
Countermagick Cantrip, Fantacism Cantrip, Fireblade Cantrip, Invisibility
Cantrip, Healing Charm, Firearrow Charm, etc, etc...
 
They're divided into Grades almost as per the chart in RuneQuest 2, based on
the number of points it takes to activate in THAT game.  Also, I've added
about 30 or so other CT-helpful castings to the list, for sneaking around,
enhanced ambushing, basically things a fighter would need.  The K/S is called
Battle Magick, and it is a Physical K/S, that is modified by (PMCap + PNCap)
x 0.5.
 
After I get through with the entire write up, I'll see if I can't upload it
to the list once I get my education account.  Right now I'm typing this
through AmericaOnline which can't transfer files thru Internet...
 
>>yes, yes please do.  I'm also unhappy with "4 longbow shots" in 3 >>seconds
or "8 shortbow shots" !!
 
This one's a lot easier.  I invented a new term (hooray!) called the Combat
Round (pretty original, eh?).  Well, unlike the CT-based combat, the CR has
no theoretical limit.   It lasts as long as it needs to last.  Everything
else is pretty much the same, as written under Optional Spacing of Initiative
in your Mythus book.  But, I've allowed for more realistic spacing.  It isn't
fair, again, that a fast guy with a dagger can only swing as fast as a slow
guy with a claymore.  So, instead of a standardized 10 point spread, I've
opted for your speed factor with that weapon, modified by your PMSpd (or
PNSpd)...  That helps for realism.
 
Also, I've allowed for casters to lob more than one casting in a round.  It
takes skill and practice though.  Normally there's a mandatory 10 "second"
pause between each casting whilst the practitioner re-aligns/attunes himself
to his Heka.  If the caster wants to forego this, he can attempt to just lob
one Charm after the next.  Each successive casting is at one DR harder than
the previous.  The total number of castings you can manage per round is
governed by the "Extreme" DR;  when a casting reaches a DR of "Extreme" no
further castings are possible that round, without the 10 second wait...
Also, each successive casting requires a multiplier of Heka based on its
posistion in line.  Thus, if you're casting nothing but Grade I Charms, the
first will cost you 20, the second 40, the third 60, the fourth 80, etc,
etc...
 
Also, I follow the exact casting times.  Charms take 1 CT or 3 seconds.
Thus, in a CR, you cast a Charm at initiative 5, and it'll go off at 8.  At
18 you can begin another, if possible, or you can forget re-attunement, and
try to get the next one off at 11 at one DR harder and twice the Heka...
 
It seems to work real well.  If there happens to be a slow guy in the melee,
that's great.  If you get your initiative at -12, and this guy doesn't attack
until 20, then you might have time to throw a Spell in combat!  (Cantrips
take 15 seconds, Spells take 30).
 
Oh yeah, and a special ruling on Eyebites:  works almost like the rest.
There's the normal 10 second re-attunement, but it can be foregone, but
there's always a 2 second space between Eyebites, regardless of skill.  So,
you can Eyebite on 5, 7, 9, 11, etc, etc...
 
RE:  Casting Components
 
I haven't actually begun work on this one yet.  Check pages 6-7 of Mythus
Magick to see where I'm going from though...
 
>>Randy, is MMM really worth the $60 ?  I'm all for supporting >>Mythus but
$60 for a year's subscription ?
 
Yeah.  I haven't subscribed yet, but I just started working at a comic/gaming
store (again!), so I'll be able to.  The MMM preview that was uploaded to the
list and to AOL was just incredible.  More stuff in there per issue than can
be expected in three years of Journeys!
 
Have fun...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Thu, 7 Oct 1993 13:09:18 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Jiles Mccoy <JMCCOY@ASNTSU.ASN.NET>
 
Hey,
     Have any of you ever heard of or played Duelmasters? Also, have any of
you ever heard of a list dedicated to Duelmasters?
 
                                                 ----   Sir Jiles
                                             -----  jmccoy@asntsu.asn.net
=========================================================================
Date:         Fri, 8 Oct 1993 10:04:52 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
 
Sir Jiles cluttered up the list by saying:
 
>>Have any of you ever heard of or played Duelmasters? Also, have >>any of
you ever heard of a list dedicated to Duelmasters?
 
I've never heard of Duelmasters, unless that's the new game coming out by
Crunchy Frog (I think).  Oh well, nope.  Never heard of it.  Not here.  This
is Mythus.  Nope.
 
Cerebus
=========================================================================
Date:         Sun, 10 Oct 1993 15:16:47 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Opinions on monster wanted
 
Well, that's not exactly the best choice for a subject line, but hey.
It works.  Sort of.  And even sort of says what I want it to say :-)
 
I am a JM (as you old-timers know), but so far I've only run Mythus
Prime.  As something of a kick-off, we are playing in Darokin, in the
Known World, and the party will be travelling through the Malpheggi
Swamps.  While there, I wanted to run them into some Lizard Men (although
I won't be calling them by name ;-) ), something that would be moderately
challenging but not slaughter the party.
 
The party will consist of around 5 HP's, all freshly rolled, including
a Poet/Musician (Spellsinger), an Alchemist, a Cavalier (or two), and
a priestcraefter of some sort.  They won't be real high on weapon
power, but unusually powerful magickally (given the setting).
 
Not having run Advanced Mythus before, I dunno how the numbers balance
out, and the last time I just winged it, I slaughtered the party with
what seemed to be really low-powered bandits.  So, I am seeking the
advice of the JM's who have run more and perhaps have a better feel for
what is balanced in the Advanced rules:
 
Here are the stats I came up with while bored in a CS class:
 
Lizard Men:
 
physical description: very powerful humanoids w/scaly, dark green skin,
reptilian eyes, and lizard-like heads
 
M = 39               P = 50               S = 50
MM  24               PM  50               SM  25
MMCap 8              PMCap 20             SMCap 10
MMPow 8              PMPow 15             SMPow 10
MMSpd 8              PMSpd 15             SMSpd  5
MR  15               PN  50               SP  25
MRCap 5              PNCap 20             SPCap 10
MRPow 5              PNPow 15             SPPow 10
MRSpd 5              PNSpd 15             SPSpd  5
 
K/S Areas:
Stealth (Ambush)
Combat, Hand Weapons  20 + (PMSpd + PNSpd) x 0.5 = 35 (40 for leader)
 
I notice I made a typo under Physical trait -- it should be 100 not 50
(I can't go up lines in this lousy editor).
 
Do you think 8 of these would impress such a party with the need for
cooperation and planning?  Might it possibly be too much, and only use
6?
 
Thanks for your time!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 10 Oct 1993 15:07:33 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Mythus: Opinions on monster wanted
In-Reply-To:  <9310101914.AA07696@cec_userfs>
 
I haven't played enough to really tell how tough those monsters would be,
but a good compromise type strategy would be to throw the smaller number
at the party and if that is not challenging enough for them bring in some
"reinforcements".  That way you can more easily control the difficulty of
the encounter (by determining how many reinforcements to bring in).  I
think it's easier to underestimate and add monsters than to overestimate
and try and figure out a way of believably decrease the number of monsters
(so you don't destroy the entire party unintentionally).
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 10 Oct 1993 15:11:20 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Monsters
 
Speaking of monsters...
I have been thinking of what sort of monsters to add to my campaign world.
I've decided to create a sort of generic "goblin" type creature except
make them rather resistant to magic.
But while I was brainstorming I came upon the realization that D&D
Mind-Flayers would make very interesting (though dangerous) monsters in
Mythus.  They would have various powers to allow them to combat victims
mentally and since this is their main form of attack it would make sense
for their attacks to be better than the regular castings, either by making
their powers act quicker (link and damage in same CT) or by allowing them
to make link easier.  It almost seems like mental combat was made with
creatures like this in mind...
 
Just and interesting thought.
What other interesting creatures have you guys thought of?
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 10 Oct 1993 20:20:59 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      More Monsters
 
I haven't done much in terms of "monsters" for Mythus, primarily because
I like watching the players deal with the clashings of cultures and beliefs,
so, outside of the Lizard Men presented earlier (which have their own
culture, even if it is rather primitive), I haven't done much with
monsters.
 
On the other hand, I *have* done a lot of thinking about the magick system,
which should probably be tailored a little (at least in terms of the
castings available) to each culture.
 
What about some sort of Heka-seeking or Heka-devouring monster?  Something
like the old thought eater of D&D fame?  A Full Practitioner might have his
hands full, so to speak, dealing with the excessive drain on his Heka.....
 
Or a Heka reflector, completely immune to Heka effects, and reflecting them
back on the caster.....  :-)  Or put this into an isolated human culture,
and see how they deal with Heka-users, 'cause they wouldn't believe that
magic could occur, 'cause they've never seen it used effectively :-)
 
Hmmmmm...... something could be worked up around *that* one.....
 
Oh, and for all you who want a little help delving into the realm of the
Phaeree, may I suggest that you lay your hands on a copy of PC1
Tall Tales of the Wee Folk, which concentrates on the faerie of D&D?
Although all the details are not perfectly translateable, they can be
used or helpful until a Phaeree Bestiary finally is available.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 10 Oct 1993 21:02:16 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Panthieries and Deity-specific Castings
 
Has anyone done much development on the Castings specific to any particular
deity?  It is mentioned at least once in the Mythus book, and there are hints
that each priesthood would have internal Castings.  Does anyone have any
such Castings already developped?
 
Also, I know that in Mythic Masters they are doing a list of the deities,
are they tacking on the Castings?  What are the plans for the panthieries
(those of you "in the know" ;-) )?
 
I just don't want to do a lot of re-creating  if the stuff already exists
out there.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 11 Oct 1993 11:58:44 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: Opinions on ...
 
Mike;
 
I had the same problem, wondering about power levels for monsters, and I've
finally figured it out.  Treat 'em like they were HPs.  Consider that an
average long sword can deliver up to 24 x 4 points of damage in one strike.
You can make monsters that are easy to kill but deliver a lot of damage (ie.
Physical TRAIT of 75, but a BAC of 60 or so).
 
Anyway, for beginning characters, I wouldn't give your Lizard Men any more
than a BAC of around 30-40.  That's still a really good chance to hit.  The
Physical TRAIT is right though.  90-100 is always a good number.  Make the
equivalent to the party.  If most of the party has Physical TRAITS of 90-100,
then so should your monsters.  That way, you can throw an equal amount + 1 or
2 against the HPs.  That should be quite even.
 
But, for fun, give one of the Lizard Men some kind of funky quirk.  In one
game, there were a number of koldrins (unique monster to my world), and one
of them reeked of coffee grounds and rotting meat, but was almost impossible
to kill.  The little bugger was wearing a pair of shiny golden bracelets that
gave him an overall armour protection of factored 40 (40 on U, 30 on S, 20 on
V, 10 on NV) on EVERYTHING with no SF penalty.  Since koldrins are extremely
agile, this one had a really hefty dodging ability, too.  After the other
koldrins were dead, this was still dancing around, attacking and damaging.
 
The party ran!  It chased 'em.  It ran fast because of its agility.  This
went on for about three gaming sessions.  The HPs think they've gotten away,
then suddenly they start smelling coffee grounds when they're in a tavern,
etc.  They finally killed it, and when it died, the smells went away.  They
tried to remove the bracelets but couldn't.  They cast detection dweomers and
finally figured out what it did (the armour protection, but *not* the smelly
counterquirk).  In trying to get them off, they broke one of the bracelets,
ruining the both.  (I did that - I didn't want one of the HPs running around
smelling like coffee grounds and rotting meat...)  <grin>
 
Oh well, enough babbling for me.  If you're in the midst of combat, and these
Lizard guys seem to be winning too easily, just adjust their scores.  Lower
the BAC or Physical TRAIT, whatever.  It doesn't have to make sense with the
rules.  If you want your guys to have a low BAC and/or initiative, don't
worry about the ATTRIBUTE modifications from the book.  Do what ya want!
 
Hope this helped...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:04:46 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Monsters
 
Heh.  I love creating monsters.  (BTW, all the monster names mentioned in
this text are copyrighted actually!  My world might be published one day, so
I took the pains to have this stuff bonded to my name!)
 
Anyway, I knew I'd need typical monsters, so there's the Dinchlings (cross a
ptyreodactyl with a very small elephant - some with wings, some without;
they're not too intelligent until it comes to combat, very tactical).
 
There's the koldrins;  these guys are goblin-equivalents, basically.  Stupid,
easy to bully around, fun in combat.
 
Khaydruns aren't really monsters to fight, they're more like wild animals.
They're like small winged furry "dragons" ridden by the warriors of
Lishangra.  Like cats, they're either wild or tamed.
 
Speaking of cats, the royalty of Namathnamera love to death the catiris,
which is like an intelligent monkey-cat.
 
And undead?  I love creating undead.  The Embryotic Death is a VERY nasty
monster that has yet to be playtested.  In theory it is nasty.  It is covered
with a thick "armour" of slime that, upon a successful vital strike,
transfers some of itself to the opponent.  It causes anyone to lose much
agility, halfing STEEPs, etc, etc, as if dazed!  The slime is very flammable.
 The Death is immune to fire, so many times it will try to light itself on
fire to damage opponents.
 
Then there's Detetherers and other nasty unliving creatures.
 
Monsters are just too fun!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:09:34 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: More Monsters
 
Well, I avoid Aerth & Phaeree.  I run my own world.
 
Back to Mind Flayers & Heka-eaters, I think they'd work great in Mythus.  Use
the Psychogenics out of the back of Mythus Magick.   There'd be some really
great powers for Mind Flayers and others of their ilk.  I have a Heka-eater,
which looks like a big tiger that just walked through a huge wall of sweet
and sour sauce.  It is called a Taghra, and it drains Heka *naturally!*
without concentrating on it.  Taghras are NASTY creatures, but many emperors
of the south keep one near the throne to protect themselves.  Anyone within 1
chain of the thing loses 50% of their Heka per BT!  They aren't very potent
in combat.  They have minimal attack ability which delivers HEAVY damage.
They have a high Physical TRAIT but they've got near-to-zero armour.
 
I haven't thought about many AD&D monsters yet though.  I've got the old
Monster Manuals I & II and the Fiend Folio, and I've planned to do
conversions as soon as I run out of monster ideas...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:12:52 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Panthieries and Deit...
 
Mike;
 
If you're expecting any publications from GDW soon, you might as well forget
it!  I suggest for all JMs to go ahead and develop their own ideas, because
GDW has admitted that they're going to be very slow with releasing Mythus
stuff.  They're going to concentrate more on TNE.  (This is because TNE sells
better, and it does use GDW's House System, too.)
 
I've come up with a very involved religious tone for my world, and each diety
gives certain castings based on his major influence on the world.  I used
RuneQuest 2nd Ed. as an inspiration on how to deal with religions and
specific castings for dieties...
 
I haven't actually developed any actual castings to go with the religions
yet, but I've got plans for it!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 12 Oct 1993 17:56:01 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Some Nordic Thoughts
 
Greetings!  Having put pen to paper (or fingers to keyboard, as the case may
be), I propose a pair of Specific Castings to be used by Priests of Thor.
Thor (Donner, Donar) is, roughly, the Norse god of thunder and battle.  Feel
free to tailor these two to any other deity that may be appropriate.  I have
"adapted" them from GAZ7 - The Northern Reaches, where they are special spells
for use by Clerics of Thor.  Note that the first one can also be cast by
priests of Odin (Wotan).
 
Grade II:
BERSERK
Time: 10 CT's                   Other Heka Costs:
Area: 1 subject                     R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Affects one HP touched, or self.  The subject gains one additional
attack per CT for 10 CT's.  Then the spell ends, the subject is exhausted for
3 BT's.  (I don't recall rules for exhaustion in Mythus, so I would use the
following: attackers gain an effective +10 to their FAC for the duration, and
the subject is unable to parry or use a shield to parry, movement halved -- if
there are rules, please enlighten me!)  Penalties for a berserk-exhausted
subject are temporarily deferred by use of another berserk spell, but each use
causes a full 3 BT's of exhaustion.
 
FIST OF THOR
Time: 2 CT's per 10 STEEP       Other Heka Costs:
Area: 1 weapon                      R&D: Nil
Distance: Touch                     Other: 10:1 further BAC enhancement
E/F/M: This Casting allows the Priest to add a +5 to the BAC of the wielder
of a weapon (this includes a fist), or a +20 if it is a war hammer (a weapon
sacred to Thor).  Consider the weapon to also cause an addition die of damage
of the appropriate type.  For the duration of the spell, the weapon (or fist)
will glow with an eerie light.
 
To be continued with some (original!) thoughts for a couple of old stand-bys,
the Greco-Roman pantheon!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Mythus Rules!  Now, if they would stop changing the contents with each
printing.....
=========================================================================
Date:         Tue, 12 Oct 1993 17:58:54 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Textual changes in Mythus?
 
I purchased a Mythus book around last February, and recently, my gaming
group purchased an additional four such books (so we could get a discount
from the gaming store).
 
Recently, as I breezed off one of my JM's rulings, stating that since they
were in a low-magic area they started with the spells per K/S that were
listed in Mythus, I got a strange look.  Turns out that Alchemical Castings
are included in my printing, and they are NOT included in the newer printing.
On the other hand, a couple additional Castings are added.  I intend to
catalog these differences to the best of my ability, but I was wondering
if anyone else had already noticed such changes?
 
And no, they haven't cut Mythus Prime out of the book yet.....
 
Just a wondering Mythus JM,
 
    Mike Phillips
    msphil@birds.wm.edu
 
BTW, thanks for the thoughts on the Lizard Men :-)
=========================================================================
Date:         Tue, 12 Oct 1993 17:02:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Textual changes in Mythus?
In-Reply-To:  <9310122157.AA00313@cec_userfs.wustl.edu>
 
I didn't know there was more than one version out there.
What is this new version (with changed spell lists).
 
By the way if you want the full lists you should get Mythus Magick.
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Tue, 12 Oct 1993 19:08:55 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Textual changes in Mythus?
 
<grin> I have Mythus Magick.  I was just surprised that the Castings
included in Mythus (later printings) were different from those in
Mythus (earlier printings).  More specifically, the entire Alchemy
set of Castings vaporized (which is doubly interesting, as there is
a duplication in the older version of Decryption as both Grade II and III,
when it is clearly Grade III), Protection from Fire, Alchindus' Sigil, and
Protection from Curses were added to the Apotropaism lists.
 
I will be making a more in-depth study as time permits.  The reason it
was relevant to me is that I use the Mythus book as the base castings
given to each HP created in a non-magick-intensive area.  That way, I
don't have to create lots of new Castings to keep them happy (they just
keep stumbling across already existing ones), and they have a lot less
book-keeping to do.  And until they are dedicated Heka-users, they
don't have to even get Mythus Magick!  (both me and the Alchemist's
player are that dedicated now)
 
Gotta run, I'm running a variant on the Sceptre of Amun-Ra from Journeys
#4.....
 
One last post forthcoming before I vanish.....
 
    Mike Phillips
    msphil@birds.wm.edu
 
I'll let y'all know how it goes sometime tomorrow!
=========================================================================
Date:         Tue, 12 Oct 1993 19:11:45 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: some Castings from the Priests of Bacchus
 
Time to set pen to page again, and suggest a couple of additional Castings
specific to worshipping a particular deity.  Today, we're going to cover
Bacchus (known to Greeks as Dionysus).
 
Priests of Bacchus are given to drunkenness and revelry, and their services
(which are more festival-like than anything) are hedonistic examples of self-
indulgence, intensified examples of the wisdom and madness that drunkenness
imbues the drinker with.
 
Note: Priests of Bacchus are required to take Agriculture (Viticulture), as
well as any other appropriate wine-making, wine-tasting K/S Areas in the
campaign.
 
Grade I:
ENHANCE INTOXICATION CHARM
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest of Bacchus to enhance the effects of an
intoxicant already in a subject's bloodstream.  In other words, if the victim
had been tasting wine and was slightly tipsy, he is now roaring drunk.  If
roaring drunk, he is now even more so, only just this side of stupor.  This
Casting will never cause someone to fall into a coma, although its effect is
generally to increase by 50% the current level of intoxication.  Note that the
victim must already be slightly intoxicated.
    This Casting is often used at festivals celebrating wine-making in order
to ensure that the celebrants are getting maximum useage out of their
drinking.
 
SPIKE BEVERAGE CHARM
Time: Permanent                 Other Heka Costs:
Area: One drink                     R&D: Nil
Distance: 1' per 10 STEEP           Other: Nil
E/F/M: This Casting will cause a beverage the size of an average drink to go
from being non-alcoholic to highly-alcoholic, with minimal commensurate change
in the taste of the beverage.  Note that this will not work on an alcoholic
beverage, and the priest does not need to touch the beverage.  Consider the
effects to be as if someone replaced a quarter of the beverage with a 25 to 50
proof beverage.  Note that someone taking special note of their drink will
probably notice, but if they aren't specifically taking note, it will not be
noticed.  This will only work on a single glass or mug full.
 
Grade II:
RESIST INTOXICATION CANTRIP
Time: 1 BT per STEEP            Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 10 : 1 additional BT's
E/F/M: This Casting allows the priest to resist intoxicating effects from
drinking by dividing the effective amount of alcohol entering his bloodstream
by ten.  Note that this can be a dangerous Casting, as only a portion of the
blocked alcohol is dissipated by the Casting.  Upon the expiration of the
Casting, the current alcohol level in the bloodstream is doubled.
 
SPIKE DRINK CANTRIP
Time: Permanent                 Other Heka Costs:
Area: One bucketfull per 10 STEEP   R&D: Nil
Distance: 1' per 10 STEEP           Other: Nil
E/F/M: This Casting is identical to SPIKE BEVERAGE (above), except that it
works on larger quantities (such as a punch bowl).
 
Grade III:
FEAST OF BACCHUS FORMULA
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One specially blessed set of eating utensils/plate/
    glass worth a total of 1,000 BUCs
E/F/M: This Casting causes the creation of a hedonist's dream meal, although
the meal is heavily laced with alcohol.  It is intended as a sumptuous yet
non-fattening and non-nutritionally unhealthy meal.  This Casting may not be
called down more than once per week, and the consumer will end up heavily
drunk (regardless of any resistance to intoxication) at the end.
 
Grade V:
FESTIVAL OF BACCHUS RITUAL Time: Permanent                 Other Heka Costs:
Area: 1 person per 10 STEEP         R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One specially blessed dining set, with one full layout
    per diner, at 1,000 BUCs per diner
E/F/M: This Casting, which requires a full hour of meditation and prayer, will
cause a sumptuous and delicious, if alcohol-laden feast to be laid out for a
number of persons to not exceed 1 per 10 STEEP possessed by the caster.  Each
meal will resemble a Feast of Bacchus (q.v.), and it is intended to incite
revelry and great enjoyment of a wonderful meal.  If the setting is
particularly apropos, then the meal will be accompanied by light and enjoyable
dance music and punctuated by the occasional, bodiless drinking song.
 
Hope these help out with your campaigns!  Comments are of course welcome.
Also, I noticed while working on these that I left the types of Castings off
of the previous posting:
                Berserk is a Charm
                Fist of Thor is a Cantrip
 
    Mike Phillips
    msphil@birds.wm.edu
 
Next up: a couple more from the Greco-Roman pantheon!
=========================================================================
Date:         Tue, 12 Oct 1993 20:36:03 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      FTP site!!!!!
 
I don't remember if this was ever posted or not, but in a kinda
off-the-wall attempt to see if there was a mythus site via archie,
I discovered:
 
sunbane.engrg.uwo.ca
/pub/mythus
 
in which there is a mythus.faq, and some other early list-generated works!
 
(If anyone knows who to contact about putting stuff on it, I would be more
 than happy to consolidate some of my stuff into a couple of text files and
 put them there!)
 
     Mike Phillips
     msphil@birds.wm.edu
=========================================================================
Date:         Tue, 12 Oct 1993 20:31:19 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: FTP site!!!!!
In-Reply-To:  "Mike \"Kurgan\" Phillips" <msphil@birds.wm.edu> "FTP site!!!!!"
              (Oct 12,  8:36pm)
 
According to the README file from that site:
 
"any problems/suggestions email to ftp-owner@engrg.uwo.ca"
 
BTW, it looks like a very interesting site.
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Wed, 13 Oct 1993 16:51:11 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus-l: Huntresses of Diana
 
The scribe sets pen to page for the third time, working on the priesthood
of Diana, known to Greeks as Artemis.  Yes, I know I just over-simplified,
there were other oddities associated with the "conversion" from one pantheon
to the other (not to mention overlap with other deities, including Selene).
She started as a goddess of childbirth, and then came to be associated
with the moon, and then hunting.  I think that was the right order.....
 
Anyhow, most of the historical details would be lost by this point in the
campaign anyways, so we shall simply assign her the traditional portfolio
of archery and hunting (especially nocturnal), the moon, childbirth, and
defenseless animals (this is speculated to derive from the childbirth
aspect).  She is virginal, and so must be her priestesses.
 
Priestess of Diana are often known as "Huntresses", for that is one of
their duties, and occasionally they are also known as "Archers".  In
certain circumstances, they are used instead of, or in addition to,
normal Midwives, as they are closely associated with childbirth and the
protection of small children, despite their chaste state.
 
Grade I:
ANIMALTRACK FORMULA
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting imbues the subject touched with the capability to
track perfectly a single animal, whose spoor must already have been
tracked.  It is typically used in conjunction with hunting, but like all
such capabilities, Diana will not allow this to be over-used, nor will
her Huntresses *ever* use this or any other hunting skill for sport.  They
hunt only for food and natural selection as needed.
 
EASE BIRTH PANG CANTRIP
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will dull any pain associated with childbirth for
the duration, making what is typically described as searing pain into
a fairly dull, low-grade pain.  Basically, though imperfect relief,
compared to what was experienced before, this is certainly one Casting
in great demand by expectant mothers!
 
Grade II:
EASE BIRTH CHARM
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting assists the mother going through childbirth by helping
the natural processes along and encouraging that little bit extra that can
make everything easier on the mother.  When combined with the Ease Pain
Casting (q.v.), it makes childbirth considerably more painless than it
was before the development of these Castings.
 
SUREFLIGHT ARROW EYEBITE
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: 1 arrow                       R&D: Nil
Distance: Touch                     Other: 10:1 additional arrow
E/F/M: This Casting allows the priest to specially bless arrows so that
they are more certain to strike the target (resulting in a bonus of 10 to
the BAC).  Note that one additional arrow can be so blessed for every
10 additional Heka points spent, to a maximum of 1 arrow per 10 STEEP
possessed.  These arrows lose their blessing automatically if they are
being used for a purpose against the tenets of Diana, and they will, in
fact, be cursed instead of blessed if so mis-used (the Priestess placing
the Casting on the arrows may be taken to task as well!).
 
Grade III:
NURTURE ANIMAL RITUAL
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting causes an animal, typically an abandoned animal, to
automatically receive one day's nourishment per 10 STEEP of the Priestess.
Note that this will work only on smaller animals, the children of such
great beasts as elephants may require multiple such Castings for similar
yield.
 
Grade IV:
SURETARGET ARROW CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One arrow                     R&D: Nil
Distance: Touch                     Other: 20:1 additional arrow
E/F/M: This Casting, a more powerful version of Sureflight (q.v.), grants
a similar bonus, although it is a bonus of 25 to the BAC, and the first such
arrow will automatically strike home if it is used in special service to
Diana.  One additional arrow can be so blessed for every 20 additional Heka
expended, to a maximum of one arrow per 10 STEEP possessed.
 
VACCINATION SHIELD RITUAL
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is another reason why the Priestesses of Diana are in
fairly high demand as midwives (in addition to other duties), for this
will protect a small child, typically an infant, against certain child-
hood diseases.  More specifically, it will lay a low-level resistance to
these diseases on the child, meaning that if or when such diseases strike,
their impact will be lessened (so that what might be a fatal outbreak of
smallpox, for instance, will result in merely a moderate to bad case).  It
is intended to build an initial resistance to these diseases, without
causing complete immunity.  A Special Failure of this could be disastrous
for the child receiving the Casting, though, for that means one of the
"vaccinations" got out of control and the child is now infected by one
of these diseases!
 
Grade V:
NOCTURNAL TRACKING FORMULA
Time: 6 AT's per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the Priestess to track at night as if it were
the brightest of days (although this vision is useful only for tracking),
and, in addition, brings the other senses to a preternatural state,
allowing the sense of smell, touch, hearing, and taste to be heightened
such that they also can be used for tracking.  If following a blood trail,
for instance, the recipient will be able to smell the blood on the air
and follow it.
    This Casting only works on clear nights, under the moon.
 
Hope these continue to be of use to you, and comments are, of course,
welcome!
 
    Mike Phillips
    msphil@birds.wm.edu
 
 
(Requests for particular deities will also be honored.
 Up next: Venus and Mars)
=========================================================================
Date:         Wed, 13 Oct 1993 21:24:09 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Venus
 
It's time for Yet Another Installment of the Massive Specific Castings
list.  First, an error: the Sureflight Arrow Eyebite should be a Charm
instead of an Eyebite.  Thanks to john@crete.ucdavis.edu for pointing out
to me that really only Witchcraefters use Eyebites!  After a quick paging
through Mythus Magick, I discovered that there is quite a bit yet to
learn.  Thanks!
 
This time, we turn to the priestesses of Venus, the goddess of love and
beauty.  In Greece, she was called Aphrodite, and in both cases she
embodied True Love and Beauty in all its forms.  The following sample of
Specific Castings from her Priestesses amplifies upon this.
 
By the way, her priestesses (and occasional priests) are under no
compunction whatsoever to be chaste, although they are required to be
fairly attractive.  After a certain amount of flirting, they will often
settle down with someone they believe to be their One True Love, to whom
they will be faithful unless a stronger True Love comes along.  One could
get quite cynical about this, but the priestesses generally don't, nor do
Venus' worshippers, as they understand that Love can occasionally be
fickle.  Priests and Priestesses would have a predilection against
violent combat, although they could certainly defend themselves if
necessary.
 
I would like to point out that a couple of the following are simply there
to assist the priestesses and priests in maintaining an impeccable
appearance before their congregations, and the rest are to assist in the
Quest for Love.
 
Grade I:
COIFFURE ASSURANCE SPELL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, the priest or priestess ensures that
his or her hairstyling will stand up under rigorous conditions (such as a
breeze, or sweating, or whatever).  Consider it to be a strong form of
the modern hairspray, although it does not leave any sort of gooey mess
in the hair afterwards.
 
DETECT TRUELOVE CHARM
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will cause a quick evaluation of another persona by
the priest or priestess.  All that will be returned is a feeling that
either no, this person would be an unsuitable match, with no hope for a
relationship, yes, this person seems to be a great match, possibly even a
truelove, or maybe, this person could mean something but doesn't seem to
fall into either of the previous categories.  All that is felt is a brief
"yes, no, maybe" feeling, although sometimes strength comes into it.  It
is most often used by priests and priestesses when evaluating potential
lovers, as they place a great deal of emphasis on the internal feelings
as well as the stimulations.
 
PERFECT MAKEUP FORMULA
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will automatically straighten up any smudges in the
makeup or other cosmetics currently being worn (this will even fix any
sort of misdying of hair, especially if a section was missed).  However,
it has no protection against future disasters, and it will not provide
cosmetics where none already exist.
 
Grade II:
ENHANCE ATTRACTIVENESS FORMULA
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: See below
E/F/M: This Casting will cause the subject's Attractiveness to be
temporarily boosted.  The cost, in Heka, in addition to the base
activation, is five times the resultant Attractiveness.  It cannot be
raised more than one point per 10 STEEP, and in no way will it ever raise
Attractiveness beyond 18.  Such raises can only be done by means of a
special ritual.
 
DETECT LOVE CANTRIP
Time: One AT per 10 STEEP       Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: Nil
E/F/M: Once woven, this Casting allows the priest or priestess to
actually look into a metaphysical plane and "see" the love flowing
between two or more people.  It is often useful when interrogating
lovers, to make certain that neither is lying to the other before a
marriage is agreed upon.  This is often performed at the request of
wealthy individuals seeking to know if their own feelings are returned.
 
Grade III:
ENCOURAGE LOVING SPELL
Time: 5 AT's per 10 STEEP       Other Heka Costs:
Area: One small room                R&D: Nil
Distance: Special                   Other: Nil
E/F/M: This Casting causes an otherwise mildy romantic setting (such as a
small chamber, or an intimate dining room) to incite greater passions
than would normally be caused.  It is not as strong as any "forced" love,
nor will it encourage love to exist where none is, but it will basically
encourage natural feelings already present.  It is sometimes used by a
priest or priestess who has accidentally offended their lover, to
reignite the old feelings.  The environment does need to be tailored to
the individual or individuals to be so influenced, although it does not
need to be obviously so.  For instance, if a couple had a serious
disagreement, and this was to be the remedy, then some already
sentimental occurance would be subconsciously recreated from a few props.
Perhaps they had enjoyed a candlelit dinner, with a musician playing in
the background, so with candles and a harp standing in the corner, they
can be turned from their anger and disappointment back unto the love that
they already share.
 
IMPROVE FIGURE RITUAL
Time: Permanent                 Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: 5:1 per pound
E/F/M: This Casting is rarely used, as it takes some time to perform (a
number of AT's equivalent to the number of pounds to be shed), and a
special bath that has already been consecrated to Venus.  In addition, as
it can only be used for or by a priest or priestess of Venus, and they
rarely let themselves become unattractively overweight, it is not in
great demand.  The effect is that a number of pounds will be removed from
the body, never in such a way as to damage attractiveness, at a cost of 5
Heka and 1 AT per pound.  Once completed, the bath water must be tossed
somewhere (such as over flowers), where the stuff that has been shed into
it can be used to further beauty, or else the pounds will be returned by
a rather displeased Venus.
 
Grade IV:
LOVEBIND RITUAL
Time: Permanent                 Other Heka Costs:
Area: One couple                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Priests and priestesses of Venus are often called upon to bless
both marriages and betrothals in such a manner as to encourage the love
of the couple, and they do so by means of this Casting.  The effect is
permanent, and it is nothing more than a subtle dweomer that will
"monitor" the ratio of love to problems between the couple, and if enough
obstacles to the continuance of the love seem to arise, then this will
cause subtle "reminders" to the couple of their one-time great love to
occur (such as all of a sudden, if the moon played a great role in their
early relationship, it appears even more beautiful and romantic than
normal, maybe reminding them).  Outside of encouraging relationships to
continue if the love is still there, it has no other effect.  Most
marriages feel stronger to the couple, however, if they have been so
blessed.
 
Grade V:
IMPROVE ATTRACTIVENESS RITUAL
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One golden tub, worth at least 80,000 BUCs, made
    in the image of a shell, to be filled with 20,000 BUCs worth of
    exotic and rare waters, bath oils, and other skin lotions
E/F/M: This Casting re-enacts the birth of Venus, and it will cause the
subject's Attractiveness to be raised by 1, permanently.  This ritual may
never be performed more than once on any given recipient.
    The Ritual itself takes a full night to perform, as it begins at dusk
with the recipient shedding his or her clothing and accoutrements before
entering the warm and foaming bath, to be carefully ministered to by a
bath attendant or three (often acolytes in a Temple to Venus), and raised
from the frothing water at sunrise, more attractive than before.
    This is never performed for any amount of money, it is always a gift
to oneself or to someone who has performed especially well in the service
of Venus.
 
Thus ends another rather lengthy post.  I hope I'm not flooding anyone's
mailbox, but I felt that since I was on a roll I would continue to toss
things out for the list's enjoyment.....
 
    Mike Phillips
    msphil@birds.wm.edu
 
Up next: Mars, and then on to the Big Three: Jupiter, Pluto, and Neptune.
=========================================================================
Date:         Wed, 13 Oct 1993 21:55:44 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: mythus-l: Venus
In-Reply-To:  <9310140126.AA29176@cabell.vcu.edu>; from "Mike \"Kurgan\"
              Phillips" at Oct 13, 93 9:24 pm
 
Mike, please, keep it up!!!!  I love the stuff you're doing...its
almost got me ready to do some stuff for AEgyptians...
 
Lucifer >:} butdon'tholdyerbreath...
=========================================================================
Date:         Thu, 14 Oct 1993 09:43:33 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: mythus-l: Venus
 
Mike;
 
Yeah, keep up the great work.  We need more people like you whom are really
willing to put forth an effort to remind that Mythus is a great game.
 
Re:  Differing Rulebooks?
I'm gonna have to check that out at work today...  Didn't realize that.  I
have 2 of each book (M & MM), but they're all pretty old editions.  I know
that GDW was supposed to fix the Heka Chart because that one's messed up
pretty bad, but nixing and fixing spell lists?  Didn't know!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Thu, 14 Oct 1993 10:50:58 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: The Warriors and Myrmidons of Mars
 
And now, the Master of Warfare and Combat, heeeeeere's Mars!  Known to
the Greeks as Ares, he was excellent at hand-to-hand combat, and his
preferred weapon was the spear (some people theorize that he was the
epitome of maleness, and thus uses the spear).
 
Many of these castings rely heavily on the JM's judgement of what
personas are devout followers, and what battles are heroic.  If the
players are in disagreement, hear their arguments, they may consider this
a significant battle in need of these blessings, and there is a lot of
subjectivity to these judgements!  Just don't let them lean too heavily
on these, or they may not work.
 
In some areas, the priests of Mars call themselves Myrmidons, although
that word has connotations they do not like in other areas, where they
are simply called Warriors.
 
Grade I:
ASSIST STRIKE CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This quick prayer to Mars to guide the strike will result in a
bonus of 10 to the BAC for a single blow, which must be struck within the
time limit of the Casting, and it must be struck by a weapon already
consecrated to Mars.  The Priest weaving the Casting must be the one
striking the blow.
 
SWIFTSPEAR CHARM
Time: 1 CT                      Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: 25:1 additional CT's
E/F/M: This battle charm will allow the priest of Mars to call upon Mars
to assist him in battle by allowing him, once, a doubling of attacks for
that single CT.  The fighting must be done with a spear consecrated to
Mars, and the Priest asking for the blessing must do the striking.  With
an additional expenditure of Heka of 25 points per additional CT, and the
existence of some great need for this heroic deed, the Priest may extend
this up to a total of one CT per 10 STEEP.  Note that priests who rely on
this charm overmuch may suddenly find Mars unwilling to assist them in
this manner, as they are no longer enhancing their fighting ability and
are instead replacing it with their god's might.
 
Grade II:
ENCOURAGE BATTLE CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One small group               R&D: Nil
Distance: 1 rod per 10 STEEP        Other: Nil
E/F/M: Like many other priests, the Myrmidons of Mars are able to encourage
other personas to a tendency towards Mars' traits.  In this case, they
can encourage those who would otherwise seek a peacable agreement to
attempt to resolve difficulties via battle.  Resistance to the Casting is
based on the SM category, as that indicates faith in oneself.  True
followers of Mars have no resistance, personas who are strongly
pacifistic should be able to use the entire Spiritual TRAIT to resist.
Once started, a battle would follow its normal course.
 
UNBREAKABLE WEAPON SPELL
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One weapon                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: The breaking of the trusted weapon has been the downfall of many
fighters, and so Mars allows his priests to bless their consecrated spear
in such a manner that it will not break regardless of damage done to it
while this Casting is in effect.  In fact, no damage is accrued to the
weapon, even in the case of parrying!  Before calling upon this Casting,
however, the priest must be entering (or in) a battle of great and heroic
proportions, one that has a serious impact if lost, otherwise the energy
is still spent, but Mars does not grant the blessing.
 
Grade III:
SURESTRIKE CANTRIP
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, a priest of Mars will temporarily
increase the non-missile Combat STEEP by 15, assuming that the subject is
a devout follower of Mars and has performed heroic deeds in the past.  If
the subject does not meet these criteria, then the blessing may become a
curse, at the JM's option.  Note that heavy reliance on this Casting,
like most of the others, will result in such blessings being withheld if
they are replacing skill rather than enhancing it.
 
Grade IV:
BLOODLUST CHARM
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting has an effect similar to the Beserk casting described
earlier (cf. priests of Thor), although it lasts longer.  It may only be
lain on a follower of Mars who has a warrior's attitude and approach.
 
Grade V:
BLESSING OF MARS RITUAL
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is used to turn an otherwise middling warrior into a
great warrior before a great battle is to be joined.  Armies may hold
special ceremonies to Mars on the eve of battle, but special soldiers and
champions may seek this ritual before the clang of battle swallows them.
It grants a +20 to the subject's BAC with his primary weapon, and it
confers a bloodlust such that dazing does not normally occur (although
the subject can still fall comatose).  As with Bloodlust (and Berserk),
the subject will be exhausted for a time equivalent to twice the length
of the blessing.  This Casting can be lain up to twelve hours ahead of
time, and will activate only upon the first strike with the chosen
weapon.
 
I just hope all this work is finding a home in someone's campaign :-)
If your players are surprised because that Priest wielding a Spear gets
really nasty all of a sudden, let me know, I *love* it when my ramblings
spark someone else's imagination!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Tune in Next Time, we tackle..... ah, I'll let you find out when I'm
finished ;-)
=========================================================================
Date:         Thu, 14 Oct 1993 10:53:28 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: priests' specific castings
 
Don't worry, folks, I will continue to post as often as ideas spark!
However, please realize that everything I put out is a suggestion, and
the vast majority of it has not even received any sort of play-testing.
<grin> I expect that will change as my own Mythus campaign gets under
way.
 
If you find something is unworkable in actual play, or perhaps should be
adjusted, I would love to hear about it.  Once I've got most of the major
deities of the pantheon covered, I'm going to throw some background and
legends together with it, and then place it on the FTP site at the
earliest convenience  (maybe put it on the listserv too?)
 
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 14 Oct 1993 11:56:25 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Campaign Update (Scepter of Amun-Ra)
 
As promised much earlier:
 
On Tuesday, I was actually able to get enough players together to play
Mythus (yay! we finally *played* a game!).  As mentioned once before,
I was running a variant on the Sceptre of Amun-Ra, from Journeys #4.
 
Pretty fun, actually.  The party immediately rose to the bait and
saved the girl who suddenly appeared in front of them in the Blue
Frog Tavern.  Ruffians nearly immediately appeared, in pursuit, and
the party drew weapons and readied Heka for the girl's defense, only
to have her disappear.  The Spellsinger threw an Acclumsed Ode at
one of the Ruffians, the Cavalier wounded a second, and a third got
two doses of Heka Darts before he started backing off.  The fourth
got away unwounded.  Incidentally, the Clumsy One dropped his weapon,
and, in the process of recovering it, promptly landed on his face and
broke his nose (an inside joke about one of the people here at
the college), and murmured something about "October" and "Ahaz".
I think I'm gonna have fun whenever the spellsinger sings *that*
particular Ode ;-)
 
Anyhow, the Ruffians fled, and the owner wandered over, glowering at
the mess that was made (scuffing up the recently waxed floor,
bloodstains here and there), and he was preparing to throw them out
(although he mentioned something about clean-up costs), and two
of the three, the Alchemist and the Cavalier, handed him a few
BUCs to shut up.  The Spellsinger, who was acting as if she were
innocent of any wrongdoing, was also glowered at, and she finally
muttered something about not paying for someone else's mess, and
the innkeeper gave her a bucket, and a low-class insult.  She
sped Dreamhaunter Melody after him, so he will probably have a
restless night.
 
When they finally left the bar, they were accosted by a merchant
who was protected by ruffians similar to those they tussled with
in the bar, and escorted to a nearby alley, where he first
cajoled, then threatened them to get IT from the mysterious girl.
 
Unfortunately, one of the players was fighting sleep by this point
(it was 11:30, we started at around 9:00), so we called it a night.
More later!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 14 Oct 1993 20:30:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Morpheus Unbound - Dare to Chase Your Dreams
              <PROGERS@ALBION.BITNET>
Subject:      Re: Some Nordic Thoughts
 
why wait for GDW to publish anything?
if you want them to publish materials and know that the players/loyal
customers care then submit monsters/characters/personalities/etc to
them.
 
how?
 
GDW publishes Challenge magazine.
 
P.O. Box 1646
Bloomington, IL ..... (hmm, i don't have the zip code on me right now,
but it's bloomington alright).
 
the managing editor is named Michelle Sturgeon.
 
p
 
progers@albion.bitnet
=========================================================================
Date:         Fri, 15 Oct 1993 08:30:03 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: Bloomington
 
Here is the zip as well as the marketing direstors name.
 
If you want to complain about lack of support, late releases, and
the need for reprints, etc here is the guy to call/write.
 
Michael Kraus
GDW Marketing Director
P.O. Box 1646
Bloominton, IL. 61701-1646
 
 
The phone number for both The editor and marketing is
 
(309)452-3632
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Fri, 15 Oct 1993 11:47:23 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Some Nordic Thou...
 
Morpheus;  (PROGERS)
 
The only problem with THAT is that Challenge is a Sci-Fi mag for GDW's TNE &
Twilight, etc, etc.  Journeys is their magazine for DJ.  If you really want
to get in touch with hard core gamers, and you're tired of Journey's sporadic
publication and flimsy content, send any submissions to Mythic on
AmericaOnline (in plain ASCII format), or by snailmail to Mythic Masters
Magazine:
 
TriGee Enterprises Corp.
P.O. Box 388
Lake Geneva, WI 53147
 
Mythic is really the one and only Frank Mentzer (who has done some work for
T$R in the past);  he's the guy behind Mythic Masters Magazine.  This mag is
available only through subscription and thus only loyal Mythus fans'll see
it.  Definitely worth it, too!  I've got stuff coming up in the next issue or
so maybe...!
 
Randy
Cerebus000@aol.com
=========================================================================
Date:         Sat, 16 Oct 1993 13:32:37 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Mariners of Neptune
 
(The next couple are going to be slow, I'm in a crunch period and
 only able to type a little at a time -- these may be a little
 rough, but I didn't have a lot immediately at hand to work with
 while writing -- comments/criticism/corrections are welcomed!)
 
The ever-dutiful scribe, who has so far touched upon relatively minor
deities, now turns his pen to one of the major deities: Neptune, known
to Greeks as Poseidon.  When they were dividing the realms amongst the
three sons of Saturn (Kronus), Jupiter chose the sky, Neptune took
the sea, and Pluto took the under-earth.
 
The worship of Neptune (or at least his appeasement!) would be of
high priority to sailors and sea-going merchants, and fishermen
would probably be holding services to him to enhance their harvest
of the sea.
 
Neptune's priests are required to be able to swim, boat in some form
or another, and they are permitted to ride horses (the horse is an
animal sacred to Neptune).  Most will use either nets or tridents.
In some areas, his priests are known as Mariners.
 
Grade I:
BRING FISH FORMULA
Time: Instantaneous             Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting grants the priest casting it great success in
fishing endeavours, causing a greater harvest than would ordinarily
be possible.  It requires that a net be specially consecrated to
Neptune, and, of course, that there actually be fish in the water.
It is intended for use as emergency sustenance, or as a demonstration
of Neptune's power (in which case, the fish should be freed
afterwards).  Repeated use of this in too short a time period will
result in the fish no longer coming.
 
FISHFOLLOW RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is most useful for those priests who assist
the fishermen, for it allows the priest to "sense" where the fish
schools are.  Although the range is fairly long, realize that, like
most such sensation Castings, as the priest approaches a school, it
becomes more obvious to him exactly where it is.  Thus, at the extreme
range, the priest will be aware that there is a school of fish
"in that direction", but as he approaches, it will become more of a
"about 20 yards off the starboard bow".  This Casting does require
a small sacrifice to be made to Neptune before reaping the benefits
of his blessing.
 
Grade II:
SEALOVE CHARM
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Like most priests, Mariners are able to encourage the traits
of Neptune in others, and this is their primary means of doing so.
Most personas, somewhere at the base of their being, have an
appreciation for the beauty and savagry of the sea, and this little
charm will bring it forth.  It will often (but not always, in the
case of hydrophobics) bring forth fond memories of the water, and
raise a slight to strong desire to see the water again.  As the
Casting wears off, the desire decreases, but it can still be brought
forth with but a small reminder until such a time as the sea (or
other appropriate body of water) is sought out and viewed for a
while.
 
UNDERSEA BREATHING FORMULA
Time: 1 hour                    Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting allows the subject of the Casting to breath underwater
if water is not already the natural environment of the subject.  That is
to say, it cannot be used to "drown" a fish or other water-breathing
creature by altering its respiration.  The Casting does not otherwise
provide any sort of protection or movement, just the capability to
"breathe" water as if it were air.  It may be extended an additional
hour for every additional 20 Heka spent, up to a maximum of one hour
per 10 STEEP.
 
WAVERIDER FORMULA
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting is intended to keep the subject afloat for a
while.  Although it does not provide any sort of motion, it will keep
a body afloat for a while, which can certainly be useful at times!
The time may be extended one hour for every additional 20 Heka
spent, to a maximum of 2 hours per 10 STEEP.
 
Grade III:
WAVESTRIDER SPELL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting will allow the priest to walk through and with
the waves.  Often, people think it will allow walking on water, but
this is not a good assessment of the effects, for a more proper
description would be that the priest walks *with* the waves.  The
hand of Neptune buoys the persona, and though he may get a little
wet, he is carried on the foam and through the waves, his head
never dipping below the surface.  He may walk at his normal rate,
and the Casting may be extended one hour for every additional
20 Heka spent, to a maximum of two hours per 10 STEEP.
 
Grade IV:
WATERSTEED RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One steed                     R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, the Mariner is able to summon a
watter-based steed which will serve the Mariner for the duration
indicated above.  The steed will be waterborne, so that the
priest may travel across water at a rate greater than all but the
fastest of ships.  What kind of steed is available will be
partially dependent on the area, but it will always be of a
suitable size to carry the priest.  The steed will not engage in
combat for the priest, nor can it be forced into combat.
 
Grade V:
SPRINGWATER RITUAL
Time: 1 day per 10 STEEP        Other Heka Costs:
Area: One rock                      R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: When this Casting is woven, the priest has called upon
Neptune to succor him and possible others through a harsh, dry
time, and the rock touched (it must be of a reasonable size,
as in no less than a small boulder) will crack, and water will
flow from the rock for one day per 10 STEEP possessed by the
caster.  Note that the same rock cannot be used more than once,
and attempting to sustain the life of a community, while noble,
will eventually result in the withdrawal of this Casting (as
Neptune was never one to coddle humanity, especially away
from the water).
 
As mentioned before, I am consolidating all of these posts into one
rather large file, which will also include some details on the
priesthoods (as soon as I have time to do some more research ;-) )
and some suggestions on which areas a particular priesthood would
probably be prominent in.
 
Feedback is always welcome!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Guess I ought to work up the other two of the Three Big Brothers.....
=========================================================================
Date:         Sat, 16 Oct 1993 19:25:12 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Textual changes (continued)
 
I mentioned that there were differences between the two printings of
the Mythus book.  Here are the differences in the Sample Castings
section.
 
Sample Castings section:
(additions)
Dweomercraeft Additions:
  Trigger Effect Formula (p.278)
  Implant Spell (p.279)
  Cloud of Magick Spell (p.280)
Priestcraeft Additions:
  Produce Meal Ritual (p.282)
  Enhance Spiritual Power Formula (p.283)
  Word of Command Charm (p.284)
Apotropaism Additions:
  Protection from Fire Cantrip (p.284)
  Alchindus' Sigil Formula (p.285)
  Protection from Curses Spell (p.286)
Astrology Additions:
  Star Chart Place Formula (p.287)
  Know Truth Charm (p.288)
  Arago's Influence of the Sun Cantrip (p.289)
Herbalism Additions:
  Auraread Spell (p.289)
  Resist Disease Formula (p.291)
  Healing Infusion Formula (p.292)
Mysticism Additions:
  Fakir Cantrip (p.293)
  Mystic Skill Bonus Formula (p.293)
  Mystic Missile (p.294)
 
Sample Castings Dropped:
  The entire Alchemy list
 
For the record, the Heka gained from K/S Areas has not been fixed yet
to agree with the text, there is no difference in the two editions of
the tables.
 
I haven't had time to compare the weapon/armor values in the two, much
less against the GM's Screen, so I can't check to see if they fixed
those yet.  On the other hand, given the changes made so far, it's
pretty likely they haven't been changed.
 
(I'd do the comparison now, but my eyes are too tired)
 
The reason I was surprised by this is that I ruled, back when we were
using Mythus Prime, that only the Castings listed in the back of the
book were available to Mythus Prime Heka users.  However, as Alchemy
is still included in the list, but all the Castings were yanked, it
makes it a pretty poor choice of things to drop.  I would have left
that section alone and fixed the durn Heka table!
 
Anyways, I hope this information is of use to someone :-)
 
    Mike Phillips
    msphil@birds.wm.edu
 
Don't worry, more Castings for deities to come.....
(BTW, the Produce Meal casting above does not conflict with the
 Bacchian Casting mentioned a while ago -- Produce Meal appears
 to produce what is essentially an adequate meal, whereas the
 Bacchian Casting creates an epicurean feast, liberally lace with
 alcohol)
=========================================================================
Date:         Thu, 21 Oct 1993 12:26:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      This is a test.  I'm trying desperately to post with info and
              input.
 
Hope this works.
Doyce
=========================================================================
Date:         Thu, 21 Oct 1993 21:13:56 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Cokely <tcokelys@TUS.SSI1.COM>
Subject:      Unsubscription request
In-Reply-To:  <9310211859.AA10895@relay1.UU.NET>; from "Doyce Testerman" at Oct
              21, 93 12:26 (noon)
 
Please unsubscribe me from the Mythus mailing list.
 
Thanks.
=========================================================================
Date:         Fri, 22 Oct 1993 00:07:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Hellooooo!!!!
 
Okay, now listen, dammit.  I just found this listserv and it (and the DJ
system aren't goint to fold on me now. Let's get motivated guys.  Yes, I'm
new. Greetings all, and stay tuned.
dt
=========================================================================
Date:         Fri, 22 Oct 1993 19:20:43 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Brother Tyrus <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      mythus:how long was gary thinking about Mythus?
 
Greetings all!  I am usually a silent observer ofthis list, because although i
own mythus and mythus magick, i cant get a group togetherto game and so
thebooks have been sittig on my bookshelf fdor quite some time.
 
Anyway, I was reading Night Arrant by Gary Gygax, a book of short stories
revolving around Gordthe Rogue, in the World of Greyhawk.  It is copyright
1987.  Anyway, in the second story, titled "The weird occurence in Odd Alley",
i came acorss a remarkable passage, that made me wonder how long Gary had been
working on Mythus for.  In the story, Gord and his companion go through this
portal in Greyhawk, which leads to a city type place which is the centre of a
series of gates from hundreds of different prime material planes.  People from
all time periods and worlds can be found.  Well anyway, Gord's companion says
something sacuy to a woman they see, and she informs them where she will be,
and tells them to join her, saying, and i quote, "Ask for Zenobia of
Aerth."!!!!!
 
Food for thought, I think...must be morethan coincidence.
 
Anyway, enoughfor now, i hope i havent wasted anybdys time.
 
Ciao!
 
--
'I stood at the gates of Eternity, looking forward.  Fear gripped my heart, I
turned away, and ran.  Can you see beyond the horror of the void?  Tell me
what's out there, lest the terror drive me insane...'
                                                 - Brother Tyrus Hellbane
Hate mail to : c9108613@cc.newcastle.edu.au  <-- fastest reply
               natwoo@scorch.apana.org.au
               Nathan.Woodcock@f400.n622.z3.fidonet.org
=========================================================================
Date:         Fri, 22 Oct 1993 09:14:22 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: mythus:how long was gary thinking about Mythus?
 
>something sacuy to a woman they see, and she informs them where she will be,
>and tells them to join her, saying, and i quote, "Ask for Zenobia of
>Aerth."!!!!!
>
>Food for thought, I think...must be morethan coincidence.
 
It *is* more than coincidence.  He's been working on Mythus in general
since 1986, and, according to hints dropped in the Necropolis introduction,
AErth was the original world he campaigned in (with Greyhawk being the TSR
adaptation to fit on two poster-sized maps).  Also, note that in the last
of the Gord books, there is an advertisement for "Epic of Yarth" and
"Necropolis", said to be written "generically" for use in "any gaming
system".
 
I think a lot has been planned for a very long time, so I do take him
seriously when he comments in places that the other genres are pretty well
mapped out.....
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 22 Oct 1993 10:57:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Beastiary
 
G'day,
 
  Well its almost the end of October.  Anybody heard anything about the
supposed October release of The Beastiary ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Fri, 22 Oct 1993 14:42:28 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: mythus:how long ...
 
Yeah - I've read Gygax interviews and the like.  Rumours persist that the
reason why T$R kind of "booted" the man was that in 1985 he presented the
Board with the idea of upgrading AD&D with what eventually would later become
Mythus.  They said, "Nah, let's stick with what sells and what is standard.
Everyone loves AD&D, why should we change it?"  Gygax probably responded,
"It'll be out of date in two years!"
 
Anyway, they kind of edged him out anyway.  He had been working around on
creating a better system since 1986, and it was entirely based around
Necropolis.  That was the testing ground for just about every aspect of
Mythus in the early days.  He saw Mythus as a chance to publish is true
campaign world, Aerth, too.
 
When Gygax was removed from T$R, they signed an agreement that Gygax could
not publish another FRPG for 5-7 years (not exactly sure).  When the deadline
had passed, GDW almost immediately announced plans to release Dangerous
Dimensions, Gygax's new state-of-the-art RPG.  Well, T$R went apeshit.  They
didn't know *WHAT* to do... so they went with their natural instincts;  they
called up the lawyers.   And the court case began.
 
Gygax hadn't played/DM'd any AD&D since 1985 - he had begun working on Mythus
and designing that.
 
And you better believe that Gygax has been working hard on it since '85.
He's known to be very prolific and somewhat of a workhorse.  As he once put
it, he goes to work on whatever project is at hand for about 8 hours
(including lunch, etc).  Then, when he wants to relax, he works on the
project some more.  He sleeps about 3 minutes a night and JM's for Ernie and
his friends once a week or so.  GDW has said that a lot was cut from Mythus,
with plans to include it later in a Companion book.  Gary had supposedly
presented them with three or four reams of stuff for DJ, a lot of it
concerning other genres, etc, etc.
 
Unfortunately, GDW blundered the packaging and editing of DJ and that is what
is causing it to suffer.  The book is horribly edited, out of order, and
difficult to read.  But, that may be fixed next year, because the idea of a
2nd Edition has already crossed GDW's minds...
 
C'ya...
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 22 Oct 1993 14:45:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Hellooooo!!!!
 
Welcome, Doyce!  This listserv gets busy for a week or so, then dies down,
then gets busy again.  Stick around, it often gets good.  In fact, get the
archives, if you can.  Mr. Mike Phillips has been doing some excellent essays
on Specific Castings for dieties...  In fact, Mike is one of the most
prolific writers on this list.
 
Anyway, welcome to the list, and don't worry;  even tho we are getting nearly
0% support from GDW, we've definitely got each other, and we're not going to
fold.  For some reason, Mythus fans are incredibly loyal to the system.
Also, you might want to see about subscribing to Mythic Masters Magazine,
published by Frank Mentzer (& Gary Gygax, too).   I'm sure someone can post
the info on subscriptions (unavailable in stores) here if you're interested.
 
If you have any questions, post 'em here, or leave me e-mail.  I check this
list & my mail at least five times a week...
 
Welcome!
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 22 Oct 1993 14:11:41 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Whoops, need some more valium in the coffee...
 
Just a quick post to apologize for my outburst on the listserv last night.
It was late and I had just gotten through all the archives, which end on a rather sour note, with people unsub-ing and everyone talking about the death of
Mythus.  I was a bit fagged out and frustrated (after trying to unZip Eddie's
post--I got it out today) and shot off a stupid missive (though not nearly
as uselessly long as this.  At any rate, I hope to contribute positively in
the future and help this amazing system grow.  To quote (the late?) Lucifer
(just before a "rather large foreign host"logged him off, Vive le Mythus.
Good Fortune
Doyce (DT).
"Are all men from the future loud-mouthed braggarts?"
"Nope. Just me, baby. Just me."  --Army of Darkness (sig kept small on purpose)
=========================================================================
Date:         Fri, 22 Oct 1993 15:49:11 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Whoops, need some more valium in the coffee...
In-Reply-To:  <9310221940.AA20210@cabell.vcu.edu>; from "Doyce Testerman" at
              Oct 22, 93 2:11 pm
 
>  To quote (the late?) Lucifer
> (just before a "rather large foreign host"logged him off, Vive le Mythus.
> Good Fortune
> Doyce (DT).
> "Are all men from the future loud-mouthed braggarts?"
> "Nope. Just me, baby. Just me."  --Army of Darkness (sig kept small on purpose)
 
 
Oh...I'm still around...and still trying to get people to scream
their heads off at GDW to keep publishing Mythus...
 
Don't worry...I'll ALWAYS be here...
 
Lucifer >:}
=========================================================================
Date:         Fri, 22 Oct 1993 17:19:32 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      DJ dead?  Not bloody likely.....
 
<grin> Actually, I don't think very many people are leaving, except those
who wandered by without really wanting to be here.  Me, I *refuse* to give
up on this system, 'cause I finally found *my* system, the one I'm gonna
stick with for a while, and nothing's going to deter me :-)
 
Can you say loyal?  ;-)
 
The Specific Castings lists will continue early next week, now that most of
the hectic things have cleared up (three computer projects, two mid-terms,
and a job).....
 
No game this week either <pout>, although now that the apartment mate is
moving out we'll be able to game around the kitchen table now ;-)  So
forward ho, DJ fans!
 
Anyone know what the plans are for DJ mixing with cyberpunk?  Just
wondering, because I've been playing with ideas for it, and wouldn't want
to put in a lot of work that'll be "corrected" in a couple years ;-)
 
Anyhow, back to work and studies, and sometime Sunday, more Castings.....
 
Have a nice week-end!
 
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 22 Oct 1993 23:10:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310222122.AA03182@cec_userfs.wustl.edu>
 
I just got my first two issues of Mythic Masters Magazine and I love them.
If you haven't subscribed yet I suggest you do.  They contain commentaries
by Gary Gygax (entertaining to read) addition rules and clarifications,
new vocations, sample personas, and other neat stuff (huge list of
Greco-Roman dieties).
 
Also in MMM is a chapter (per issue) detailing a new setting for DJ called
Changeling.  This is called a Weird Science/Fantasy setting, though it
seems to me to be like a regular science fiction setting (though a little
far fetched).  So far it sounds like a lot of fun.  What do you guys think?
It also mentions cybernetics, though I haven't seen any rules dealing with
them yet.
 
Nathan Brazy
ndb1@cec.wustl.edu
=========================================================================
Date:         Sat, 23 Oct 1993 00:36:13 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Wendy <wliaw@MAGNUS.ACS.OHIO-STATE.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310230416.AA18913@quark.magnus.acs.ohio-state.edu>; from
              "Nathaniel David Brazy" at Oct 22, 93 11:10 pm
 
> seems to me to be like a regular science fiction setting (though a little
> far fetched).  So far it sounds like a lot of fun.  What do you guys think?
> It also mentions cybernetics, though I haven't seen any rules dealing with
> them yet.
 
I have no access to MMM, so I haven't seen this article. What's so far
fetched about it?
=========================================================================
Date:         Sat, 23 Oct 1993 07:57:46 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: One more AErth ref. in Gord the Rogue
 
Out of curiosity, sparked by a comment earlier, last night before I
went to bed, I dug out my copy of the Gord the Rogue books and
skimmed the last chapter of Dance of Demons.....
 
'"Is it true that all five of the Kings of Avillon are to be here?" one
 of their number asked.
'The steward ticked them off by rote: "Albon, Caledonia, Cymru, Hibernia,
 Lyonnesse -- yes, all of them, and soon too.
'....."All the way from those strange kingdoms to Hy Brazeal!"'
 
Guess Gellor became Demiurge of H.B., ya think?  :-)
 
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sat, 23 Oct 1993 11:50:08 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         The Outsider <mms48@UNLINFO.UNL.EDU>
Subject:      mythus-l
 
get mythus-l log9310A
=========================================================================
Date:         Sun, 24 Oct 1993 15:59:33 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Jupiter's priests
 
The ever-dutiful scribe is turning his attention this installment to
Jupiter, the so-called "King of the Gods".  Known to the Greeks as
Zeus, Jupiter (improperly also called Jove, from the Latin Iupiter,
Iovis) was essentially soverign over the other Greco-Roman gods,
after deposing Saturn (Kronus), his father.  Jupiter married his
sister Juno, although this was in no way a commitment to fidelity,
as he was known to have affairs with many beautiful mortals and
even the other goddesses.  By agreement with Neptune and Pluto,
Jupiter was given dominion over the sky and storms.
 
Jupiter's priests (no priestesses allowed) often learn the spear,
although after much service they may be granted special weapons or
command over lightning.  Though sometimes married, they are not
required to be chaste.  Unlike their patron, they are often unable
to escape the full consequences of infidelity, however.
 
Grade I:
WEAPONSPARK CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One object                    R&D: 10:1 per additional D3
Distance: Touch                     Other: Nil
E/F/M: This Charm allows the priest of Jupiter to add a slight spark
whenever the weapon strikes an opponent.  The sparking will cause an
additional D3 of electrical damage, and this may be increased to a
maximum of 1D3 per 10 STEEP possessed by the Caster, at a cost of 10 Heka
per additional D3.  The weapon should be appropriately consecrated to
Jupiter.
 
ROLL OF THUNDER CHARM
Time: Instantaneous             Other Heka Costs:
Area: See below                     R&D: Nil
Distance: See below                 Other: 10:1 per addition thunderclap
E/F/M: By means of this Casting, the priest is able to cause a
thunderclap to sound, as if there were a storm approaching or already
upon the area.  The sound can be heard normally, as if the storm really
were there, yet there need not be a cloud in the sky.  This is
occasionally used by priests of Jupiter when coordinating something, or
when demonstrating that they really are priests of Jupiter.  The Casting
will cause most normal animals to immediately seek shelter from the
"approaching storm", regardless of other indicators, and it has been
known to spook some particularly easily frightened animals.
    Additional thunderclaps can be summoned at a rate of 1 per 2 CT's, at
an additional cost of 10 Heka per additional thunderclap.  The Caster has
control over the sound of the thunder (i.e. if it is a deep, rolling
sound or if it is a sudden, cracking sound, or somewhere in between).
Multiple thunderclaps do not need to have the same sound.
 
Grade II:
ENCOURAGE INFIDELITY CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will allow the priest of Jupiter to break down normal
inhibitions concerning fidelity and infidelity in marriage, and even
encourage it if the natural inhibitions are not particularly strong.
While originally intended to mimic one of Jupiter's natural tendencies,
some priests have used it to assist them in bedding any female they
choose, regardless of current state.  The priesthood is working on
supressing the Casting in order to not make their reputation any worse
than this Casting has made it.
 
THUNDERVOICE CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest to make someone's voice as loud as
thunder, deep, rolling, and capable of being heard over great distances
(although with some delays due to the speed of sound!).  It has been used
to allow generals to speak to the entire army, or priests to speak to
really large gatherings.  It has no significant effect on those nearby
the speaker, although some people's ears will ring for some time
afterwards if they stand too close.
 
Grade III:
MASK ADULTERER FORMULA
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: The Priest using this Casting can make an adulterer temporarily
appear as someone else, a stranger, thereby making an escape easier, or a
search more difficult.  There is rumored to be a higher-grade version of
this Casting, intended to be used to mask someone intending to perform
adultery as an appropriate person (such as the woman's husband) for the
evening, not unlike the legend of Uther and Ygraine.  Note that this
disguise, while very good, lasts barely long enough to make an escape and
can not be placed on the priest performing the Casting.
 
LIGHTNINGSTRIKE CANTRIP
Time: Instantaneous             Other Heka Costs:
Area: 25 yard long, 2 yards wide    R&D: 20:1 per additional D6
Distance: 1 chain per 10 STEEP      Other: Nil
E/F/M: This Casting causes a lightning bolt to fall from the sky at a
designated target, and then speed along the ground for a distance of up
to 25 yards.  The bolt is around 2 yards wide, and can be summoned to any
point up to 1 chain per 10 STEEP away from the Caster.  The base damage
is 1D6 points of electrical damage, which can be increased to a maximum
of 1D6 per 10 STEEP at a cost of 20 Heka per additional D6.
 
Grade IV
RAINCALL RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: Special                   Other: Nil
E/F/M: By means of a lengthy ritual that takes half an hour to perform,
and includes many acts taken from legends and myths, a priest is able to
cause a goodly rainstorm in the region that will last at least one hour
per 10 STEEP.  If the area is particularly prone to rain, and was on the
verge of raining anyways, this time may well be tripled, and if in an
area that is very much not prone to rain, it may be halved.  The Casting
is capable of easing the effects of droughts, and often can restore
normal weather patterns to an area that is experiencing unusual weather
(JM's option), although the rain gathered will not be enough to make a
very dry area bloom into a very wet area.  The Casting is fickle, though,
and repeated use in the same area may result in the storm's effects being
malevolent instead of benign, or perhaps a drought extended.  The ritual
is completed by sprinkling specially-blessed water over the area that
will serve as the center of the storm.
 
Grade V:
THUNDERSTORM RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: Special                   Other: Nil
Special materia cost: 10,000 BUC consecrated water vessel, plus other
    special accoutrements amounting to an additional 5,000 BUCs
E/F/M: This Ritual, which requires a full hour to work to maximum
potency, is much like Raincall (q.v.), but it causes a full, raging
thunderstorm to sweep across the area.  This deluge will relieve droughts
of up to two months long, and can provide enough water for a desert
settlement to last for several weeks.  In areas particularly prone to
storms (such as semi-tropical coastlines), this can build to a full
hurricane that could take weeks to run its course.  It will never disrupt
the normal weather patterns for an area, but it has been known to restore
them to their normal cycle after being tampered with or in an unusual
year, perhaps because of a metaphysical "cleaning" effect.
    No priest of Jupiter can call this Casting forth without adequate
justification, because it is releasing a significant amount of Jupiter's
fury upon the world for a time.
 
Feedback is of course welcome, and if these little tidbits find a home
in your campaign, do let me know!  I love mail!  I also love hearing that
my modest efforts are useful to others.
 
    Mike Phillips
    msphil@birds.wm.edu
 
Time to do the last of the Big Three.....
=========================================================================
Date:         Sun, 24 Oct 1993 15:35:46 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Many varied subjects.
 
Although I'm interested in the "Future of Mythus/History of Mythus" thread, I'd
like to interject a few questions/comments of my own on various subjects.
        How has everyone done as far as character development? I've found the
depth of character I've witnessed developing in my (two) campaigns to be
several orders of magnitude greater than anything else I've ever done (that's
including OP/EP characters as well).
        i've read all (and adopted some) of the house rules I've seen in the
archives, namely the trigger rulings--i.e.: triggers cast at the same level as
the triggered spell and the caster's max Hed(k)a lowered bu the amount invested
in the triggers.  This last point has served as a logical (to me and my
players) and useful mechanic and reign/control for spellcasters and on one
spellcaster in particular (one Ultavarios by name--a 60 year old PP Elemental
Dweomerstefter(don't ask) w/80's in Magic/&/Dweomer when beginning play, thanks
to those hefty age bonuses (of course a fall down a short flight of stairs
could possibly kill him.) The player is a very inventive former past master of
Champions who has seen the possibilities in the flexibility of the Magic
system.  He also acts as a great "litmus test" for loopholes in the rules,
since he's always pushing the outer limit of what can be accomplished with the
system.  Want an indoor toilet?  Forget those Dwarven pipelayers. Use Pitfall
Charm (Grade 9(?)). Diameter about 9 inches. making it about 400+ feet deep.
When it starts filling up, cause it to cease to be, and the contents either are
destroyed (10%) or just teleport somewhere (some great opportunities for plot
twists there..) Also the source of the Spec. Casting "Ultavarios's Stones of
bathing Comfort"--again, don't ask.
        I know from the Archives that everyone is using the "correct" Heka
generation formulas from the skill description--not the table, though I noted
that no-one ever asked E. Gary or Dave about this. (Or posted it, at least..)
I asked Dave Newton about this at Gen Con.  He explained that the editor had
decided 1) the dweomercraefters needed more Heka and 2) there needed to be a
table, so they put the increased Heka generation into on a table, and left
everything else alone.  (An explanation in the tes(x)t would have been nice,
Dave.
Oh well..)  Also, we had a hang-up over the lack of notation regarding Heka
production in some skills that give spells (such as Fortune Telling). What we
finally figured out is that those skills give a character spells, **but no
Heka**.  i.e.: you have to have Heka from some other source, otherwise the
skill's just a skill, which means we don't have every sailor on the planet
walking around with a couple dozen Heka (or a couple dozen + major Trait, if
you use that option) <Sigh of Releif.>  Also explains why the sailors in the
back of the book have no Heka.
        Has anyone seen/developed rules for disarming and other combat special
manuvers? I've been using a skill/vs./skill contest, as in Unarmed Combat:
Attacker wins=sword goes flying, Defender wins=nothing happens, Attacker wins
and defender crit fails=sword goes flying and defender takes damage. Defender
wins and attacker crit fails= sword of attacker goes flying -or- attacker takes
damage, defender's choice. I also use this mechanic for corp de corp (spelling?
It's pronounced "cor-de-cor") and other tricks.  This is an important subject
for one player, playing an Explorer with **NO** Heka powers (except Endurance)
and damn proud of it! Master swordsman (former self-propelled sandbag for
damage absorbtion) looking for greater flexibility in combat. Has anyone seen
MMM#2 yet? (He also wants a groin cup.)
        Lots 'o stuff. I'll let everyone chew on this for now.
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
;
=========================================================================
Date:         Sun, 24 Oct 1993 16:12:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Skill Specialization
 
G'day all,
 
  Anybody unhappy with the results of K/S specialization ? I am.  I'm
begining to think it seriously unbalances the game.
 
  Take the case of hand weapons.  It is not unconceiveable to start a
warrior type with near or over 50% in Combat Hand-Weapons (take a look
at the monster created using "primative warrior").  If you allow the
player to specialize in one weapon (say longsword).  The character ends
up with a skill up around 70% and a BAC of 80%.  If or when they get
the rest of the sub-classes proofed, they will naturally proof shields.
This gives them a 51+ in that k/s.
 
  So, now you have a fighter who attacks 3 times a round (at 80+ to hit)
does mucho damage (thanks to the skill level of 70+) probably has
strength bonuses and still parries twice a round and since parrying is
"moderate" the fighter has better than 100% of parrying.
 
  Now, some people might not think that is too bad and I'll agree combat
can still be very dangerous for the fighter, but....
 
  Turn that fighter into an archer and you have some guy with a long
bow who fires 4 arrows a round at 80+% chance to hit and he is probably
still better than most with a sword.  4 arrows a CT turns into
120 arrows a minute.  Even if the archer had access to that many arrows,
his fingers would be ribbons after that many shots.
 
  Anybody want to comment on their experiences and solutions. I'm considering
just not using that optional rule.
 
Thanks,
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Sun, 24 Oct 1993 17:49:48 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: specialization
 
I think I wrote about this a while ago, but here it is again anyhow.
I handle specialization like this:  I break the K/S Areas with
subareas into separate K/S Areas, sort of.  That is to say that they are
still grouped together, but the STEEP levels and subareas held are
a function of cross-feeding rather than some arbitrary number of them
are automatically known.
 
In other words, a warrior starts out with a Combat, Hand, of whatever,
and they choose a sub-area.  One.  No more.  They are given reasonable
bases for the others that they would know (given background), so
that someone starting with a STEEP of 40, would probably take One-Handed
Swords.  The result, IMO, would be a STEEP of 40 for 1-H Swds, a
STEEP of 30 for Shields (the result of training with shields when
learning swordplay), 20 for 2H swds, Axe, and Dagger/Knife, and probably
10 in Pole-arms (Cutting), and Spear/Thrusting Polearms, and club.
Then, as they spend AP's, they can advance ONE of these each time, at
the normal cost, or add a new subarea by finding a teacher and
spending the appropriate AP's to get it.  Note that they will not
incur the 5 AP cost to "create" the new K/S slot, so all AP's spent
on the subarea of an already possessed skill would go straight into
a STEEP rating.
 
It's a little funky, and it prevents initial specialization, but
for long-term development, it makes sense to me to separate them.
If that's not clear, mail me and I'll try and explain further :-)
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 24 Oct 1993 17:32:42 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Skill Specialization
 
What I have done with specialization in Weapons skills is do away with the
proofing rule and the "you get all the rest of the skill slots at 51 STEEP
rule." To counteract this loss, I lessened the penalty to non-specialized weapons.  Example: Sebastian, an Explorer with Combat, Hand Weapons STEEP at 56 and
specialized in one handed swords has STEEP (effective) in that sub-area of 78.
His three remaining slots (since he's only getting one sub-area/10 STEEP now)
are in daggers, spears, and whip (he trains horses for a living--and you have
to be good with a whip not to hurt them with it) are at 39. (Which is 75% of thebase skill rather than 50% (or 50% of the specialized sub-area--the numbers are
the same)).  It works so far and I haven't heard too many groans from the
warriors.  Input appreciated.  Incidently, I don't use this rule with other skills, since I really haven't any problem with the mechanic in any other situation.Good Fortune
DT
=========================================================================
Date:         Sun, 24 Oct 1993 19:27:40 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Pluto's Priests
 
Pluto was known as the god of the underworld, the place where spirits
went when people died.  The Greeks worshipped Hades as the god of the
underworld and the dead, and he was said to reign supreme there, with his
part-time bride.  The Romans, seeking, it is theorized, to appease this
terrible god lumped him up with money as well.  Pluto was said to
jealously guard the hoards of minerals under the earth as well as the
spirits of the departed.
 
Pluto's priests often officiate at funerals, and their blessing is sought
for the soul's passage into the afterlife.  The few offerings that seem
to have meaning to Pluto are those which seek to return "his" riches back
to him, such as gold and gems.
 
A side note on undead/unalive: To Pluto and most of his priests, the
undead/unalive would be an abomination, to be destroyed, for they have
attempted to cheat Pluto of their spirits, and unnaturally extend their
"life" beyond the normal limit.  Priests will go out of their way to lay
the undead/unalive to proper rest.
 
Grade I:
FEAR OF DEATH CHARM
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest of Pluto to instill fear in the
subject, a fear of the priest.  Creatures that have no concept of death,
or who would never have had any fear of death, are immune, and
undead/unalive are, of course, completely immune and often amused by
attempts to use this Casting on them.  Then again, this has proven to be
an effective test to see if a human is alive or not.
 
HOUND OF CERBERUS RITUAL
Time: 3 hours per 10 STEEP      Other Heka Costs:
Area: One dog                       R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will temporarily transform a normal dog into a
particularly effective and supernatural guard dog immune to the need for
sleep, with preternaturally excellent senses, and physical enhancements.
Take the subject's physical TRAIT, and double it, then double the combat
damage, and that will be the new effects.  Double all armor as well, and
consider the Hound to take only half damage from any attack involving
fire.  The Hound undergoing this transformation will be much larger than
normal (half again in size), and it will be limned with a supernatural
aura.
    This may not be Cast on a given dog more than once in their lifetime.
If attempted, the Casting will simply fail, at the full cost in Heka.
 
Grade II:
FUNEREAL BLESSING RITUAL
Time: Special                   Other Heka Costs:
Area: One corpse                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest to bless the corpse of some slain
individual such that they will receive slightly better treatment in the
afterlife -- if the priest speaks truly on their behalf.  This will also
prevent the corpse from rising as undead or unalive, simply because the
spirit's journey to the underworld is sped up, and the corpse has been
blessed.  The ritual takes as long to perform as it takes for the priest
to think of good things about the deceased, and if these are lies (for
instance, it is to console the departed's relatives, but the departed was
a lousy person), the blessing will have no significant effect.
 
UNDEREARTH FREEDOM
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: Nil
E/F/M: By means of this Casting, the priest is able to survive quite
handily under the earth's crust, and also allows normal movement over
"normal" obstacles, such as fissures, rubble, or even through a cave-in.
Although this allows ventures into and back from the Underworld, it will
not allow the priest to delve into Pluto's realm in any way.
 
Grade III:
CHARIOTRIDE RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: 0                         Other: Nil
E/F/M: This Casting causes an unearthly chariot to rise from the ground
and bear the Caster forward on a quest of high passion.  It will resemble
the legends of Pluto's ride that were learned by the Caster, so it is
possible for this chariot to take on different appearances, depending on
the Caster.  The Chariot may never be called more than once per year, and
it must always be used for a purpose that echoes something of importance
to Pluto.  One such valid use would be to seek a bride.
 
Grade IV:
SEEDBIND CHARM
Time: 1 AT                      Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: 20:1 additional AT
E/F/M: By means of this Casting, the priest paralyzes an individual,
holding them to a particular spot by hitting them or touching them with a
specially-blessed, consecrated, and enchanted pomegranate seed.  The
normal length of this Casting is one AT, but that can be increased by
spending 20 additional Heka per additional AT, up to a maximum of 1 AT
per 10 STEEP possessed by the Caster.
 
Grade V:
EARTHSWALLOW FORMULA
Time: Instantaneous & special   Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: One sword's length        Other: Nil
Special materia cost: golden, consecrated sword worth 80,000 BUCs
E/F/M: By means of this Casting, the priest of Pluto can strike the earth
at the foot of an opponent with a specially consecrated golden sword, and
as the strike lands, the earth will sunder beneath the opponent's feet
and the opponent will be swallowed within.  The sword must be specially
made, and it must be specially blessed.  Unfortunately, the sword is also
required to seal the earth back, and that will consume the sword.
 
 
As always, comments are invited, and if you have any thoughts on refining
the definitions or additional Castings, let me know!  I am putting
together a net.pantheary for the Greco-Roman pantheon, and would love
contributions, including Castings, rituals, brief descriptions of legends
to round out priesthoods, priestly descriptions, worship descriptions,
and items that would be used by and/or manufactured by the various
priesthoods!
 
    Mike Phillips
    msphil@birds.wm.edu
 
And that completes the Big Three.....  onwards and upwards!
(Nope, sorry, no more spoilers for now ;-)  Let's let the next one be a
 surprise)
=========================================================================
Date:         Sun, 24 Oct 1993 19:19:32 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: DJ dead?  Not bloody...
 
Mike Phillips was saying:
 
>>Anyone know what the plans are for DJ mixing with cyberpunk?  >>Just
wondering, because I've been playing with ideas for it, and >>wouldn't want
to put in a lot of work that'll be "corrected" in a >>couple years ;-)
 
Might as well be prepared to become corrected.  Due to the fact that so far,
Gygax & GDW have only mentioned Unhallowed and Changeling, and the fact that
Unhallowed was supposed to be out this week, who knows when (or if) they'll
ever get around to it.  What I would do is wait for Unhallowed, and check out
his K/S Areas and weaponry rules for modern-day, and then modify them as you
see fit.  Two great sourcebooks to help you create this genre would be SJG's
"Cyberpunk" and ICE's "Cyberspace."  They're both great infobooks if you're
interested.
 
Randy
Cerebus000@aol.com
=========================================================================
Date:         Sun, 24 Oct 1993 19:55:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Skill Specialization
 
I ditched it and re-wrote it.  Firstly, if you really think about it, K/S
Areas end up merely being a neat method of classifying the myriad amounts of
Sub-Areas.  The only way to make Sub-Areas useful is if one were to
Specialize in them, thus giving them ungodly power.  (Following the rules,
one could Specialize in a DCraefter School - how'd ya like your DCraefter to
start off with a STEEP of 70+?)
 
Anyway, there's two ways to better handle it, the easy way, and MY way...
The easy way was suggested by Kelthar and is just lowering the bonus from 1.5
to 1.2.  Works much better.
 
My way is to use a more Shadowrun-esque system for handling 'em.  I can't
post all of the details yet, cuz they're not done and it'd take me forever to
type it in (the current document is in WP6.0 format).
 
Anyway, instead of forcing players to choose Sub-Areas, it allows you to take
Sub-Areas in K/S's you only care about.  (Saves mucho time during HP
generation, too).  When they do decide to "specialize" in a Sub-Area, there
are three levels of "specialization" in:  Focusing, Concentrating, and
Specializing.  Each is more in-depth than the previous.  Focusing gives a
free 10% bonus to each Sub-Area, without detracting from anything else.  You
get 1 Focus per 20 points of original K/S STEEP (you have to keep a running
total of the K/S).  Concentration gives you a cumulative 20% bonus to that
(previously Focused) Sub-Area, and takes 20% off of your overall K/S STEEP.
You get one of these every 50 points of original K/S STEEP (see why the need
to keep track of the original total?).  Specializing is the biggest, and
gives you a 50% bonus (yep, cumulative too) to the previously Concentrated
(and thus Focused) Sub-Area, but detracts 50% from your overall K/S STEEP.
You get 1 Specialization per 100 points of original K/S STEEP.
 
When generating HPs though, the rules vary slightly, in that you may pick as
many Focuses as you would normally get, but if you decide to Concentrate, you
must use one of those Focuses.  A Specialization, on the other hand, requires
no previous Focusing or Concentration.  So, a person with a beginning STEEP
of 40 would get 2 Focuses, one of which could become a Concentration, and 1
Specialization, for a total of 3 Sub-Areas.  This is definitely a great way
to do things, and works out incredibly well.  (Yes, it has been playtested,
and my players much prefer it.)
 
You may think that, yes, it is possible to eventually end up with a total
bonus of 80% in a Specialized/Concentrated/Focused Sub-Area, but due to the
fact that when one brings a Sub-Area from Focused to Concentrated, and from
Concentrated to Specialized, the bonus is derived from the CURRENT K/S STEEP,
not the current Sub-Area STEEP, and not the original STEEP.  Thus, if one
just concentrated in a Sub-Area, lowering their K/S STEEP by 20%, it may
lower it to where a Specialization might only garner around 10 STEEP points.
It really works out.
 
There's a lot of if-ands-n-buts in there too.  I may post the whole article
here sooner or later, if anyone is interested.
 
Hope this helped,
Randy
cerebus000@aol.com
(Feel free to E-mail me;  I love DJ-related E-Mail)
=========================================================================
Date:         Sun, 24 Oct 1993 23:59:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Skill Specialization
 
Cerebus, I'm going to disagree with afew things you use as a premise for needinga different specialization skill. One: Sub areas are more than useful without
being specialized, Two: Specialization doesn't mean ungodly power, Three: you
can't specialize in Dweomercraefter--the sub-areas aren't "normal" not inter-
connected, Four: There's nothing particularly horrible about having a Dcraefter
start out with a 70+ steep. One PP in my campaign (60 yr old age Steep bonus
of +100) started out with a Dweomercraefter and Magic skill at 84.  No big deal.There are always check and balances. (Fall down a short flight of stairs could kill him, for example.)
Regards,
DT
=========================================================================
Date:         Mon, 25 Oct 1993 00:31:00 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310230436.AA09480@cec_userfs.wustl.edu>
 
On Sat, 23 Oct 1993, Wendy wrote:
 
> > seems to me to be like a regular science fiction setting (though a little
> > far fetched).  So far it sounds like a lot of fun.  What do you guys think?
> > It also mentions cybernetics, though I haven't seen any rules dealing with
> > them yet.
>
> I have no access to MMM, so I haven't seen this article. What's so far
> fetched about it?
 
I'm going to describe the Changeling setting.  If you are a player, you
may want to check with your JM before reading this (your JM may not want
you knowing some of it)
Description is below.
 
 
 
 
 
 
 
 
 
 
Changling is set in a the future of another parallel world called Urth.
In this world science advanced much quicker and with it greater spiritual
and ethical standards, so the world never had any world wars and there was
world peace.  Humans began to colonize space starting with Luna (Moon) and
spreading to Marz and Venuz (I think that's how they're spelled).  Along
with this, a large central computer was set up to run things efficiently
on Urth, which turned into a natural paradise.  Everything was going fine
until a cosmic dust cloud was seen approaching the solar system.  Bad
things were going to happen when the dust cloud hit the sun, so humanity
had to prepare itself.  The central computer in charge of Urth decided it
would be best for Urth to isolate itself, so it did.  THe other colonies
wanted back, but they weren't allowed to land, so a war resulted.  (By the
way androids and robots are quite common).  Anyway, Urth successfully kept
all the colonies out (the computer did all the fighting, so none of Urth's
inhabitants were directly involved in the war).  The dust cloud hit.  The
colonies were unprepared, but Urth was.  The reaction caused large amounts
of radiation.  The result of which the colony on Venuz is heavily mutated
(and continues to do so), the robots and androids gained sentience and
also started to develope psychosis, so on Luna they revolted (the robots
and androids) and took over.  On Marz they were more prepared and I don't
think they were majorly affected (can't remember anything in particular).
So the result is:
Venuz is a planet of mutants (lots of them)
Luna is base to a large number of robots who want to eliminate humans
Marz is a recovering colony fighting Luna
Urth is under total control of the central computer which has divided the
humans into specially prepared "reserves" where they are kept at the
levels of different historical periods.
 
That is a summary of the Changeling setting.  I think it sounds neat.  And
for whoever was interested, it was mentioned that Marz used cybernetics.
I haven't seen any hard rules yet, just this setting.
 
Have Fun,
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Mon, 25 Oct 1993 14:34:51 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Cerebus' K/S Stuff
 
Surely Specialization doesn't mean unGodly power, of course!  What it does
represent is when one concentrates entirely on that singular aspect of
something.  If you're into Mathematics, and you like Trig more than anything
else, you're "skill" in that would be much higher than in other facets
(although, through interrelation, you'd be able to apply some of your Trig
knowledge to others;  which brings in another optional rule I'm pounding out
(stolen from GURPS) called Prerequisites)...
 
It really works out, because it creates a checks & balances system within
itself and presents a much more varied range of HPs, because it more
accurately affects the way people learn and how their interests guide them
into narrower and narrower fields of knowledge.
 
The Sub-Area & Specialization rules as written are incredibly unrealistic
(the "proofing" and "automagickally" gaining Sub-Areas?  No thanks).
 
My idea definitely isn't for anyone, but after playtesting it over the last
few months, it works and works really well.
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 25 Oct 1993 15:11:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Cerebus' K/S Stuff
 
In message "Cerebus' K/S Stuff", cerebus000@aol.com writes:
 
>
> The Sub-Area & Specialization rules as written are incredibly unrealistic
> (the "proofing" and "automagickally" gaining Sub-Areas?  No thanks).
>
> My idea definitely isn't for anyone, but after playtesting it over the last
> few months, it works and works really well.
>
> Randy
> cerebus000@aol.com
>
 
I think (ok I know) I agree with Randy. If you decide to use specialization,
you must eliminate "proofing" and "automagickally" gaining sub-areas.
It still doesn't address the nasty combo of specialized archer and above
average swordsman but that could be addressed by a simple "you can't possibly
have had time to study with a sword that much" kind of statement.
 
Thanks for the comments.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 26 Oct 1993 12:05:51 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU>
Subject:      Re: Specialization and Changeling
 
        I also agree that specialization has the potential to disrupt game balance, so when I JM'ed our first MYTHUS game recently we simply didn't use the
optional specialization rules.  After following this discussion however I think
I'll implement the 1.2 instead of 1.5 rule, leaving the other rules as they are. I don't see any need to complicate things further than that.
 
        The changeling setting certainly sounds more original and interesting
than AEarth, although I wish they'ed give up these slightly altered Earth names, they just don't have the right atmosphere to them.
 
 
        Tony "gecko slayer" Martin
        u9349901@uow.edu.au
        University of Wollongong, Australia
=========================================================================
Date:         Tue, 26 Oct 1993 16:51:43 U
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         zz Alex Gowen <zz_alex_gowen@MACMAIL.BOND.EDU.AU>
Subject:      Re: Unsubscribing
 
I would like to unsubscribe and have tried a number of time in the
past......Please unsubscribe me from you list.
_______________________________________________________________________________
=========================================================================
Date:         Tue, 26 Oct 1993 13:33:40 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Specialization a...
 
Tony,
 
The 1.2 method over the 1.5 method works great.  It was what we used up until
I went ahead and complicated things further.  I'm not one who is scared of
complications - I enjoy the depth the generate.  It isn't really that
complicated once you sit down and either examine it or use it, whatever.  It
works, too.
 
Otherwise, I'd definitely go with the 1.2.
 
Hope I'm helping here...
Randy
 
cerebus000@aol.com   <- LISTSERV (&E-MAIL) address
randy.schoen@arvos.cvl9.com  <-BETTER E-MAIL address
=========================================================================
Date:         Tue, 26 Oct 1993 13:31:30 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Cerebus' K/S Stuff
 
Wayne shouted:
 
>>It still doesn't address the nasty combo of specialized archer >>and above
average swordsman but that could be addressed by a >>simple "you can't
possibly have had time to study with a sword >>that much" kind of statement.
 
What exactly do you mean by this?  If it is by what I think, then I think I
have an answer.  When you Specialize (in my system), it is like choosing a
major in college;  you still study other things, Minors (Concentrations), and
whatever other classes you like (Focuses).  I've always hated that
Shadowrun-esque barrier, which read, "You can only Specialize once in a
Skill" or whatever.  Using my rules, if you managed to get your accumulated
STEEP above 100, then you can grab another Specialization.  It reflects time
spent on another aspect of that subject.
 
You see what I mean?  Or am I answering the wrong question?
 
:)
Randy
cerebus000@aol.com
randy.schoen@arvos.cvl9.com  <<- BETTER E-MAIL ADDRESS  !FREE!
=========================================================================
Date:         Tue, 26 Oct 1993 11:22:32 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Heather I Oksman <heathero@TITAN.UCS.UMASS.EDU>
Subject:      Re: Unsubscribing
In-Reply-To:  <no.id> from "zz Alex Gowen" at Oct 26, 93 04:51:43 pm
 
I would also like to be unsubscribed from Mythus
                            Thank you.
=========================================================================
Date:         Tue, 26 Oct 1993 14:08:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Cerebus' K/S Stuff
 
In message "Cerebus' K/S Stuff", cerebus000@aol.com writes:
 
> Wayne shouted:
>
> >>It still doesn't address the nasty combo of specialized archer >>and above
> average swordsman but that could be addressed by a >>simple "you can't
> possibly have had time to study with a sword >>that much" kind of statement.
>
> You see what I mean?  Or am I answering the wrong question?
>
> :)
> Randy
 
Ok here's the senerio.  Mister fighter with a decent P trait (over 100)
chooses to be a "archer".  So as a JM I allow him to swap "hand weapons"
for "missle weapons" in the intial skills.  After adding points, specializing
etc.  The archer ends up with
 
Combat Missle Weapons  Bows: 80%
Combat Hand Weapons  Swords: 38%
Combat Hand Weapons  Shield: 38%
 
Ok so now you have a guy who is incredibly dangerous with bow (and I do mean
dangerous) and no slouch with a sword.
 
I see what Randy is driving at.  If dude gets Bows > 100% then he can specialize
in thrown daggers or something.  That sounds ok.
 
What about multiple specialization.  ie. specialized in bow and in sword ?
Any takers ?  I personally don't allow it at the start but I would allow a
player to spend mucho time and money to obtain a second speciality.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 26 Oct 1993 17:45:52 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: cross-genre stuff
 
I have been working, sort of brainstorming, really, on a couple
things for a cyberpunk module (yes, it will also include some
extensions for Shadowrun fans -- i.e. the feel and flavor without
the overly simplistic mechanics ;-) ).  Since I am eventually
planning on crossing my Mythus campaign with the Changeling module,
and possibly onto higher-tech from there, I would like to test
the rules, but not spoil the surprise for my players.  Anyone
care to look at what I've done so far (very rough) and try 'em
out with me?  (Also, if Changeling has Matrix-styled combat,
I'd love to know about the rules -- it looks like at least another
month before I can afford to subscribe to MMM <sigh> unless they
start doing the Internet distribution thing).
 
I'd rather not post to the list, primarily because it has great
bearing on DJ, but so little on Mythus.....
 
Now, for the second thought -- I also really like the world
described in Vampire: The Masquerade (although Werewolf and
Mage, and the eventual Wraith and Changeling (I wonder if
there's gonna be a lawsuit over that one ;-) ) are making it
a little silly), and figured out a couple ways of handling those
game mechanics in DJ terms.  I just don't like the basic
Storytelling mechanics, but the setting's cool.  Anyone else
played with translating it?  (I can see it now -- although
Omega Helios will probably never do it, we can have a couple
of net modules for DJ: DJ/The Masquerade etc :-) )
 
I already figured that the "Humanity" rating can actually be
handled as either the Spiritual TRAIT or a subset thereof, and
as Humanity drops, so does the effective level of that TRAIT
(although the original score should be noted).  That way, a
holy item presented by someone can be handled by a couple of
rolls vs. that TRAIT, and the older and less human, the more
susceptible the vampire would be.....
 
In fact, given a little work, it could also be used as a villain
in Mythus -- complete with maybe a modern handgun or something.
Now *there's* a surprise for a group of Mythus HP's!
 
Anyone actually tried the cross-genre stuff yet (even though
officially nothing else has been released)?  I remember at least
one member of the list has been playing with Unhallowed for a
while, or a pre-release version of it.  I was just wondering how
well they all interfaced.....
 
And now I'm rambling, so it must be time to go home.  Ciao
for niao!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Tue, 26 Oct 1993 17:39:13 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: cross-genre stuff
 
Mike, send me your stuff. Email address is "dtesterm@charlie.usd.edu"
Doyce
=========================================================================
Date:         Tue, 26 Oct 1993 22:49:08 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Mythus: cross-genre stuff
In-Reply-To:  <9310262207.AA00798@cabell.vcu.edu>; from "Mike \"Kurgan\"
              Phillips" at Oct 26, 93 5:45 pm
 
Kurgan,
     I'd be interested in looking over your material...
 
     Lucifer >:}
 
     p.s. I need to talk to you, anyway, via private e-mail...
the address is csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Wed, 27 Oct 1993 00:13:50 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: cross-ge...
 
I'd love to see what you've written, especially concerning a Cyberpunk-world.
 Although I don't plan to do a campaign in that genre, I'd like to see how
other people are tinkering with DJ.
 
Send it to randy.schoen@arvos.cvl9.com...  that's a temporary mailbox for a
month, but it is easier on me cuz I can use an OLR to access it rather than
AOL...
 
Randy
cerebus000@aol.com <- Listserv & Mailbox
randy.schoen@arvos.cvl9.com <-Mailbox
=========================================================================
Date:         Thu, 28 Oct 1993 15:18:05 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      What's up?
 
Two questions real quick:
 
I'm having trouble with the listserv. Seems as though some people on the mailer aren't getting my postings, can anyone explain.
 
Second.  Judging from my feedback (ahem) on my recent post, NO-ONE is getting
my postings.  Can someone talk to me? Anybody? Please? ;)
DT
=========================================================================
Date:         Thu, 28 Oct 1993 18:48:12 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: What's up?
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 28, 93 3:18 pm
 
I'm here, and listening, though I don't remember your post...
 
Lucifer >:}
=========================================================================
Date:         Thu, 28 Oct 1993 18:56:23 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: What's up?
In-Reply-To:  <9310282243.AA08900@cec_userfs.wustl.edu>
 
On Thu, 28 Oct 1993, Doyce Testerman wrote:
 
> Two questions real quick:
>
> I'm having trouble with the listserv. Seems as though some people on the mailer aren't getting my postings, can anyone explain.
>
> Second.  Judging from my feedback (ahem) on my recent post, NO-ONE is getting
> my postings.  Can someone talk to me? Anybody? Please? ;)
> DT
 
I got your posts (at least some of them).  I just don't have anything to
say right now.
 
Nathan
=========================================================================
Date:         Thu, 28 Oct 1993 20:29:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Roll call.....
 
Well, it seems that we're in for a roll call time :-)
I'm checking the logs and seeing what post he's referring to, and will
probably respond whenever the durn files get here (listserv must be slow
tonight, the request is a couple hours old now).....
 
In the meantime, well, I'm here, and working away on two simultaneous
projects  :-)
 
Don't worry, more priesthood stuff is forthcoming, just other commitments
have taken their share of my time again.....
 
'Sides, I get to play Mythus tomorrow night <bounce>
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 28 Oct 1993 21:39:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Changeling
 
I know I probably shouldn't throw a one-liner out, so I'm gonna ask this
question more lengthily than normal.....
 
Has anyone who has seen MMM compared the Changeling setting to the
world of Earth described in Chalker's four-book "Rings of the Master"
series?
 
Just wondering, because the more I hear the more probable the connection.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 28 Oct 1993 23:20:25 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Mythus etc. (Repost)
 
I'm going to post this again, if it turns out that everyone already has this, I
apologize
 
 
        Okay, I was wondering, if I could get some input on a few things.
        Has anyone read My proposed rules for disarming? I'e': opposed skill
roles as in Unarmed Combat, Non'lethal?  What are your responses to this idea,
(which I think   I posted about a week ago and can post again if I need to.)
Does anyone do this differently? Does everyone else have a group full of
spell-tossers who couldn't care less about mellee combat? ;)
        Incidently, I was wondering if anyone could give me a run down on
Necropolis. I read the archives on this subject, but I was wondering if anyone
could tell me what they think of it in retrospect.  I'll be sending an
incredible swardsman, assassin, an FP grey school dweomercraefter, and an
egyptian preist of Osiris. Theyre fairly experienced and I'm bored enough with
them (I have a different campaign with a storyline and characters that i really
like (please don't bother telling me I shouldn't be running something I do n't
like or be in a campaign I don't like, I know, I know..._)that I'd consider
running a pre-fab module just to kill time (and maybe the characters...).
        I deserve to be flamed for this attitude, I know, but I can't help it.
        Finally, has everyone stopped telling the tales of their various
campaigns? I found them very entertaining (and somewhat inspirational) when I
was perusing the archives and I wonder why I haven't seen them so far in the
mailings. that's all for now, feedback is much appreciated.
Doyce
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
=========================================================================
Date:         Fri, 29 Oct 1993 07:29:23 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Mythus etc. (Repost)
 
(1) Disarming hasn't come up so far in my group's campaign.  Heck, we're
    barely gaming at all (although we will actually *Play* tonight!
    YIPPEE!).  Anyhow, I don't remember seeing anything wrong with the
    rules you posted for it.
 
(2) Can't help you with Necropolis, 'cause I haven't run it, just read it.
    It looks pretty tough, but since you and your gamers appear to have a
    fair amount of Mythus experience, I think you both can handle it.  Just
    make certain you've read the module carefully!  It's pretty loopy in
    places, and seems to require a lot of familiarity.
 
(3) I'd post some campaign stories if I had any to post.  My group keeps
    socializing rather than gaming, although we all have taken the time to
    learn the important rules too....  Plus the setting we're using.
    That's why I'm so excited about tonight, we're gonna *play* not
    chat.....  A post will be forthcoming on how it goes :-)
 
L8r,
    Mike Phillips
    msphil@birds.wm.edu
    Happy JM at large, 'cause we're gonna *game*..... :-)
=========================================================================
Date:         Fri, 29 Oct 1993 10:27:27 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Gonzalez <gonzalez@NETCOM.COM>
Subject:      Re: Mythus etc. (Repost)
In-Reply-To:  <199310290412.AA02996@mail.netcom.com>; from "Doyce Testerman" at
              Oct 28, 93 11:20 pm
 
--
 
I haven't seen your disarming rules, I'm a newbie around here.  Could you
perhaps send them or tell me how to get the archives.  I was just thinking
about disarming rules for my world, and the next thing I know, you say you
have some.
 
 
                                Thanks
                                john gonzalez
=========================================================================
Date:         Fri, 29 Oct 1993 12:35:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Disarming
In-Reply-To:  <9310290410.AA17450@cec_userfs.wustl.edu>
 
I haven't actually played much at all (though I hope to change this for
Thanksgiving and Winter breaks), so it never occured to me to look up
disarming rules, but I did now that you have mentioned it.
In the regular rules and in the JM Screen (which contains many fixed
charts, incl. weapon charts) the only mention of disarming is for certain
weapons can make a DR roll to disarm.  This isn't very helpful.
In the second MMM with revised combat rules they specify that the attacker
may use an attack in an attempt to disarm using his/her FAC with a DR of
Extreme.  It also states that a disarm attempt can be made after a
successful parry (instead of using an attack).  Also if you manage a
Special Success, you get an automatic disarm.  That is for weapons that
are marked (by the letter E on this chart).  Such weapons include:  chain,
military fork, nunchaku, and some new whip variants.
I also just noticed another category of disarm rules:
These rules are for (marked J) weapons such as:  feather staff, manopele,
trident and some pole-arms.
In these cases the attacker rolls the FAC at a DR of Difficult.  If a
Special Success, then the opponent is disarmed and the weapon is
destroyed.  Otherwise there is a PMPow vs PNPow contest (attacker vs
defender) to disarm and/or damage the weapon (destroy at a DR of Easy for
regular parrying rules I guess).
 
That's all I found.
 
I think there should be rules for disarming without these special weapons
(though it should be very rare to succeed unless the person attempting to
disarm is very skilled).  I'll look back at your suggestion (can't
remember it right now).
Hope this helps.
If you haven't subscribed to MMM yet, I would recomend it.
 
Nathan
=========================================================================
Date:         Fri, 29 Oct 1993 11:07:26 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Gonzalez <gonzalez@NETCOM.COM>
Subject:      Calculating Heka
 
--
 
 
Being a newbie here, this question may sound idiotic, but here goes:
 
How in the heck did the heka numbers for the characters in the back
of the first Mythus book get calculated?  There are partial practicioners
with 800 heka points and I can't, for the life of me, add up any but one
or two of the magick practicioners' heka.
 
                                Thanks
                                john
=========================================================================
Date:         Fri, 29 Oct 1993 23:34:37 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: campaign update
 
(See, I *told* you we'd play Mythus this evening! :-) )
 
Okay, the HP's were hired as barge guards for a shipment of porcelaine,
to be taken from the port city of Athenos, through the Athenos Canal
to the Streel River, up the Streel to Darokin City, and from there to
Akorros.
 
Well, we haven't gotten that far yet.....  after HP's introduced themselves
(we have one Alchemist, one Cavalier, one Cavalier adapted into a
Swahbuckler, one Poet/Musician = Spellsinger, and one Philosopher (OP)),
they got aboard the barge to head up the canal.  Two nameless sailors
joined them (though they've already received the joking names of Jim and
Spock).  The trip through the canal locks was uneventful, as was most of the
journey up the canal.  We kept getting distracted (okay, I was over-
socializing, but outside of computers, this is what exists of my life ;-) ),
so the only thing that was run was a trip into the Malpheggi Swamp.
 
The grasses gave way to stunted growth, which in turn gave way to various
trees, and the water continued to become muddy.  The Alchemist was in his
cups by this point (having brought a wineskin), and was feeling pretty
good.....
 
.....as a stone axe embedded itself in one of the crates.  A quick glance
around indicated no attacker, so the Cavalier that the axe missed looked
around then raised the alarm.  The Swashbuckler ran over, the Spellsinger
started playing her instrument, the Alchemist sort of roused himself (it
would be a couple CT's more before he could do anything ;-) ), the
Philosopher was keeping a steady course, and one of the crewmen dropped
his macrame to defend, while the other roused himself from a nap.
 
And then the dark, scaly hand appeared at the edge, and three big,
nasty looking vaguely human-shaped lizards pulled themselves up.  The
motion on the barge knocked the Swashbuckler over, and the Cavalier
barely kept his balance.  The crewman who was standing remained standing,
of course ;-)
 
They attacked with clubs, and an Acclumsed Ode took one out and overboard,
while a second one traded blows with the Cavalier until, frightened by a
drunken display of Heka Darts, he dove backwards.  Just before this, the
one attacking the Swashbuckler (who had climbed to her feet and drew her
blade) had a Special Miss and promptly hit the fourth nasty on the top
of his head as he was drawing himself up.  The clobbered nasty grabbed the
fumbling nasty's foot and tripped him before dragging him overboard.  The
Swashbuckler got in one blow before that happened though.....
 
The Alchemist, now half recovered, summoned an Invisible Sentinel (who is
now patrolling the area that the barge vacated a while ago, 'cause the
Alchemist forgot that the area covered is stationary ;-) ) who is informing
the Alchemist about all Full Physical Manifestations within 66' of the
center of the casting.....  so the Alchemist is receiving lots of reports
about the insect life of the area, as well as a few fishies.....
 
Anyhow, given that all of the players had to vanish at that point, well,
we called it a night.....
 
And next time, a little further down the Canal and into the swamp!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 29 Oct 1993 23:38:02 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: Mysticism K/S
 
The question rose in the game this evening about how the Mysticism K/S
"meditate" feature would be used.  After all, one can gain some AP/G's
through this.....
 
How do y'all interpret this rule?  Just wondering, as I'm a little too
tired to think it through.....
 
Thanks,
 
    Mike Phillips
    msphil@birds.wm.edu
 
(Oh, and if Dave's still listening, you can give us your interpretation
 too ;-) I like hearing from the authors ;-) )
=========================================================================
Date:         Sat, 30 Oct 1993 02:09:06 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Mythus Mass Combat
 
Mythus Mass Combat
 
        What follows is a sort of primer on the Mythus Mass Combat
system, which I create myself.  Its mostly just my notes on the
subject.  If someone reads it to any detail, please _post_ all
questions to the list, and I'll answer them there.  What follows is
copyrighted by myself, Rodney W. Morris, 1993.  Only the Mythus
Listserver has rights to copy this material and ONLY for archival
purposes only and ONLY if those purposes are non-profit.  NO
publishing rights of any sort are given.  Those who transgress this
will be punished to the fullest extent of the law.  Sorry to have to
say that, but there's a real chance this may be published someday
(at least, I hope the chance is real).
        What follows is meant for PERSONAL usage only.  If you wish
to add it to the rules of a Club, please inform me.  If you use it
in your campaign, please inform me, as I want to know how well it
works for you (and if it _actually_ gets published some day, you'll
be included as a playtester!).
        Have fun!  And remember, these are my NOTES, not complete
rules...most of the ideas still exist in my brain...
 
Unit Types
     Archer
     Cavalry
     Cavalry, Archer
     Cavalry, Crossbowman
     Crossbowman
     Hobilar
     Infantryman
     Pikeman
 
Unit Descriptors
     Militia
     Regular
     Elite
     Shock
 
Unit Types
     Archer
     Move: 1/2 or 1
     Descriptors: Regular, Elite, Shock
     Row Effectiveness: 2 (4 for longbowmen)
     Archers consist of soldiers armed primarily with bows.  If
an archer unit enters melee combat, they must change unit type to
infantry, with the necessary command roll.
 
     Cavalry
     Move: 1 (Special: movement of mount)
     Descriptors: Regular, Elite, Shock
     Row Effectiveness: 1
     Cavalry are soldiers on horseback.  They are the only unit
that can actually ride through another unit, unless a pike or
shield wall is successful in repelling the cavalry attack.  If
they are successful in entering another unit, that unit must
immediately make a "moderate" DR Rout Check or flee, unless the
unit being infiltrated is also a cavalry unit.  If the unit
remains intact, all units touching an enemy unit (within both the
intruding cavalry unit and the defending unit).
 
     Crossbowmen
     Move: 0 or 1
     Descriptors: Militia, Regular, Elite
     Row Effectiveness: 1
     Crossbowmen consist of soldiers armed with crossbows.  These
units will usually have a row of infantrymen in front of their
firing line who are essentially shield-bearers.  Before the
crossbowmen fire, the front line pulls up their sheilds to form a
shield-wall for the crossbowmen to fire over.  Units with an
Infantry row are designated as such by an (I) after the unit
type.  A tactic of medium and heavy crossbowmen is to have the
first row step back after firing its bolts to load while the
second row steps forward to fire and so on.  For medium
crossbowmen, this will allow for an attack every round, instead
of one every two.  For heavy crossbowmen, this will result in two
attacks every three rounds, in stead of one every three (a third
row could not assist in this manner).  Only regular and elite
crossbowmen trained in this Special Tactic could perform this
task.
 
     Hobilar
     Move: 1 or 1(special: movement of mount)
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 0
     These troops are basically infantry who use horses to ride
into combat and dismount to fight (where they become normal
infantry).  It takes 1/2 of their infantry movement to dismount
their steeds.  Usually, 25% of the unit remains behind to keep
the steeds in order; otherwise, the steeds will flee (unless
intelligent, whereas it becomes the GMs perogative.
 
     Infantry
     Move: 3/4 or 1
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 1
     Infantry are units which carry melee weapons, such as swords
and maces.  They are the backbone of any army.  An infantry unit
need not a commander to fight, though it tends to be inefficient
without one. These units are the cheapest to train and equip.
 
     Pikemen
     Move: 3/4
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 2 to 3
     Pikemen include any pole-arm using unit, including
Halbadiers.  They have proven themselves throughout history as
the best and cheapest defense against cavalry and fairly
effective against infantry as well.  Pikemen utilizing pole-arms
with a reach of 4 or less have a row effectiveness of 2.  Those
with a reach higher than 4 have a row effectiveness of 3.  In
melee combat, only the third row can attack.
Unit Descriptors
 
     Militia: Little to no training.  After gaining four AP/B
points, this unit becomes regular, regardless of how those points
were spent.
          Base Morale: SM Category x 0.75
          Base Discipline: MR Category x 0.75
          Raw Weapon STEEP (w/o WP added): 0 - 15
          Special Tactics: None
 
     Regular: Minimal training and/or combat experience.  After
gaining fifteen AP/B points, this unit can opt to become Elite.
If the training for Elite status fails, the unit can try again
every five AP/B points thereafter.  At least three special
tactics will have had to be learned and a weapon STEEP of 20 is
minimum.
          Base Morale: SM Category
          Base Discipline: MR Category
          Raw Weapon STEEP (w/o WP added): 10-25
          Special Tactics: Formation (automatic), Charge
(automatic), Rally (2AP/Bs), Shield-Wall (3 AP/Bs),
Pike-Wall (3 AP/Bs), Formation change (4 AP/Bs), Controlled
Retreat (3 AP/Bs), Push (4 AP/Bs), Row Switch (3AP/Bs,
only for medium or heavy crossbowmen)
 
     Elite: Special training and/or extensive combat experience.
After gaining thirty AP/B points, this unit can opt to become
Shock.  At least two new tactics must have been learned from the
"Elite" category, Raw Weapon STEEP must reach 20, and at least
five AP/Bs must have been earned in battle.  If the unit fails to
upgrade, the unit can try again every ten AP/B points thereafter.
          Base Morale: SM Category x 1.5
          Base Discipline: MR Category x 2.0
          Raw Weapon STEEP: 20 - 35
          Special Tactics:  Rally (automatic if not already
known), Double Push (5 AP/B; only if trained for Push)
 
     Shock: Extensive training and combat experience.  There is
no higher level of martial excellence.
          Base Morale: SM Category x 2.0
          Base Discipline: MR Category x 4.0
          Raw Weapon STEEP: 30 - 50+
          Special Tactics: All "regular" tactics, if not already
known, are automatic; Triple Push (6 AP/Bs), Quadruple Push
(10 AP/Bs)
 
 
Unit Description
     Type: Elite cavalry, regular pikemen, etc.
     Move: The P Trait of the unit divided by 10, rounded down.
     Move Multipliers: see unit types and descriptors
          March (Move + 50%):
          Forced March (Move + 100%):
          Irregular March/Retreat (Move + 200%):
     Attack Chance, per weapon: The WP of the weapon plus the
average STEEP of the unit in that weapon, excluding any
Special Commanders and individuals whose STEEP exceeds
20% of the average.
     Damage: Weapon's average damage
plus unit bonuses.
     Unit Damage Capacity: Damage multiplied by number of
individuals in unit capable of dealing said damage.
     Defense: Average damage reduction from armor; determine only
pierce, cut and blunt.
     Morale: Determine base by unit descriptor, roll 3D6-10 for the
modifier, if it has not already been determined; add the commander's
Command Rating and any special considerations.
     Formidability: Factor of fear capable of causing to other units,
results in a subtraction from Morale.
        Discipline: Based upon descriptor of unit.
 
 
Attack Procedures
     When a unit attacks, roll against the STEEP of the unit.
Subtract the STEEP from the number rolled.  If the number is
positive, the damage the unit has dealt will increase.  If the
number is negative, the damage will decrease.  Refer to the
following chart for details.
 
     Difference     Damage Multiplier
           50+      Eight
        46 - 49     Six
        41 - 45     Five
        36 - 40     Four
        26 - 35     Three
        16 - 25     Two
       -15 - 15     One
       -20 - -16    0.75
       -25 - -21    0.5
       -35 - -26    0.25
       -50 - -36    0.1
     -51 or less    0
 
Damage
     Damage dealt by an attacking unit is equal to the Damage
Capacity (damage of any single individual multiplied by the
number of individuals capable of attacking) of the unit
multiplied by the Damage Multiplier.  The Defense value of the
defending unit is then subtracted from the Damage.  Divide the
remainder by the P TRAIT of the individuals within the unit and
remove that many units from the battle field.  Keep a record of
percentages in smaller battles.  In large-scale battles, it is
permissable to round to the nearest integer for damage.
 
 
Unit Description
     Unit Name: _________________________________________________
     Unit Commander: ____________________________________________
     Type: ______________________________________________________
     Move: _____
     Move Multipliers:
          March (Move + 50%):                       _____
          Forced March (Move + 100%):               _____
          Irregular March/Retreat (Move + 200%):    _____
     Attack Chance, per weapon:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Damage:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Unit Damage Capacity:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Defense:
          Pierce:   _____
          Cut:      _____
          Blunt:    _____
     Morale:        _____
     Formidability: _____
     Discipline:    _____
     Statistics:
       Mental TRAIT: _____ Physical TRAIT: _____ Spiritual TRAIT: _____
        MRCategory: _____   PMCategory: _____     SMCategory: _____
        MMCategory: _____   PNCategory: _____     SPCategory: _____
Special Abilities/Invulnerabilities/Suceptiblities: ________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Tactics Known: _____________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
 
 
        Okay, there it is...its not extremely complex, but it will
be, including AP/Bs (Advancement Points/Battalion) for battle and
long-term military campaigns (read the real-world definition of
campaign here, not the game definition) and effects of war on a
nation and an individual.
 
        Lucifer >:} csc3rwm@cabell.vcu.edu
                Snail Mail:
                        Rodney Morris
                        4440 Hollywood Dr.
                        Richmond, VA  23234
=========================================================================
Date:         Sat, 30 Oct 1993 04:26:46 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Disarm Repost
 
Here's a repost of the specific rules I set up for disarms, since a few people
wrote and asked...
 
        Has anyone seen/developed rules for disarming and other combat special
manuevers? I've been using a skill/vs./skill contest, as in Unarmed Combat
(i.e.: roll until *somebody* wins):
 
        Attacker wins=sword goes flying
        Defender wins=nothing happens
        Attacker wins and defender crit fails=sword goes flying and defender
                                                   takes damage.
        Defender wins and attacker crit fails= sword of attacker goes flying
                                                -or- attacker takes damage,
                                                    defender's choice.
 
        I also use this mechanic for corp de corp (spelling? It's pronounced
"cor-de-cor") and other tricks.  This is an important subject for one player,
playing an Explorer with **NO** Heka powers (except Endurance)and damn proud
of it! Master swordsman (former self-propelled sandbag for damage absorbtion)
looking for greater flexibility in combat. Has anyone seen MMM#2 yet? (He also
wants a groin cup.) ;)
 
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
;
=========================================================================
Date:         Sat, 30 Oct 1993 11:44:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <TOBYWILLIAMS@ACM.ORG>
Subject:      DMI questions
 
Dan here,
 
      I was wondering how you handle Disposable Monthly Income?
Do you dispense with it entirely or do you just give it to the
HPs without having worked for it.  Do you make the player choose
a job to get paid.  I figure that, unless the HP has lots of
property to live off of they must define a job and then spend
1/3rd of their time doing it and not adventuring.  They get money
from properties at a rate of 15% of the worth of the property.
So if you buy enough property you could live off the rent people
pay you.  But that hardly ever covers the HPs given DMI.  Do I
make them work to get it or what?  What do you think about this,
or do you just not care.
 
Happy Mything
 
Dan Williamson
 
tobywillams@acm.org
Kensington, MD
=========================================================================
Date:         Sat, 30 Oct 1993 13:00:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: DMI questions
 
An electric elk writes:
>Do you dispense with it entirely or do you just give it to the
>HPs without having worked for it.  Do you make the player choose
>a job to get paid.  I figure that, unless the HP has lots of
>property to live off of they must define a job and then spend
>1/3rd of their time doing it and not adventuring.  They get money
>from properties at a rate of 15% of the worth of the property.
>So if you buy enough property you could live off the rent people
>pay you.  But that hardly ever covers the HPs given DMI.  Do I
>make them work to get it or what?  What do you think about this,
>or do you just not care.
 
 
Well, on page 114 of Book One (unfortunately there are no catchy
acronyms such as "D.M.G." for it)  there are two relevant footnotes
to the "Initial HP Finances" box. (btw, I have the second printing
of book one, if it makes a difference)
 
For SECs 1-3 it gives a nil DMI, and says "This not only means no
spending money, but insufficient BUCs to survive from day to day
without gainful employment after Cash on Hand is gone!" So a
character with SEC 1-3 must be employed or forage or something
in order to simply eat.
 
For SEC 4 (petty landowner) it gives a nil DMI, and says "If the
GM wishes, this sort of individual can be assumed to have a
sufficient monthly stipend to live most frugally without employment--
in an unheated loft on stale bread and boiled vegetables at best!
Some form of employment is recommended for this lowest of the
freeman class."
 
For SECs 5+ there's a range of possible DMIs. Such characters
probably can avoid work entirely and still receive DMI. Although
as GM you might have their commercial or land interests break down
to some extent if not given attention for a while.
 
just my $0.02.
 
Andrew
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Sat, 30 Oct 1993 14:45:31 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: mythus mass combat (fwd)
 
I decided to post this to the list, just in case anyone else was
curious...I hope you don't mind, Andrew...:)
 
Forwarded message:
> From ANDREWH@EARLHAM.EDU Sat Oct 30 11:39:54 1993
>
> Nice set of rules.
 
Thank you.
 
> Not to sound like a whiner, as I'm very impressed, but, are you
> thinking about adding magickal combat? How about siege weapons?
> Terrain modifiers? Tactical modifiers?
 
Absolutely.  The rules I posted were only the backbone of a skeleton
of a very large creature.  Eventually, I'm going to include castles,
seiges, and _definately_ magickal combat with new spells that
directly affect the mass combat rules.  I'm trying to stay as
realistic (historically) as possible and still have magick and
playability...as soon as I have something (which may not be for a
while), I will post further...
 
> I know you have already thought about this stuff, of course, but
> I'm just following the rule of my favorite econ prof: "State the
> Obvious. State it Loud. State it Often."
 
        Hey, if you think of any more 'obvious' stuff, please ask...
 
> thanks,
 
Thank you.
 
> Andrew
> andrewh@earlham.edu
 
Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 14:51:37 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "AN ELECTRIC ELK" at Oct 30, 93 11:44 am
 
> Dan here,
>
>       I was wondering how you handle Disposable Monthly Income?
> Do you dispense with it entirely or do you just give it to the
> HPs without having worked for it.  Do you make the player choose
> a job to get paid.  I figure that, unless the HP has lots of
> property to live off of they must define a job and then spend
> 1/3rd of their time doing it and not adventuring.  They get money
> from properties at a rate of 15% of the worth of the property.
> So if you buy enough property you could live off the rent people
> pay you.  But that hardly ever covers the HPs given DMI.  Do I
> make them work to get it or what?  What do you think about this,
> or do you just not care.
 
I'm a little more strict.  If the character is noble (SEC 7, 8, or
9), his money comes from the taxes of the poor, but only if he's the
ruler himself, which tends to put a dampener on adventuring.  If
he's the son of a noble, he usually has someone else ruling his
little parcel of land, and lives off of those taxes and a percentage
of what his father makes.  If the HP actually has a job (necessary
for SEC 4, 5, and 6...I don't remember, but I don't think 1, 2 and 3
get DMI...), he or she must work for approximately thirteen to
fourteen hours a day for the whole month to get the whole amount.
If they work a percentage of that or have hired people to do the
work for them, they only get a percentage, dependant upon how well
his people are paid or how much time invests in the business.  This
tends to put the rift between the working middle class and the
ruling class necessary in any feudal society.
 
> Happy Mything
 
oooooh...I almost mythed that one...;)
 
> Dan Williamson
>
> tobywillams@acm.org
> Kensington, MD
 
Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 14:02:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I generally treat the DMI as money earned for activities performed "off stage"
when the players have a certain amount of down time between episodes.  A
suitable story for the income is generally worked out, and the income source
gets worked on when everyone is taking a break. I don't generally make the
players spend x amount of time on the activity per month.
Doyce
=========================================================================
Date:         Sat, 30 Oct 1993 14:36:25 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
The income from actually ruling a piece ofland available to a Count or such
would be far in excess of what the character is receiving for DMI. In the cases
of SEC 7-9, a son/daughter of a noble is assumed who is either 1) receiving an
allowance from the folks or 2) has been given  a smallish portion of land to
do with as they please and, AS PER THE HISTORICAL PRECEDENCE of the time, most
of the actual day-to-day drudgery of running the farm/whatever is taken care of
by a supervisor (forget what the term for such a person was). The benefit of
the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME. A
fourteen hour a day job is not heroic literature. This stuff is meant to be
offstage for the most part, except when something can be done with to make it
into an interesting story: the kid's father wants a little payback for the moneyinvested in the kid--time to visit the family, sabotage of the property by
enemies made during other portions of the campaign, or something as short and
colorful as stopping by the barn to watch "Gunder" birth a new foal, which
develops complications which require the finely clad noble to help out in order
to save the colt (picture the scene from City Slickers with someone dressed for
the shooting of Dangerous Liasons in Billy Crystal's position--damn, I'm going
to have to _use_ that :)   ).
=========================================================================
Date:         Sat, 30 Oct 1993 14:37:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: DMI questions
 
Doyce Testerman writes:
>The benefit of
>the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME. A
>fourteen hour a day job is not heroic literature.
 
 
I agree with / appreciate  everything you said. It was my understanding,
however that in the European middle ages peasants worked many hours
fewer than 14 per day. Plus there was larger number of holidays (including
"St. Mondays")  There's probably a good deal of variation between times
and regions of course. And what I said assumes only Europe. Other
cultures did things even more differently I'm sure.
 
 
Andrew
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Sat, 30 Oct 1993 14:55:55 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I used 14 hours as the number of work hours because that was the number
used in a previous post to which I was replying.
:^)
DT
=========================================================================
Date:         Sat, 30 Oct 1993 20:29:37 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 30, 93 2:02 pm
 
> I generally treat the DMI as money earned for activities performed "off stage"
> when the players have a certain amount of down time between episodes.  A
> suitable story for the income is generally worked out, and the income source
> gets worked on when everyone is taking a break. I don't generally make the
> players spend x amount of time on the activity per month.
> Doyce
 
        Doyce,
                What do you do if an 'episode' lasts for more than a
month...or just two days shy of a month...or just five days shy...Do
they still get the same amount?
 
        This isn't meant to be offensive, I'm just wonderin' how you
work it out with this system...
 
        Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 20:56:50 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 30, 93 2:36 pm
 
> The income from actually ruling a piece ofland available to a Count or such
> would be far in excess of what the character is receiving for DMI. In the cases
> of SEC 7-9, a son/daughter of a noble is assumed who is either 1) receiving an
> allowance from the folks or 2) has been given  a smallish portion of land to
> do with as they please and, AS PER THE HISTORICAL PRECEDENCE of the time, most
> of the actual day-to-day drudgery of running the farm/whatever is taken care of
> by a supervisor (forget what the term for such a person was). The benefit of
> the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME.
 
        4-5 and up as upper class...hmmmm...according to the Mythus
book (sorry to have to look up rules, here, but...), the social
levels 4-6 inlcude everything from forester, tradesman, actor and
under office to a magistrate, merchant, squire, mercenary commander,
engineer, town official.  These people are the equivalent of our
middle class...work, work, work.  Realistically, they'd need to work
14 hours a day just to keep their jobs...but that's boring...so just
do a percentage...:)  My opinions, I know, I'm just suggesting
alternatives...
 
> A
> fourteen hour a day job is not heroic literature.
 
        But isn't it?  Clark Kent has a steady job; so did Peter
Parker; Conan was a thief (but, then again, he took the chances most
HPs _never_ would); in most heroic literature, the heroes have to
deal with their everyday jobs...even King Arthur was a king, with
all the requisite responsibilities.  Given, it was rarely shown that
Arthur actually did all that much ruling.  This had its
consequences, however...Arthur was NOT a very good peacetime ruler.
Balancing a job and adventuring _is_ heroic...especially if you want
to term it 'literature.'
 
>This stuff is meant to be
> offstage for the most part, except when something can be done with to make it
> into an interesting story: the kid's father wants a little payback for the
> moneyinvested in the kid--time to visit the family, sabotage of the property
> by enemies made during other portions of the campaign, or something as short
> and colorful as stopping by the barn to watch "Gunder" birth a new foal,
> which develops complications which require the finely clad noble to help
> out in order to save the colt (picture the scene from City Slickers with
> someone dressed for the shooting of Dangerous Liasons in Billy Crystal's
> position--damn, I'm going to have to _use_ that :)   ).
 
        That's GREAT.  I don't mean that you should role-play
_every_ detail of the day...just like you don't role-play Gunder
going out to take a s**t during that hike to Troyes.  But if a
person neglects his duties, his 'easy money' is lessened...if not
threatened all together...
 
        Just my opinion...:)
 
        Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 21:06:46 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Andrew W. Hagen" at Oct 30, 93 2:37 pm
 
> I agree with / appreciate  everything you said. It was my understanding,
> however that in the European middle ages peasants worked many hours
> fewer than 14 per day. Plus there was larger number of holidays (including
> "St. Mondays")  There's probably a good deal of variation between times
> and regions of course. And what I said assumes only Europe. Other
> cultures did things even more differently I'm sure.
 
        Actually, my research (which is quite extensive, I might
add) of the medieval period suggests that peasants worked _all_
day...sun-up to sun-down.  There were various holidays, but these
rarely meant a vacation...the Lord's lands still needed tending and
such...usually, these take up a great deal of time.  If you're a
freeman, you have an even rougher time, because you only answer to
yourself if you can't eat...:)
 
        Lucifer >:} do you remember where you read this?
=========================================================================
Date:         Sat, 30 Oct 1993 20:54:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I'm pretty easy about whether or not the players have had enough down time to do the "requisite" amount of out-of-sight work.  Some months might be really
busy, others might go by with only four or five days of action.  In the long run, things like this tend to work out.  If there was little work done one month,
part of what I might tell the player needs to be done is catch up during the
long month.  This may seem a little slipshod, but with a good group, it's
really not a problem.  It also helps that the characters are heavily based
in a main city, and so are usually close to their interest. :)
DT
=========================================================================
Date:         Sun, 31 Oct 1993 15:00:47 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU>
Subject:      DMI and Starting Money
 
        I just wanted to mention that I really like the way money is given out
in MYTHUS during character generation.  The differences between starting assets
really help define and create an atmosphere of the financial differences
between peasants and nobles that is so often ignored in other systems.
( including my own DnD campain before I read MYTHUS ).
        The best use of the system though, is encouraging players to roleplay.
By giving a power gaming/money hoarding player all the money they could
possibly want when their character is generated, (by fudging a class die roll)
the charater is forced to look elsewhere for objectives, hopefully more
interesting ones.
 
                                Tony "The Geckoes are coming" Martin
                                u9349901@cc.uow.edu.au
                                Australia.
i
=========================================================================
Date:         Sun, 31 Oct 1993 02:00:14 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
The thing we need to remember here is difference between historical fact and
historical similarity like that found in Mythus. I make a point of remembering
that the similarities that can be drawn between out modern world and the
setting of Mythus extend farther than the BUC and the cost of items. Due to
the preponderance (hope I'm using the right word ;)  ) of magick in everyday
use (witness the example of everyday spells in the front of the Magick Book),
_most duties will become less onerous to some small degree. It might be more appropriate if, instead of looking at historical examples, we look at examples
from TODAY. SEC 4-6 are not working hellish hours (unless of course they're
to raise a SEC level: see Wall Street brokers ;)   ). The lower class is
still working alot, but most of the characters of these SEC levels in my
campaign are stealing what they need, getting paid for services rendered, or
making money using the rules for Income from K/S Areas by investing money in
some "business" and letting their Vice K/S guide the way, which also nicely
explains their "madam" special contact...  ;).
I've blithered enough, thoughts?
DT
=========================================================================
Date:         Sun, 31 Oct 1993 05:05:01 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
Let's take in to account living expenses when developing stinginess of DMI
awards.  The highest SEC level any HP can be generated at is SEC 7, barring
some primitive Vocation, who would be earning money at about SEC 2 once they
hit "civilization." The highest anybody could roll for DMI for SEC 7 is 2000
BUCs a month. There are two Vaocations which can be SEC 7 out of about 40:
Cavalier and White Dweomercraefter. The nest Highest SEC (which out of 12 HPs
in two campaigns, I have One) is Six, which maxes out DMI at 900 Bucs (barring,
of course, age modification, which in many cases will modify this total down,
witness the young noble son squandering wealth...).  Admittedly, there is a possibility of a decent DMI, but consider the fact that HPs at this SEC level need
to pay to live in the manner to which they might logically be accustomed.
They bought land and a manor? Fine, but where do they stay when they're in town?Rent ona nice place, servants (at least a Cook) food, etc. is going to EAT the
DMI and come back for more.
IMHO, the DMI is not really a major unbalancing factor (Incidently, what kind
of vocations are your groups made up of? Out of Twelve HPs, only four have a
DMI in my groups, and three of those are SEC five and getting a couple hundred a month, which they go out to eat on, with one companion, ONCE, at the Aerie--
the finest dining establishment in Haven, per month. (Ever eat at a place in
New York where, the HAMBURGERS are 24 BUCs? Did I say Eat the DMI? I thought
I did. :)
DT
P.S.: i'm not really arguing, I'm just pointing out ways to control the income
of players in ways other than witholding from the beginning, which can start
players trying to get more and more, instead of Roleplaying, again, IMHO. :)
=========================================================================
Date:         Sun, 31 Oct 1993 13:51:42 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Mailer Question
 
Does any one else get back "failure to deliver" messages everytime they send
something to the listserv? Not for the whole group, of course, just for
Winstel@kit.uni-kl.de? I had nine new mail messages today and eight of them
were because I had sent eight messages to the 'list (aren't high-volume debates
great?  :)   ) and they all bounced of this address. It says his mailer's
been disabled.  Maybe his whole service is out. Maybe Cthulhu ate him. Could
somebody check? Maybe through "talk?" Just wondrin.'  :)
DT
(We're playing the All Hallow's Eve Mythus episode tonite! <heh, heh, heh>
=========================================================================
Date:         Sun, 31 Oct 1993 13:36:18 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Calculating Heka
 
John;
 
Well, it has been admitted by GDW that the Heka values for the characters in
the "Condemned as Galley Slaves" scenario are wrong.  This is partially due
to the fact that, at the last minute, the editor decided that HPs didn't get
enough Heka and changed the Heka charts to reflect this.  Thus, the Heka
charts in both Mythus and Mythus Magick are wrong.
 
The best thing to do is either figure 'em out by hand, or just shrug and say,
"Maybe they've got a Vow!"
 
CEpb
=========================================================================
Date:         Sun, 31 Oct 1993 13:48:57 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mailer Question
 
Wait, check that.  The mail that just came in was a failure notification...
someone shoot Winstel.
=========================================================================
Date:         Sun, 31 Oct 1993 13:48:05 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mailer Question
 
Yeah, I got the same thing, but I think it has stopped.  I'll find out once I
weed and reply through all these messages... (your message and others were
coming in as I was reading the last 2 days stuff!)  This is great!
 
Mythus forever!
 
CEpb
 
(Sheesh - there's another one...)
=========================================================================
Date:         Sun, 31 Oct 1993 13:54:58 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: DMI questions
 
Well, I make sure the HP has reason for getting the DMI.  And what I say is
that the DMI is what is left after paying all expenses, including workers
wages and other upkeep.
 
For example, my current campaign is following the adventures of a cavalier,
whom gets his monthly stipend from his liege, a Baron.  He has been
"hired-out" by a young mage who is interested in building a tower in a
magick-rich crater.  (The arms are needed because of the high amount of
monstrous activity reported in the vicinity).
 
As plot developed, a scroll was found pointing them to the tiny village of
Aartuat (far removed from Aegypt - there's no Aegypt in my world;  in fact,
Aartuat is no longer in the desert... it is in a lightly forested farmland...
 in fact, Aartuat grew too, and contains a burned down church, a haunted bell
tower, a well house that leads to a bunch of underground caves [doesn't THAT
sound familiar], etc, etc)...
 
His DMI remained the same, because what was lost from the Baron is now picked
up by our young, rich wizard.  He still gets his money because he's still
working for both the Baron & the Wizard, but he doesn't get it actually
because the money is waiting for him back at the construction sight.  When
(and if) he returns from Necropolis, he'll have a small stash of BUCs waiting
for him.
 
In a now-gone Mythus Prime campaign, one Thief persona ran a clock shop as a
front for his criminal operations, which consisted mainly of stealing as many
clocks and antique furniture, and then re-selling it.  [He was later caught
and hung... /worry not, this happened after the campaign ended, I tend to
keep writing about the HPs even after play has ceased/]
 
Anyway, to make a long story short, I make sure that players have REASON for
getting their DMI.  A SEC 6 guy who loses his job also loses his DMI and must
pay for all monthly bills out of his own pocket.  [Let's say his DMI was
$550.  I'll say he was being paid $800/month, which leaves him with $250
worth of bills each month...]
 
It works out!
 
CEpb
=========================================================================
Date:         Sun, 31 Oct 1993 14:30:00 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Calculating Heka
 
NONONONONONONONO!
The Heka for the characters in the "Condemned as Galley Slaves" adventure is
right. The table is wrong in both the main book and the magick book because the editor wanted the spellcasters to have more Heka, so they put the expanded
generation in this table and left it the same everywhere else because they
didn't agree with him. You will be able to figure character's Heka correctly is you use the notations in the skill descriptions themselves. Note also: some
K/S areas which give a character spells, DO NOT GENERATE HEKA. Fortune Telling
is one, I _think_ Herbalism is another. Rule of thumb: if no Heka generation
rule is mentioned in the text description of the K/S area, then there is no Heka generated. This is FTMOD (From the Mouth of Dave (Newton)) and is (I hope)
definately the way to do it. (Unless, of course, you don't want to...)  ;)
DT
=========================================================================
Date:         Sun, 31 Oct 1993 13:59:51 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Calculating Heka
In-Reply-To:  <9310311919.AA24188@cec_userfs.wustl.edu>
 
I thought HP's were getting quite a lot (for being partial practitioners).
Has anyone compiled a corrected list of Heka generation?
I like the idea of skills generating less.  That way resevoirs and such
are much more important, which means that HP's will have to prepare for
big spells ahead of time.
 
Nathan
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 31 Oct 1993 15:14:43 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Calculating Heka
 
As I recall, a corrected list was posted to mythus-l quite some time
ago, sometime back in February or March.  Unless someone else has it
handy, I'll dig it out for a repost.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 31 Oct 1993 15:18:45 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus-l: Heka Generation Chart
 
I know this is a repost, and it's available on the FTP site as
heka.generating, but I'll save y'all the time of getting it or
compiling it:
 
Date: Thu, 25 Feb 1993 07:30:59 EST
From: Mark Boone <mboone@NSWC-WO.NSWC.NAVY.MIL>
To: Multiple recipients of list MYTHUS-L <MYTHUS-L@BROWNVM.brown.edu>
 
   The table used to calculating the heka generated by K/S is grossly
wrong.  The table rarely agrees with the descriptions given for each
K/S.  The heka generated by HP's in the back of Book 1 go by the K/S
descriptions and not the table.
   Below is the table as based on the K/S descriptions.  Some of the
descriptions don't even mention how heka is calculated (Fortune Telling,
herbalism, Mediumship).  I dropped the Music K/S from the table since
it does not generate any heka.  Also, when an average of two stats is
needed, this is rarely shown correctly in the book, so beware.
 
K/S Area        Heka Generated
------------------------------------------
Apotropaism     STEEP + (MMCap + MRCap)*.5
Astronomy       STEEP
Demonology      STEEP + MMCap
Dweomercraft    STEEP + MMCap                           (part)
Dweomercraft    STEEP*10 + Magick STEEP + M Trait       (full)
Magick          STEEP + MRCap
Spellsongs      STEEP + (MMSpd + MRSpd)*.5
 
Endurance       STEEP
Gemsmith/Lapid. STEEP
Heka-Forging    STEEP + (PMPow + PNPow)*.5
 
Alchemy         STEEP + SMCap
Astrology       STEEP + SPCap
Conjuration     STEEP + (SMPow + SPPow)*.5
Divination      STEEP + SPCap
Exorcism        STEEP + SMCap
Fortune Tell.   STEEP + SPCap   ?no ref
Herbalism       STEEP + SMCap   ?no ref
Mediumship      STEEP + SPPow   ?no ref
Metaphysics     STEEP
Music Comp.     STEEP
Mysticism       STEEP + SPCap
Necromancy      STEEP + SMPow
Occultism       STEEP
Pantheology     STEEP
Poetry/Lyrics   STEEP
Priestcraft     STEEP + SMCap                           (part)
Priestcraft     STEEP*10 + Religion STEEP + S Trait     (full)
Religion        STEEP
Sorcery         STEEP                                   (no pact)
Sorcery         STEEP*Pact + Demonology STEEP + S Trait
Witchcraft      STEEP                                   (no pact)
Witchcraft      STEEP*Pact + SM Category
Yoga            STEEP
 
 
 
 
 
 
 
 
 
Hope that helps!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 31 Oct 1993 16:10:44 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Wendy <wliaw@MAGNUS.ACS.OHIO-STATE.EDU>
Subject:      Re: Halloween Episode
 
In message Sun, 31 Oct 1993 13:51:42 -0600,
  Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>  writes:
 
> (We're playing the All Hallow's Eve Mythus episode tonite! <heh, heh, heh>
 
Us too, we are doing a Halloween speical tonight. :)
=========================================================================
Date:         Sun, 31 Oct 1993 18:42:07 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Calculating Heka
 
I do not have a simple sheet with the corrected table, although I have
taken a pencil to the tables present in the books so that they are correct now.
If anyone is interested, I suppose I could type it up and mail it out by Monday
Night or so. (I can't tonite, we're playing Mythus. :)   )
DT
=========================================================================
Date:         Sun, 31 Oct 1993 18:45:05 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus-l: Heka Generation Chart
 
Those skills that are listed as without notation generate no Heka. :)
=========================================================================
Date:         Sun, 31 Oct 1993 21:25:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Priestesses of Juno
 
Having already done some cataloging of Jupiter, the ever-prolific scribe
turns his hand to a good choice for balancing out the adultery -- Juno,
known to Greeks as Hera, Jupiter's wife, and the goddess of marriage, the
home, children, and childbirth (one shared with one view of Diana).  Juno
was known to have a temper regarding Jupiter's little "excursions", but
then again, he was finding all the nice-looking female maidens and
bedding them, so it's not surprising that she would be jealous.  Beware
the maiden who falls to Jupiter's charms!
 
The priestesses of Juno tend to promote marriage and fidelity, although
they tend to be attracted to followers of Jupiter, especially his
priests.  On the whole, they are kind people, although they can have
terrible tempers when they feel they are wronged.
 
Grade I:
DETECT INFIDELITY CHARM
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This brief Casting will immediately allow the priestess to
determine if the subject of the Casting has been unfaithful.  However,
the definition of "unfaithful" is pretty subjective, and it can only be
used in a marital context.  If the subject honestly feels that he has
done no wrong, then the detection will fail.  Note that this does not
convey any sort of information, other than the subject's being
unfaithful, and the priestess must name a time period when weaving the
Casting, so that the spell may function.
 
LOCATE SPOUSE FORMULA
Time: 1 hour                    Other Heka Costs:
Area: One Subject                   R&D: Nil
Distance: One mile per 10 STEEP     Other: 10:1 additional hour
E/F/M: This Casting allows the priestess to locate her spouse, giving her
a general sense of distance and a fairly precise sense of direction.  It
will only work for the priestess, and then only on her own husband.  The
duration may be extended by one hour per 10 additional Heka spent, but
may not total more than one hour per 10 STEEP possessed by the Caster.
 
Grade II:
ENCOURAGE FIDELITY CANTRIP
Time: 1 AT + 1 AT per 10 STEEP  Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: For the duration of the Casting, the subject will be subconsciously
discouraged from any acts that would be interpreted as being unfaithful to
his or her spouse.  Though the duration is fairly short, it can be just
enough to avoid the possibility of infidelity.
 
MARITAL BLISS RITUAL
Time: 1 day per 10 STEEP        Other Heka Costs:
Area: One couple                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This ritual will hover around the recipient for the listed duration,
causing anything that reminds the subject of the good times of their
marriage to remind the subject very strongly, and subtly encourages a
fair amount of forgiveness to assist in smoothing things over.  However,
the ritual requires that both members receive it for it to work, and those
who need it would not submit, and those who would submit rarely need it.
With a little sibterfuge, though, the ritual could be disguised as a
simple blessing of sorts, and be cast upon a troubled couple without
their knowledge.  Such activity is hardly precluded from priestesses of
Juno!
 
Grade III:
PUNISH TRANSGRESSION FORMULA
Time: Special                   Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This is a (relatively) fast Casting, to be used in the heat of
passion (or anger) against someone who has been maritally unfaithful.
Ideally, the priestess should have some appropriate form of punishment
in mind, something suitably vindictive and applicable.  This need not
be cast on the priestess' husband, but may instead be cast on the one
with whom the infidelity was carried out (witness Juno's punishments
of Jupiter's mortal lovers rather than doing anything directly against
Jupiter).  As long as the punishment is appropriate, there is not
much in the way of limits on the duration of the punishment, as the
priestess is asking for the wrath of her goddess to be brought to
bear.  Of course, the punishment must be stated at the time of casting,
and misuse can cause consequences to the Priestess instead of the
subject.
 
Grade IV:
AFFAIR ENLIGHTENMENT RITUAL
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priestess to learn the full details of
an affair that has been carried out by her husband or lover.  The
priestess basically will receive the equivalent to a narrative of
what has gone on between the other two, and names, places, and dates
are revealed as well.  The one thing that must be kept in mind is that
the priestess must already know that the affair is going on, otherwise
the Casting returns no worthwhile information, so it is ineffective as
a method of spying.
 
Grade V:
PUNISH INFIDELITY RITUAL
Time: Special                   Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This is a more potent form of Punish Transgression (q.v.), as
it allows the priestess to enact retribution similar to that of the
previous Casting, but there is virtually no limit to what can be done
as punishment.  The only requirements are that the punishment must be
particularly appropriate and the infidelity must be a major issue (such
as a couple married for ten years, and the husband was unfaithful for
five of those, and the wife just found out).  The priestess need not
be personally involved in the relationship, a jilted wife or husband
may come to her with the story.
 
 
Of course, if you have comments, questions, insults, compliments,
or whatever, feel free to write me.  Additional Castings will
be placed in the nascent net.pantheary, as will good information
on myths associated with the deities featured so far.  I'm open to
suggestions as to which to cover next.  I know there are many, many
more left to do, and am currently wondering what would be most
useful to others, having covered the ones that are of immediate
use to me.
 
    Mike Phillips
    msphil@birds.wm.edu
 
Yes, I know I've done a lot of them, but can you imagine the quantity
once I'm a subscriber to MMM?  ;-)
=========================================================================
Date:         Thu, 23 Dec 1993 20:26:40 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      To all...
 
My, my, my, how quiet it gets this time of year.
 
Oh, well, Happy Yule season, whatever holiday you celebrate.  Keep
the gnolls at bay, hope the Klingons stay indoors, and pray the snow
outside doesn't portend the coming of the Windigo...and, most of
all, get some good gaming time in before you have to go back to the
grind :)
 
Lucifer >:} csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Sat, 25 Dec 1993 23:54:07 EST
Reply-To:     kelthar@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Richard Crook <kelthar@AOL.COM>
Subject:      Re: To all...
 
ahh, yeah.  I was beginning to think I'd been disconnected.
=========================================================================
Date:         Fri, 1 Oct 1993 12:40:22 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         class account <mms48@UNLINFO.UNL.EDU>
Subject:      Heka-Forging
 
O.K., here it is. Comments, criticisms, suggestions, etc.?
 
     As written, the K/S description on p.166-168 doesn't really mesh
with the Castings in Mythus Magick. The sub-area progression confused
me at first - if you follow the book, either (1) sometimes the
practitioner will have a sub-area but no Castings for it (eg, Heka
Reservoirs are at STEEP 31+, but the only Castings for making one are
grade IV and higher); or (2) he/she will have Castings but no sub-area
(eg, Defense Bonus I is grade I, but defensive items require STEEP 41+
to make).
     There are two solutions to this: ignore the sub-areas or change
their order. Personally, I like the idea of limiting the advanced
operations to more skilled heka-forgers; otherwise, almost anyone can
have a chance at making magickal armor and weapons with the Defense
and Attack Bonus Formulae. Thus, after much deliberation, here is what
I came up with:
 
STEEP   Grade   Sub-Area
------  -----   --------
 1-20     1     Enchanted Mechanisms
21-30     2     Enchanted Object Quality
31-40     3     Detection/Information
41-50     4     Heka Reservoirs
51-60     5     Defensive/Armor
61-70     6     Offensive/Weapons
71-80     7     Skill Storage
81-90     8     Casting Storage
91+       9     Spirit Holding
 
     Notice that defensive and offensive functions remain where they were
originally; the heka-forger can learn but not use any of the relevant
Castings until he/she has the sub-area. As noted in the back of the
book, Charms are defensive items (not Casting storage). Skill and Casting
storage I reversed to reflect the grades of Link K/S Ritual (7) and
Link Casting Ritual (8). This also makes practical sense; if linking
skills is just putting in programmed knowledge, then a Casting should
be a more difficult "program" to enter. The same holds true for enchanted
mechanisms and enchanted object quality; Volition is grade 1 but
Resiliency is grade 2. Besides, any hedge wizard can make things get
up and move (remember Phantasia?) but causing permanent improvments
requires a little more skill.
     The obvious question now is this: Which Castings go with which
sub-areas? Most of these are fairly obvious. Charm Forging Ritual (2)
makes a defensive item; so does Amulet Ritual (5). Springblade Ritual
(2) is a form of enchanted mechanism. Heka Binding Ritual (8) makes a
Heka reservoir, but at grade 8 it doesn't matter; it certainly isn't a
spirit holding Casting! The only iffy one I see is Touchstone Spell
(1), which could go into either general preparation or detection/
information depending on how you look at it.
     The next problem with this K/S is the whole procedure (or lack
thereof) for infusing Heka into the item. The only clues as to how much
Heka is necessary are under Prepare Item Ritual: "The amount so placed
in the item is determined using the same method as for Specialized
Castings (q.v.)", and in the Lodestones example in the book.
     However, the two do not mix. There is no such thing as a
Specialized Casting (unless it meant Specific Casting, which is no
help). The example of lodestones completely ignores the Heka cost of
whichever Casting is necessary to make them, and the amount (500 to
2500 ???) is far beyond what most practitioners can muster.
     My solution is this: the amount of Heka one must forge into the
object is equal to the sum of all ACE's for the Castings which will be
subsequently cast on it. What this means is that if you plan to use
Resiliency and Damage Bonus I on a sword, you will have to forge (35 +
35 = 70) Heka into it. Note that the caster must still pay Heka costs
when actually using the Castings; this procedure simply sets up a
"resonance field" or somesuch in the item so that it may accept the
magickal energy (or make up your own rationalization).
     Heka reservoirs require two steps. The first is to use the
relevant Ritual (General Pool, Dedicated Pool, or Heka Binding) to
"prep" the item to be a reservoir. As above, total the ACE for the
Ritual and forge it into the item. Next, perform the Ritual on the item
(spending Heka again). After this, forge 10 times the intended capacity
in Heka into the item (not 100 times as in the example; see below...)
to initialize the charging process, then have the person who will be
using it actually charge the reservoir by expending its capacity in Heka.
     This process is more in line with the reservoir rules in Mythus
Prime (which, by the way, is the only other description of
non-Dweomercraefter reservoirs). The lodestone example using 100x
capacity is absurd - even full practitioners would have trouble coming
up with 2500 Heka. The table on page 167 is even more silly; almost
nobody can drag up 5000 Heka or more. I concluded that the table must
be off by a factor of ten; this is more in line with the sword example
(200 Heka points being about right for Resiliency and Attack Bonus
III) and with how much Heka HP's will have.
     In summary, here is the standard heka-forging procedure. Note
that steps 1-4 are just what the Casting descriptions say to do:
 
     (1) Evaluate Item Formula (determines suitability of object)
     (2) Purity Spell (if needed; makes the item suitable)
     (3) Cleanse Item Ritual (removes non-mundane influences)
     (4) Prepare Item Ritual (removes mundane influences)
     (5) forge Heka into the item, using the tables below (= sum ACE)
     (6) utilize the appropriate Castings to make the item
     (7) for Heka reservoirs, forge 10x capacity into the reservoir to
           activate the charging process, then have the intended user
           charge the reservoir
 
     Non-Metal Object            Metal Object           DR Modifiers
     ----------------           ---------------         ------------
       Heka     DR                Heka    DR             as p. 167
      ------    -----            ------   -----
       1-25     Mod               1-25    Easy
      26-50     Hard             26-50    Mod
      51-100    Diff             51-100   Hard
     101-250    V.Dif           101-250   Diff
       251+     Extr            251-500   V.Dif
                                  501+    Extr
 
     Other notes:
     - Preparatory Castings (steps 1-4) do not count as functions and
          thus their ACE Heka does not need to be forged into the item.
     - The Castings to be used for the item must be decided upon before
          forging Heka (step 5), not afterward.
     - Permanence does not count as a function for purposes of
          calculating DR modifiers.
     - Resiliency and Item Invulnerability can be combined in a single
          item.
     - Heka Binding Ritual is necessary to make alchemical reservoirs
          (such as Lodestones). General and Dedicated Pool Rituals
          only make one-shot, disposeable reservoirs (if you want
          better, use Dweomercraeft and make Runes or Pentacles).
     - I rule that "dead" heka-forged reservoirs do not shatter as in
          Mythus Prime, purely out of personal preference. The process
          is too expensive and too much of a pain otherwise.
 
     This solution doesn't fix everything. For example, there are no
detection/information Castings at all in the list (except possibly for
Touchstone Spell); presumedly the heka-forger must come up with a
Specific Casting for each item. However, I think that it works fairly
well and doesn't muck up the basic idea behind the skill. Do with it
what you will.
                                                -KMR
=========================================================================
Date:         Fri, 1 Oct 1993 11:37:00 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Beastiary
 
It was mentioned in the list that Ascalon is going to be the last in-house
publication of DJ by GDW.  That's true.  But, Loren Wiseman (somewhat)
assured me that it doesn't spell the end of Dangerous Journeys.  He said that
all future DJ products are going to be written by Omega Helios (basically,
out-house publication!), and then published by GDW.  They aren't going to
attribute any of their staff to DJ writing, only publication.  So, we will
see Unhallowed, Changeling, et al, through GDW.
 
I've suggested that GDW cease any future publications of any DJ-based
material until they release a 2nd Ed. of Mythus.  I've also suggested that
they remove Mythus Prime and place it in a staple-bound book for $9.95.  The
extra 50 pages in Mythus could be used to further describe exactly what the
ATTRIBUTES are.  (Capacity's description leaves MUCH to be desired).
Basically, Mythus needs a huge overhaul and re-edit.  The fact that the list
of K/S Areas is on page 99 & 100, and the actual descriptions of those
selfsame K/S Areas is about 30+ pages away still irks me to no end.  Also, I
don't feel that someone should *HAVE* to buy the Mythus Magick book just to
find out how many castings they begin with!  That extra 50 pages could have
more castings and a better description of how new personas get their starting
dweomers.  What do you guys think?
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 1 Oct 1993 15:04:57 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Beastiary
In-Reply-To:  <9310011957.AA09676@cec_userfs>
 
I agree that Mythus could benefit greatly from a new version.  There are
too many inconsistancies and the organization could be improved.  All of
these little inconsistancies and errors make it very intimidating to
someone who doesn't have much experience with RPG's (and even to those who
do).  The only problem with a new version is that I'd feel obligated to
buy it.  :)
I think that the Magick system has great potential, but is explained VERY
poorly in the Mythus book and the Mythus Magick book doesn't help very
much.  The huge list of spells is nice, but I was really hoping for some
clear rules on how magick works in the game.  I'm finding myself essentially
redoing the entire Magick system with lots of handwaving, which I didn't
want to do (but I can't understand all of the rules and that makes it too
complicated for play).
 
Indy Bee Won
ndb1@cec.wustl.edu
(I still like the game a lot though, just wish it explained things better...)
=========================================================================
Date:         Fri, 1 Oct 1993 13:22:18 PDT
Reply-To:     johns@netlink.nix.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Stanton <johns@NETLINK.NIX.COM>
Organization: NIX - The Network Information eXchange, San Diego CA
Subject:      Re: Beastiary
In-Reply-To:  <m0oiqtn-0000TzC@crash.cts.com>
 
I also feel that the their are some problems with the first two book. The
first book looks like it was rushed, and it probably was. The magick book
need to have additional material. And all of the errata needs to be
tracked down and fixed.
 
However, I don't think that they should make the re-release of the first
two books a top priority. Use Mythic Masters as an avenue for getting
additional material out to the players. Also use it as a place to list
all the errata and iron out the unclear parts of the system. Then in a
year or two re-release the main books. For right now I would like to see
more new stuff. I do not think that there are so many errors or ambiguous
material that the system is unplayable. My group of friends have been
doing fine for nearly a year now. With all of its faults I still think it
to be the best system I have worked with.
 
One thing that would help in the future would be for H.O. to beta test
their products. It's better to get things right the first time.
 
John
 
--
INTERNET:  johns@netlink.nix.com (John Stanton)
UUCP:   ...!ryptyde!netlink!johns
Network Information eXchange * Public Access in San Diego, CA (619) 453-1115
=========================================================================
Date:         Fri, 1 Oct 1993 22:51:25 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Beastiary
In-Reply-To:  <9310012017.AA26318@cabell.vcu.edu>; from "Nathaniel David Brazy"
              at Oct 1, 93 3:04 pm
 
> much.  The huge list of spells is nice, but I was really hoping for some
> clear rules on how magick works in the game.  I'm finding myself essentially
> redoing the entire Magick system with lots of handwaving, which I didn't
> want to do (but I can't understand all of the rules and that makes it too
> complicated for play).
>
> Indy Bee Won
> ndb1@cec.wustl.edu
 
Exactly what changes have you (or anyone else) made to the magick
system.  I've found it to be fairly complete, though I did have to
make some rules about exactly who can cast and who can't.  I'm
mostly curious, but I'm VERY interested in alternate rules to the
game.
 
My rule on who can cast is based on a 1d10 roll.  For a practicioner
style vocation (priestcraefter, dweomercraefter), a partial
practicioner.  For a non-practicioner vocation (like the assassin
and mercenary/soldier), a roll of 1 or 2 is all that'll help.  This
is for ONE casting area only (Mental, Physical, or Spiritual).  If
this roll is successful, you roll again for one of the other TRAITS,
for all vocations, you must roll a 1.  If THIS roll is successful,
rolling a 1 again will result in the final TRAIT for casting.
Regardless, if the first roll is successful, you roll to see if the
individual is a Full Practioner in their TRAIT...only a roll of 1
will result in the reward.  If this roll is successful AND there is
another TRAIT that supplies heka, roll a 1 to get Full Practitioner
status in that area and so on.
 
Well, its a little convoluted, but it is better in practice than in
words.  What do you'all do?
 
Lucifer >:} are we having fun yet?
=========================================================================
Date:         Mon, 4 Oct 1993 18:08:27 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      AOL...
 
Could someone please explain to me how I could get on America
On-Line...I'm sorry to have to ask this to the list, but it's my
major source of general computer knowledge...
 
Thanks...
 
Lucifer >:} (a more pertinent post forthcoming...)
=========================================================================
Date:         Mon, 4 Oct 1993 19:21:52 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      K/S Areas: Agriculture
 
To generate a little extra conversation on the list, I'm going to
post (hopefully) weekly with a similar heading as I have today.
Hopefully, this will generate a little contructive conversation
about the central part of the Mythus game, the K/S Area.  I'll start
with Agriculture and go all the way to Yoga.  That'll keep us
talking for a while.  I'll try to keep the replies and maybe post
them later.
 
        Agriculture
        One of the first questions about this K/S Area is if it
should be a Mental K/S Area.  Many cultures saw farming and related
activities as being something more of a relation between land and
man, not something based on fact, but on "feeling."  Furthermore,
should Animal Husbandry be included as a sub-area, as the care of
animals is vastly different from the caring of plants.  Also, should
Viticulture be included as a sub-area or does Crop Farming cover
that.  If Viticulture should be a separate area, what other plants
deserve to be singled out?  Olives?  Papyrus?  Should the extra
sub-area be geographically determined. In other words, if an Albish
Lord wants knowledge of rice-growing, should he have to spend a
sub-area, where a Nipponese peasant would include it under Crop
Farming?
        One of my favorite questions is this: Is there any cultures
better at agriculture than others.  I'm compiling some tables on
which K/S Areas should get similar bonuses as described for
Heka-generating K/S Areas in an appendix in the Epic of AErth book.
Are some cultures better at agriculture than others?
 
        Well, have at it...
 
        Lucifer >:} hurumph!
=========================================================================
Date:         Tue, 5 Oct 1993 10:37:38 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Beastiary
 
John -
 
The only reason I suggested that the Mythus book be re-released and revised
was to attract new players and to boost sales.  Mythic Masters is the best
thing we've got right now, but it isn't widely available.  A guy who doesn't
own a computer (or isn't online here) might have bought the Mythus books in
Idaho, and got frustrated with the game then went to something like Rifts.
He has no way of knowing the Mythic Masters Magazine even exists because it
isn't being distributed to gaming stores, et al.  So we lose a group of
players.  I'm sure this scenario is duplicated throughout the country.
 
Of all the people I've talked to, everyone who has only read the books once
hate the game, but if they've taken the time to go back and re-read it, they
love it, or at least think it is a good game.
 
If GDW were to republish the books and immediately stop printing the older
ones, they're likely to get some more favourable response out of the public.
Just post a little sticker on 'em or put it on the back cover blurb:
Completely compatible with 1st Ed. Mythus!  Streamline rules, revised and
expanded blah blah... etc, etc...
 
See what I mean?  Then GDW would see the marketing & profit potential and
start churning out supplements.  Sure, they can go ahead and publish the
Mythus Bestiary and Ascalon, because they're already finished;  GDW is just
sitting on them for some reason.  They can begin work on the 2nd Ed. right
now and still have those two books to publish.  Unhallowed is nearing
completion, or so I've heard...
 
You see, it isn't Gygax.  It's GDW.  Gygax is a writing machine:  he churns
out more stuff than Ballatine would like to print for one person!  I've heard
a BUNCH of stuff was cut out of the original Mythus books to trim them down
to size.  (I don't see why - look at the GURPS 3rd Ed. book & the Champions
book;  they're both HUGE!).  Anyway, GDW isn't making as much money on Mythus
as they are on TNE & Twilight, so they're putting Mythus on the back burner.
 
 
Now, let's say that guy from Idaho goes back and starts re-reading Mythus
because Rifts just didn't cut it for his group.  He decides, "Hey this isn't
that bad!"  So he goes down to the gaming store and sees that the only books
that are in there are the same ones (not necessarily the SAME copies) that
was there before.  He asks the clerk, "Hey, has anything new come out for
Dangerous Journeys?"  The clerk replies, "Nope, not since December of 1992."
 
How would that sound to you?  The guy thinks, "Man, now THIS is a game
without support!"  Most people fear games without support because plenty of
people don't want to have to create everything on their own.  GDW made too
many mistakes with Mythus.  The format of the books for one, the editing for
another, and the fact that the FIRST and ONLY module released was one of a
VERY advanced nature.   (ie. beginners and small parties just won't make it
through Necropolis without a lot of help)...
 
So, Mythus was kind of doomed before it started...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 5 Oct 1993 10:47:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re-doing the Magick system
 
Well, I think that the Magick system is great, but you can almost SEE where
GDW cut much of it out.  I think when GDW cut stuff out of Mythus, they
foresaw great sales and thus many Companion books & supplements to expand on
what we've got.  I guess it didn't work out that way...
 
Anyway, what I'm doing to Mythus is very small.  For one, concerning Magick,
I've invented a new K/S Area called Battle Magick.  It is basically something
stolen directly from RuneQuest.  It is all Charms & Cantrips useful DURING
combat situations.  (A Cantrip in combat you ask?  Well, I've revised the
combat round, too).  If you've ever played RuneQuest 2nd Ed., you'll know
what kind of magick I'm talking about.  I was scared it might overbalance
play, but it hasn't.  Since I limited Battle Magick, not everyone runs around
with it.  (Certain churchs, soldiering outfits, and mercenary groups teach
Battle Magick).
 
I've revised the combat method based on what I've seen at SCA.  I'm sorry,
but I doubt ANYONE could swing a heavy claymore 3 times in 3 seconds...  Nope
nope nope.  So, I looked at the Optional Spacing of Initiative rules and
expanded upon that.  Instead of a combat round lasting EXACTLY 1 CT, it lasts
ambigiously, based on whoever attacks the slowest.  I've made each initiative
point = 1 second (in theory).  Thus, a practitioner casts his first Charm at
3, it'll go off at 6.  If the last guy doesn't attack until 12, he can get
off some more Charms...  (at a price, that is...)  If you guys are
interested, I'll expand on this combat system.  (For our group, it made
combat a bit more deadlier, and about 100% more fun - it added a tactical
feel to it... at the same time, things like Attack Rate no longer have
meanings, you can attack as many times as you can before the slowest guy
attacks once!  Thus you get more parries too).  It turned out to be a much
more realistic system.
 
Also, right now, I'm going through the process of adding actual material
components to castings, using the herb & mineral lists.   Instead of
REQUIRING something like witch hazel for a particular casting, it relies on
what the material does.  If you can find something that does the same as
Witch Hazel, it works just as fine with that casting.
 
I'm not one for complexity, necessarily, but I am one for depth of
role-playing...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 5 Oct 1993 11:21:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Re-doing the Magick system
 
In message "Re-doing the Magick system", you write:
 
> Anyway, what I'm doing to Mythus is very small.  For one, concerning Magick,
> I've invented a new K/S Area called Battle Magick.  It is basically something
> stolen directly from RuneQuest.  It is all Charms & Cantrips useful DURING
> combat situations.  (A Cantrip in combat you ask?  Well, I've revised the
> combat round, too).  If you've ever played RuneQuest 2nd Ed., you'll know
> what kind of magick I'm talking about.  I was scared it might overbalance
> play, but it hasn't.  Since I limited Battle Magick, not everyone runs around
> with it.  (Certain churchs, soldiering outfits, and mercenary groups teach
> Battle Magick).
 
Care to expand on this ?  It sounds very very interesting.  Unfortunately,
I've never played RuneQuest 2nd so I'm not sure what you've done.
 
E-mail would be fine if you don't want to clutter up the list.
 
> If you guys are
> interested, I'll expand on this combat system.
 
yes, yes please do.  I'm also unhappy with "4 longbow shots" in 3 seconds
or "8 shortbow shots" !!
 
>
> Also, right now, I'm going through the process of adding actual material
> components to castings, using the herb & mineral lists.   Instead of
> REQUIRING something like witch hazel for a particular casting, it relies on
> what the material does.  If you can find something that does the same as
> Witch Hazel, it works just as fine with that casting.
 
Care to post this when you're done ?  A buddy of mine  did some of this for
based on Celtic/Amer-Indian culture that I'll post if he lets me take a look
at it.
 
>
> Randy
> cerebus000@aol.com
>
 
Looks like you've had more time than I to mess with the system.  The only
think we have really played with was the RuneQuest/CoC skill advancement
system over the AP method (I posted a couple articles last week about this).
 
Randy, is MMM really worth the $60 ?  I'm all for supporting Mythus but $60
for a year's subscription ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 5 Oct 1993 10:39:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Re-doing the Magick system
In-Reply-To:  <9310051505.AA19587@cec_userfs>
 
This is how I'm thinking of handling the Magick system:
This system that I'm thinking about depends heavily on the setting I'm
creating.  This is a setting where everyone has learned Magick in school
(like our schools where attendence is manditory).  I decided that while
the K/S's that are presented in Mythus are good for a wide variety of
magicks with different backgrounds, I needed a more organized homogenious
system for my starting HP's.  This is what I came up with.
 
I seperated all magick related K/S's into two categories, Skills and
Knowledges.  The Skills deal with how a casting is made (cast).
Knowledges are the background material needed as a basis for a casting.
Here is my list:
Skills               Knowledges
------------------------------------------
Spell Casting        Earth
Alchemy              Air
Rune-Magick          Fire
Magick-Forging       Water
Focused Magick       Physical
Spell Singing        Mental
Scroll Writing       Spiritual
                     Nether
                     Astral
                     Dark
                     Light
                     Animal
                     Plant
                     etc.
I need to consolidate my list of knowledges (which is too large at present).
I'm also trying to decide how to incorporatethe different types of Magick:
conjuration/summoning, aportation, alteration, divination, protection,
life/death, charm/control.
Anyway the idea is that HP's select a few skills they know how to use and
then they select some knowledges (and types) that their castings will be
based off of.  This way even though the party will all be Magick users,
there will be a variety in their magick.
 
I'm also planning on allowing castings on the fly to de-emphasize the huge
lists of castings (even for PP) that the players usually don't understand.
The problem with Mythus Magick's system is that it's too complicated
(which can be fine and realistic, but it doesn't do what I wanted).  So
I'm thinking about assigning a number to represent the base cost of an on
the fly casting for each level (roughly 3 times the normal base cost).
Then the players can lower that cost by lengthening the time it takes to
cast and by using material components.  I like this idea because it will
be up to the players to come up with ways to lower the Heka costs.  The JM
(me) will have to determine whether the HP has enough STEEP in the
appropriate knowledge to accomplish what they want (maybe a roll for
important things) and also the JM has to determine what grade the proposed
casting is.  It gives the HP's a very wide range of spells (since they can
make one up to fit the circumstances), but I think the increased costs
will keep the game balanced (high grade castings would be too expensive
without lots of time and components).
 
That's my system that I'm going to use.
Of course once the HP's leave their normal surroundings and venture forth
into the "real world" (though not Aerth) they will find that magick isn't
as common and that the people who do know how to use magick are limited to
the normal ways (normal K/S's).
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Tue, 5 Oct 1993 17:19:29 PDT
Reply-To:     johns@netlink.nix.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Stanton <johns@NETLINK.NIX.COM>
Organization: NIX - The Network Information eXchange, San Diego CA
Subject:      MMM status?
 
I sent off for an electronic subscription last week. I was wondering what
number the magazine is on and if anyone has recieved a copy yet.
Thanks,
John
 
--
INTERNET:  johns@netlink.nix.com (John Stanton)
UUCP:   ...!ryptyde!netlink!johns
Network Information eXchange * Public Access in San Diego, CA (619) 453-1115
=========================================================================
Date:         Thu, 7 Oct 1993 11:26:22 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Re-doing the Mag...
 
Wayne almost choked on bread when he wrote:
 
>>Care to expand on this ?  It sounds very very interesting.
>>Unfortunately, I've never played RuneQuest 2nd so I'm not sure >>what
you've done.
>>E-mail would be fine if you don't want to clutter up the list.
 
Nah, I *like* cluttering up the list.
 
Anyway, the way RuneQuest 2 & 3 did Battle Magic (called Spirit Magic in RQ3)
is fairly interesting.  I liked Perrin's idea of resisting from the same pool
you cast from, thus making mages think twice before hurling off a volley of
fireballs.  At the same time, there weren't any fireballs so it didn't
matter.
 
Battle Magick for Mythus concerns itself mainly with what a fighter needs in
the midst of combat.  It requires a few things, though.  It requires being
attuned to the "Tabulature" of a weapon, so it can be used as a focus
(materia:  wand-substitute) for the casting of cantrips, etc.
 
Some of the castings one might find in the Battle Magick listing is the same
as was in RuneQuest 2 (and perhaps 3):  Dullblade Charm, Bladesharp Charm,
Countermagick Cantrip, Fantacism Cantrip, Fireblade Cantrip, Invisibility
Cantrip, Healing Charm, Firearrow Charm, etc, etc...
 
They're divided into Grades almost as per the chart in RuneQuest 2, based on
the number of points it takes to activate in THAT game.  Also, I've added
about 30 or so other CT-helpful castings to the list, for sneaking around,
enhanced ambushing, basically things a fighter would need.  The K/S is called
Battle Magick, and it is a Physical K/S, that is modified by (PMCap + PNCap)
x 0.5.
 
After I get through with the entire write up, I'll see if I can't upload it
to the list once I get my education account.  Right now I'm typing this
through AmericaOnline which can't transfer files thru Internet...
 
>>yes, yes please do.  I'm also unhappy with "4 longbow shots" in 3 >>seconds
or "8 shortbow shots" !!
 
This one's a lot easier.  I invented a new term (hooray!) called the Combat
Round (pretty original, eh?).  Well, unlike the CT-based combat, the CR has
no theoretical limit.   It lasts as long as it needs to last.  Everything
else is pretty much the same, as written under Optional Spacing of Initiative
in your Mythus book.  But, I've allowed for more realistic spacing.  It isn't
fair, again, that a fast guy with a dagger can only swing as fast as a slow
guy with a claymore.  So, instead of a standardized 10 point spread, I've
opted for your speed factor with that weapon, modified by your PMSpd (or
PNSpd)...  That helps for realism.
 
Also, I've allowed for casters to lob more than one casting in a round.  It
takes skill and practice though.  Normally there's a mandatory 10 "second"
pause between each casting whilst the practitioner re-aligns/attunes himself
to his Heka.  If the caster wants to forego this, he can attempt to just lob
one Charm after the next.  Each successive casting is at one DR harder than
the previous.  The total number of castings you can manage per round is
governed by the "Extreme" DR;  when a casting reaches a DR of "Extreme" no
further castings are possible that round, without the 10 second wait...
Also, each successive casting requires a multiplier of Heka based on its
posistion in line.  Thus, if you're casting nothing but Grade I Charms, the
first will cost you 20, the second 40, the third 60, the fourth 80, etc,
etc...
 
Also, I follow the exact casting times.  Charms take 1 CT or 3 seconds.
Thus, in a CR, you cast a Charm at initiative 5, and it'll go off at 8.  At
18 you can begin another, if possible, or you can forget re-attunement, and
try to get the next one off at 11 at one DR harder and twice the Heka...
 
It seems to work real well.  If there happens to be a slow guy in the melee,
that's great.  If you get your initiative at -12, and this guy doesn't attack
until 20, then you might have time to throw a Spell in combat!  (Cantrips
take 15 seconds, Spells take 30).
 
Oh yeah, and a special ruling on Eyebites:  works almost like the rest.
There's the normal 10 second re-attunement, but it can be foregone, but
there's always a 2 second space between Eyebites, regardless of skill.  So,
you can Eyebite on 5, 7, 9, 11, etc, etc...
 
RE:  Casting Components
 
I haven't actually begun work on this one yet.  Check pages 6-7 of Mythus
Magick to see where I'm going from though...
 
>>Randy, is MMM really worth the $60 ?  I'm all for supporting >>Mythus but
$60 for a year's subscription ?
 
Yeah.  I haven't subscribed yet, but I just started working at a comic/gaming
store (again!), so I'll be able to.  The MMM preview that was uploaded to the
list and to AOL was just incredible.  More stuff in there per issue than can
be expected in three years of Journeys!
 
Have fun...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Thu, 7 Oct 1993 13:09:18 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Jiles Mccoy <JMCCOY@ASNTSU.ASN.NET>
 
Hey,
     Have any of you ever heard of or played Duelmasters? Also, have any of
you ever heard of a list dedicated to Duelmasters?
 
                                                 ----   Sir Jiles
                                             -----  jmccoy@asntsu.asn.net
=========================================================================
Date:         Fri, 8 Oct 1993 10:04:52 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
 
Sir Jiles cluttered up the list by saying:
 
>>Have any of you ever heard of or played Duelmasters? Also, have >>any of
you ever heard of a list dedicated to Duelmasters?
 
I've never heard of Duelmasters, unless that's the new game coming out by
Crunchy Frog (I think).  Oh well, nope.  Never heard of it.  Not here.  This
is Mythus.  Nope.
 
Cerebus
=========================================================================
Date:         Sun, 10 Oct 1993 15:16:47 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Opinions on monster wanted
 
Well, that's not exactly the best choice for a subject line, but hey.
It works.  Sort of.  And even sort of says what I want it to say :-)
 
I am a JM (as you old-timers know), but so far I've only run Mythus
Prime.  As something of a kick-off, we are playing in Darokin, in the
Known World, and the party will be travelling through the Malpheggi
Swamps.  While there, I wanted to run them into some Lizard Men (although
I won't be calling them by name ;-) ), something that would be moderately
challenging but not slaughter the party.
 
The party will consist of around 5 HP's, all freshly rolled, including
a Poet/Musician (Spellsinger), an Alchemist, a Cavalier (or two), and
a priestcraefter of some sort.  They won't be real high on weapon
power, but unusually powerful magickally (given the setting).
 
Not having run Advanced Mythus before, I dunno how the numbers balance
out, and the last time I just winged it, I slaughtered the party with
what seemed to be really low-powered bandits.  So, I am seeking the
advice of the JM's who have run more and perhaps have a better feel for
what is balanced in the Advanced rules:
 
Here are the stats I came up with while bored in a CS class:
 
Lizard Men:
 
physical description: very powerful humanoids w/scaly, dark green skin,
reptilian eyes, and lizard-like heads
 
M = 39               P = 50               S = 50
MM  24               PM  50               SM  25
MMCap 8              PMCap 20             SMCap 10
MMPow 8              PMPow 15             SMPow 10
MMSpd 8              PMSpd 15             SMSpd  5
MR  15               PN  50               SP  25
MRCap 5              PNCap 20             SPCap 10
MRPow 5              PNPow 15             SPPow 10
MRSpd 5              PNSpd 15             SPSpd  5
 
K/S Areas:
Stealth (Ambush)
Combat, Hand Weapons  20 + (PMSpd + PNSpd) x 0.5 = 35 (40 for leader)
 
I notice I made a typo under Physical trait -- it should be 100 not 50
(I can't go up lines in this lousy editor).
 
Do you think 8 of these would impress such a party with the need for
cooperation and planning?  Might it possibly be too much, and only use
6?
 
Thanks for your time!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 10 Oct 1993 15:07:33 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Mythus: Opinions on monster wanted
In-Reply-To:  <9310101914.AA07696@cec_userfs>
 
I haven't played enough to really tell how tough those monsters would be,
but a good compromise type strategy would be to throw the smaller number
at the party and if that is not challenging enough for them bring in some
"reinforcements".  That way you can more easily control the difficulty of
the encounter (by determining how many reinforcements to bring in).  I
think it's easier to underestimate and add monsters than to overestimate
and try and figure out a way of believably decrease the number of monsters
(so you don't destroy the entire party unintentionally).
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 10 Oct 1993 15:11:20 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Monsters
 
Speaking of monsters...
I have been thinking of what sort of monsters to add to my campaign world.
I've decided to create a sort of generic "goblin" type creature except
make them rather resistant to magic.
But while I was brainstorming I came upon the realization that D&D
Mind-Flayers would make very interesting (though dangerous) monsters in
Mythus.  They would have various powers to allow them to combat victims
mentally and since this is their main form of attack it would make sense
for their attacks to be better than the regular castings, either by making
their powers act quicker (link and damage in same CT) or by allowing them
to make link easier.  It almost seems like mental combat was made with
creatures like this in mind...
 
Just and interesting thought.
What other interesting creatures have you guys thought of?
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 10 Oct 1993 20:20:59 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      More Monsters
 
I haven't done much in terms of "monsters" for Mythus, primarily because
I like watching the players deal with the clashings of cultures and beliefs,
so, outside of the Lizard Men presented earlier (which have their own
culture, even if it is rather primitive), I haven't done much with
monsters.
 
On the other hand, I *have* done a lot of thinking about the magick system,
which should probably be tailored a little (at least in terms of the
castings available) to each culture.
 
What about some sort of Heka-seeking or Heka-devouring monster?  Something
like the old thought eater of D&D fame?  A Full Practitioner might have his
hands full, so to speak, dealing with the excessive drain on his Heka.....
 
Or a Heka reflector, completely immune to Heka effects, and reflecting them
back on the caster.....  :-)  Or put this into an isolated human culture,
and see how they deal with Heka-users, 'cause they wouldn't believe that
magic could occur, 'cause they've never seen it used effectively :-)
 
Hmmmmm...... something could be worked up around *that* one.....
 
Oh, and for all you who want a little help delving into the realm of the
Phaeree, may I suggest that you lay your hands on a copy of PC1
Tall Tales of the Wee Folk, which concentrates on the faerie of D&D?
Although all the details are not perfectly translateable, they can be
used or helpful until a Phaeree Bestiary finally is available.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 10 Oct 1993 21:02:16 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Panthieries and Deity-specific Castings
 
Has anyone done much development on the Castings specific to any particular
deity?  It is mentioned at least once in the Mythus book, and there are hints
that each priesthood would have internal Castings.  Does anyone have any
such Castings already developped?
 
Also, I know that in Mythic Masters they are doing a list of the deities,
are they tacking on the Castings?  What are the plans for the panthieries
(those of you "in the know" ;-) )?
 
I just don't want to do a lot of re-creating  if the stuff already exists
out there.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 11 Oct 1993 11:58:44 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: Opinions on ...
 
Mike;
 
I had the same problem, wondering about power levels for monsters, and I've
finally figured it out.  Treat 'em like they were HPs.  Consider that an
average long sword can deliver up to 24 x 4 points of damage in one strike.
You can make monsters that are easy to kill but deliver a lot of damage (ie.
Physical TRAIT of 75, but a BAC of 60 or so).
 
Anyway, for beginning characters, I wouldn't give your Lizard Men any more
than a BAC of around 30-40.  That's still a really good chance to hit.  The
Physical TRAIT is right though.  90-100 is always a good number.  Make the
equivalent to the party.  If most of the party has Physical TRAITS of 90-100,
then so should your monsters.  That way, you can throw an equal amount + 1 or
2 against the HPs.  That should be quite even.
 
But, for fun, give one of the Lizard Men some kind of funky quirk.  In one
game, there were a number of koldrins (unique monster to my world), and one
of them reeked of coffee grounds and rotting meat, but was almost impossible
to kill.  The little bugger was wearing a pair of shiny golden bracelets that
gave him an overall armour protection of factored 40 (40 on U, 30 on S, 20 on
V, 10 on NV) on EVERYTHING with no SF penalty.  Since koldrins are extremely
agile, this one had a really hefty dodging ability, too.  After the other
koldrins were dead, this was still dancing around, attacking and damaging.
 
The party ran!  It chased 'em.  It ran fast because of its agility.  This
went on for about three gaming sessions.  The HPs think they've gotten away,
then suddenly they start smelling coffee grounds when they're in a tavern,
etc.  They finally killed it, and when it died, the smells went away.  They
tried to remove the bracelets but couldn't.  They cast detection dweomers and
finally figured out what it did (the armour protection, but *not* the smelly
counterquirk).  In trying to get them off, they broke one of the bracelets,
ruining the both.  (I did that - I didn't want one of the HPs running around
smelling like coffee grounds and rotting meat...)  <grin>
 
Oh well, enough babbling for me.  If you're in the midst of combat, and these
Lizard guys seem to be winning too easily, just adjust their scores.  Lower
the BAC or Physical TRAIT, whatever.  It doesn't have to make sense with the
rules.  If you want your guys to have a low BAC and/or initiative, don't
worry about the ATTRIBUTE modifications from the book.  Do what ya want!
 
Hope this helped...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:04:46 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Monsters
 
Heh.  I love creating monsters.  (BTW, all the monster names mentioned in
this text are copyrighted actually!  My world might be published one day, so
I took the pains to have this stuff bonded to my name!)
 
Anyway, I knew I'd need typical monsters, so there's the Dinchlings (cross a
ptyreodactyl with a very small elephant - some with wings, some without;
they're not too intelligent until it comes to combat, very tactical).
 
There's the koldrins;  these guys are goblin-equivalents, basically.  Stupid,
easy to bully around, fun in combat.
 
Khaydruns aren't really monsters to fight, they're more like wild animals.
They're like small winged furry "dragons" ridden by the warriors of
Lishangra.  Like cats, they're either wild or tamed.
 
Speaking of cats, the royalty of Namathnamera love to death the catiris,
which is like an intelligent monkey-cat.
 
And undead?  I love creating undead.  The Embryotic Death is a VERY nasty
monster that has yet to be playtested.  In theory it is nasty.  It is covered
with a thick "armour" of slime that, upon a successful vital strike,
transfers some of itself to the opponent.  It causes anyone to lose much
agility, halfing STEEPs, etc, etc, as if dazed!  The slime is very flammable.
 The Death is immune to fire, so many times it will try to light itself on
fire to damage opponents.
 
Then there's Detetherers and other nasty unliving creatures.
 
Monsters are just too fun!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:09:34 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: More Monsters
 
Well, I avoid Aerth & Phaeree.  I run my own world.
 
Back to Mind Flayers & Heka-eaters, I think they'd work great in Mythus.  Use
the Psychogenics out of the back of Mythus Magick.   There'd be some really
great powers for Mind Flayers and others of their ilk.  I have a Heka-eater,
which looks like a big tiger that just walked through a huge wall of sweet
and sour sauce.  It is called a Taghra, and it drains Heka *naturally!*
without concentrating on it.  Taghras are NASTY creatures, but many emperors
of the south keep one near the throne to protect themselves.  Anyone within 1
chain of the thing loses 50% of their Heka per BT!  They aren't very potent
in combat.  They have minimal attack ability which delivers HEAVY damage.
They have a high Physical TRAIT but they've got near-to-zero armour.
 
I haven't thought about many AD&D monsters yet though.  I've got the old
Monster Manuals I & II and the Fiend Folio, and I've planned to do
conversions as soon as I run out of monster ideas...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:12:52 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Panthieries and Deit...
 
Mike;
 
If you're expecting any publications from GDW soon, you might as well forget
it!  I suggest for all JMs to go ahead and develop their own ideas, because
GDW has admitted that they're going to be very slow with releasing Mythus
stuff.  They're going to concentrate more on TNE.  (This is because TNE sells
better, and it does use GDW's House System, too.)
 
I've come up with a very involved religious tone for my world, and each diety
gives certain castings based on his major influence on the world.  I used
RuneQuest 2nd Ed. as an inspiration on how to deal with religions and
specific castings for dieties...
 
I haven't actually developed any actual castings to go with the religions
yet, but I've got plans for it!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 12 Oct 1993 17:56:01 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Some Nordic Thoughts
 
Greetings!  Having put pen to paper (or fingers to keyboard, as the case may
be), I propose a pair of Specific Castings to be used by Priests of Thor.
Thor (Donner, Donar) is, roughly, the Norse god of thunder and battle.  Feel
free to tailor these two to any other deity that may be appropriate.  I have
"adapted" them from GAZ7 - The Northern Reaches, where they are special spells
for use by Clerics of Thor.  Note that the first one can also be cast by
priests of Odin (Wotan).
 
Grade II:
BERSERK
Time: 10 CT's                   Other Heka Costs:
Area: 1 subject                     R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Affects one HP touched, or self.  The subject gains one additional
attack per CT for 10 CT's.  Then the spell ends, the subject is exhausted for
3 BT's.  (I don't recall rules for exhaustion in Mythus, so I would use the
following: attackers gain an effective +10 to their FAC for the duration, and
the subject is unable to parry or use a shield to parry, movement halved -- if
there are rules, please enlighten me!)  Penalties for a berserk-exhausted
subject are temporarily deferred by use of another berserk spell, but each use
causes a full 3 BT's of exhaustion.
 
FIST OF THOR
Time: 2 CT's per 10 STEEP       Other Heka Costs:
Area: 1 weapon                      R&D: Nil
Distance: Touch                     Other: 10:1 further BAC enhancement
E/F/M: This Casting allows the Priest to add a +5 to the BAC of the wielder
of a weapon (this includes a fist), or a +20 if it is a war hammer (a weapon
sacred to Thor).  Consider the weapon to also cause an addition die of damage
of the appropriate type.  For the duration of the spell, the weapon (or fist)
will glow with an eerie light.
 
To be continued with some (original!) thoughts for a couple of old stand-bys,
the Greco-Roman pantheon!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Mythus Rules!  Now, if they would stop changing the contents with each
printing.....
=========================================================================
Date:         Tue, 12 Oct 1993 17:58:54 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Textual changes in Mythus?
 
I purchased a Mythus book around last February, and recently, my gaming
group purchased an additional four such books (so we could get a discount
from the gaming store).
 
Recently, as I breezed off one of my JM's rulings, stating that since they
were in a low-magic area they started with the spells per K/S that were
listed in Mythus, I got a strange look.  Turns out that Alchemical Castings
are included in my printing, and they are NOT included in the newer printing.
On the other hand, a couple additional Castings are added.  I intend to
catalog these differences to the best of my ability, but I was wondering
if anyone else had already noticed such changes?
 
And no, they haven't cut Mythus Prime out of the book yet.....
 
Just a wondering Mythus JM,
 
    Mike Phillips
    msphil@birds.wm.edu
 
BTW, thanks for the thoughts on the Lizard Men :-)
=========================================================================
Date:         Tue, 12 Oct 1993 17:02:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Textual changes in Mythus?
In-Reply-To:  <9310122157.AA00313@cec_userfs.wustl.edu>
 
I didn't know there was more than one version out there.
What is this new version (with changed spell lists).
 
By the way if you want the full lists you should get Mythus Magick.
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Tue, 12 Oct 1993 19:08:55 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Textual changes in Mythus?
 
<grin> I have Mythus Magick.  I was just surprised that the Castings
included in Mythus (later printings) were different from those in
Mythus (earlier printings).  More specifically, the entire Alchemy
set of Castings vaporized (which is doubly interesting, as there is
a duplication in the older version of Decryption as both Grade II and III,
when it is clearly Grade III), Protection from Fire, Alchindus' Sigil, and
Protection from Curses were added to the Apotropaism lists.
 
I will be making a more in-depth study as time permits.  The reason it
was relevant to me is that I use the Mythus book as the base castings
given to each HP created in a non-magick-intensive area.  That way, I
don't have to create lots of new Castings to keep them happy (they just
keep stumbling across already existing ones), and they have a lot less
book-keeping to do.  And until they are dedicated Heka-users, they
don't have to even get Mythus Magick!  (both me and the Alchemist's
player are that dedicated now)
 
Gotta run, I'm running a variant on the Sceptre of Amun-Ra from Journeys
#4.....
 
One last post forthcoming before I vanish.....
 
    Mike Phillips
    msphil@birds.wm.edu
 
I'll let y'all know how it goes sometime tomorrow!
=========================================================================
Date:         Tue, 12 Oct 1993 19:11:45 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: some Castings from the Priests of Bacchus
 
Time to set pen to page again, and suggest a couple of additional Castings
specific to worshipping a particular deity.  Today, we're going to cover
Bacchus (known to Greeks as Dionysus).
 
Priests of Bacchus are given to drunkenness and revelry, and their services
(which are more festival-like than anything) are hedonistic examples of self-
indulgence, intensified examples of the wisdom and madness that drunkenness
imbues the drinker with.
 
Note: Priests of Bacchus are required to take Agriculture (Viticulture), as
well as any other appropriate wine-making, wine-tasting K/S Areas in the
campaign.
 
Grade I:
ENHANCE INTOXICATION CHARM
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest of Bacchus to enhance the effects of an
intoxicant already in a subject's bloodstream.  In other words, if the victim
had been tasting wine and was slightly tipsy, he is now roaring drunk.  If
roaring drunk, he is now even more so, only just this side of stupor.  This
Casting will never cause someone to fall into a coma, although its effect is
generally to increase by 50% the current level of intoxication.  Note that the
victim must already be slightly intoxicated.
    This Casting is often used at festivals celebrating wine-making in order
to ensure that the celebrants are getting maximum useage out of their
drinking.
 
SPIKE BEVERAGE CHARM
Time: Permanent                 Other Heka Costs:
Area: One drink                     R&D: Nil
Distance: 1' per 10 STEEP           Other: Nil
E/F/M: This Casting will cause a beverage the size of an average drink to go
from being non-alcoholic to highly-alcoholic, with minimal commensurate change
in the taste of the beverage.  Note that this will not work on an alcoholic
beverage, and the priest does not need to touch the beverage.  Consider the
effects to be as if someone replaced a quarter of the beverage with a 25 to 50
proof beverage.  Note that someone taking special note of their drink will
probably notice, but if they aren't specifically taking note, it will not be
noticed.  This will only work on a single glass or mug full.
 
Grade II:
RESIST INTOXICATION CANTRIP
Time: 1 BT per STEEP            Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 10 : 1 additional BT's
E/F/M: This Casting allows the priest to resist intoxicating effects from
drinking by dividing the effective amount of alcohol entering his bloodstream
by ten.  Note that this can be a dangerous Casting, as only a portion of the
blocked alcohol is dissipated by the Casting.  Upon the expiration of the
Casting, the current alcohol level in the bloodstream is doubled.
 
SPIKE DRINK CANTRIP
Time: Permanent                 Other Heka Costs:
Area: One bucketfull per 10 STEEP   R&D: Nil
Distance: 1' per 10 STEEP           Other: Nil
E/F/M: This Casting is identical to SPIKE BEVERAGE (above), except that it
works on larger quantities (such as a punch bowl).
 
Grade III:
FEAST OF BACCHUS FORMULA
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One specially blessed set of eating utensils/plate/
    glass worth a total of 1,000 BUCs
E/F/M: This Casting causes the creation of a hedonist's dream meal, although
the meal is heavily laced with alcohol.  It is intended as a sumptuous yet
non-fattening and non-nutritionally unhealthy meal.  This Casting may not be
called down more than once per week, and the consumer will end up heavily
drunk (regardless of any resistance to intoxication) at the end.
 
Grade V:
FESTIVAL OF BACCHUS RITUAL Time: Permanent                 Other Heka Costs:
Area: 1 person per 10 STEEP         R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One specially blessed dining set, with one full layout
    per diner, at 1,000 BUCs per diner
E/F/M: This Casting, which requires a full hour of meditation and prayer, will
cause a sumptuous and delicious, if alcohol-laden feast to be laid out for a
number of persons to not exceed 1 per 10 STEEP possessed by the caster.  Each
meal will resemble a Feast of Bacchus (q.v.), and it is intended to incite
revelry and great enjoyment of a wonderful meal.  If the setting is
particularly apropos, then the meal will be accompanied by light and enjoyable
dance music and punctuated by the occasional, bodiless drinking song.
 
Hope these help out with your campaigns!  Comments are of course welcome.
Also, I noticed while working on these that I left the types of Castings off
of the previous posting:
                Berserk is a Charm
                Fist of Thor is a Cantrip
 
    Mike Phillips
    msphil@birds.wm.edu
 
Next up: a couple more from the Greco-Roman pantheon!
=========================================================================
Date:         Tue, 12 Oct 1993 20:36:03 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      FTP site!!!!!
 
I don't remember if this was ever posted or not, but in a kinda
off-the-wall attempt to see if there was a mythus site via archie,
I discovered:
 
sunbane.engrg.uwo.ca
/pub/mythus
 
in which there is a mythus.faq, and some other early list-generated works!
 
(If anyone knows who to contact about putting stuff on it, I would be more
 than happy to consolidate some of my stuff into a couple of text files and
 put them there!)
 
     Mike Phillips
     msphil@birds.wm.edu
=========================================================================
Date:         Tue, 12 Oct 1993 20:31:19 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: FTP site!!!!!
In-Reply-To:  "Mike \"Kurgan\" Phillips" <msphil@birds.wm.edu> "FTP site!!!!!"
              (Oct 12,  8:36pm)
 
According to the README file from that site:
 
"any problems/suggestions email to ftp-owner@engrg.uwo.ca"
 
BTW, it looks like a very interesting site.
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Wed, 13 Oct 1993 16:51:11 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus-l: Huntresses of Diana
 
The scribe sets pen to page for the third time, working on the priesthood
of Diana, known to Greeks as Artemis.  Yes, I know I just over-simplified,
there were other oddities associated with the "conversion" from one pantheon
to the other (not to mention overlap with other deities, including Selene).
She started as a goddess of childbirth, and then came to be associated
with the moon, and then hunting.  I think that was the right order.....
 
Anyhow, most of the historical details would be lost by this point in the
campaign anyways, so we shall simply assign her the traditional portfolio
of archery and hunting (especially nocturnal), the moon, childbirth, and
defenseless animals (this is speculated to derive from the childbirth
aspect).  She is virginal, and so must be her priestesses.
 
Priestess of Diana are often known as "Huntresses", for that is one of
their duties, and occasionally they are also known as "Archers".  In
certain circumstances, they are used instead of, or in addition to,
normal Midwives, as they are closely associated with childbirth and the
protection of small children, despite their chaste state.
 
Grade I:
ANIMALTRACK FORMULA
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting imbues the subject touched with the capability to
track perfectly a single animal, whose spoor must already have been
tracked.  It is typically used in conjunction with hunting, but like all
such capabilities, Diana will not allow this to be over-used, nor will
her Huntresses *ever* use this or any other hunting skill for sport.  They
hunt only for food and natural selection as needed.
 
EASE BIRTH PANG CANTRIP
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will dull any pain associated with childbirth for
the duration, making what is typically described as searing pain into
a fairly dull, low-grade pain.  Basically, though imperfect relief,
compared to what was experienced before, this is certainly one Casting
in great demand by expectant mothers!
 
Grade II:
EASE BIRTH CHARM
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting assists the mother going through childbirth by helping
the natural processes along and encouraging that little bit extra that can
make everything easier on the mother.  When combined with the Ease Pain
Casting (q.v.), it makes childbirth considerably more painless than it
was before the development of these Castings.
 
SUREFLIGHT ARROW EYEBITE
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: 1 arrow                       R&D: Nil
Distance: Touch                     Other: 10:1 additional arrow
E/F/M: This Casting allows the priest to specially bless arrows so that
they are more certain to strike the target (resulting in a bonus of 10 to
the BAC).  Note that one additional arrow can be so blessed for every
10 additional Heka points spent, to a maximum of 1 arrow per 10 STEEP
possessed.  These arrows lose their blessing automatically if they are
being used for a purpose against the tenets of Diana, and they will, in
fact, be cursed instead of blessed if so mis-used (the Priestess placing
the Casting on the arrows may be taken to task as well!).
 
Grade III:
NURTURE ANIMAL RITUAL
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting causes an animal, typically an abandoned animal, to
automatically receive one day's nourishment per 10 STEEP of the Priestess.
Note that this will work only on smaller animals, the children of such
great beasts as elephants may require multiple such Castings for similar
yield.
 
Grade IV:
SURETARGET ARROW CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One arrow                     R&D: Nil
Distance: Touch                     Other: 20:1 additional arrow
E/F/M: This Casting, a more powerful version of Sureflight (q.v.), grants
a similar bonus, although it is a bonus of 25 to the BAC, and the first such
arrow will automatically strike home if it is used in special service to
Diana.  One additional arrow can be so blessed for every 20 additional Heka
expended, to a maximum of one arrow per 10 STEEP possessed.
 
VACCINATION SHIELD RITUAL
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is another reason why the Priestesses of Diana are in
fairly high demand as midwives (in addition to other duties), for this
will protect a small child, typically an infant, against certain child-
hood diseases.  More specifically, it will lay a low-level resistance to
these diseases on the child, meaning that if or when such diseases strike,
their impact will be lessened (so that what might be a fatal outbreak of
smallpox, for instance, will result in merely a moderate to bad case).  It
is intended to build an initial resistance to these diseases, without
causing complete immunity.  A Special Failure of this could be disastrous
for the child receiving the Casting, though, for that means one of the
"vaccinations" got out of control and the child is now infected by one
of these diseases!
 
Grade V:
NOCTURNAL TRACKING FORMULA
Time: 6 AT's per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the Priestess to track at night as if it were
the brightest of days (although this vision is useful only for tracking),
and, in addition, brings the other senses to a preternatural state,
allowing the sense of smell, touch, hearing, and taste to be heightened
such that they also can be used for tracking.  If following a blood trail,
for instance, the recipient will be able to smell the blood on the air
and follow it.
    This Casting only works on clear nights, under the moon.
 
Hope these continue to be of use to you, and comments are, of course,
welcome!
 
    Mike Phillips
    msphil@birds.wm.edu
 
 
(Requests for particular deities will also be honored.
 Up next: Venus and Mars)
=========================================================================
Date:         Wed, 13 Oct 1993 21:24:09 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Venus
 
It's time for Yet Another Installment of the Massive Specific Castings
list.  First, an error: the Sureflight Arrow Eyebite should be a Charm
instead of an Eyebite.  Thanks to john@crete.ucdavis.edu for pointing out
to me that really only Witchcraefters use Eyebites!  After a quick paging
through Mythus Magick, I discovered that there is quite a bit yet to
learn.  Thanks!
 
This time, we turn to the priestesses of Venus, the goddess of love and
beauty.  In Greece, she was called Aphrodite, and in both cases she
embodied True Love and Beauty in all its forms.  The following sample of
Specific Castings from her Priestesses amplifies upon this.
 
By the way, her priestesses (and occasional priests) are under no
compunction whatsoever to be chaste, although they are required to be
fairly attractive.  After a certain amount of flirting, they will often
settle down with someone they believe to be their One True Love, to whom
they will be faithful unless a stronger True Love comes along.  One could
get quite cynical about this, but the priestesses generally don't, nor do
Venus' worshippers, as they understand that Love can occasionally be
fickle.  Priests and Priestesses would have a predilection against
violent combat, although they could certainly defend themselves if
necessary.
 
I would like to point out that a couple of the following are simply there
to assist the priestesses and priests in maintaining an impeccable
appearance before their congregations, and the rest are to assist in the
Quest for Love.
 
Grade I:
COIFFURE ASSURANCE SPELL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, the priest or priestess ensures that
his or her hairstyling will stand up under rigorous conditions (such as a
breeze, or sweating, or whatever).  Consider it to be a strong form of
the modern hairspray, although it does not leave any sort of gooey mess
in the hair afterwards.
 
DETECT TRUELOVE CHARM
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will cause a quick evaluation of another persona by
the priest or priestess.  All that will be returned is a feeling that
either no, this person would be an unsuitable match, with no hope for a
relationship, yes, this person seems to be a great match, possibly even a
truelove, or maybe, this person could mean something but doesn't seem to
fall into either of the previous categories.  All that is felt is a brief
"yes, no, maybe" feeling, although sometimes strength comes into it.  It
is most often used by priests and priestesses when evaluating potential
lovers, as they place a great deal of emphasis on the internal feelings
as well as the stimulations.
 
PERFECT MAKEUP FORMULA
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will automatically straighten up any smudges in the
makeup or other cosmetics currently being worn (this will even fix any
sort of misdying of hair, especially if a section was missed).  However,
it has no protection against future disasters, and it will not provide
cosmetics where none already exist.
 
Grade II:
ENHANCE ATTRACTIVENESS FORMULA
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: See below
E/F/M: This Casting will cause the subject's Attractiveness to be
temporarily boosted.  The cost, in Heka, in addition to the base
activation, is five times the resultant Attractiveness.  It cannot be
raised more than one point per 10 STEEP, and in no way will it ever raise
Attractiveness beyond 18.  Such raises can only be done by means of a
special ritual.
 
DETECT LOVE CANTRIP
Time: One AT per 10 STEEP       Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: Nil
E/F/M: Once woven, this Casting allows the priest or priestess to
actually look into a metaphysical plane and "see" the love flowing
between two or more people.  It is often useful when interrogating
lovers, to make certain that neither is lying to the other before a
marriage is agreed upon.  This is often performed at the request of
wealthy individuals seeking to know if their own feelings are returned.
 
Grade III:
ENCOURAGE LOVING SPELL
Time: 5 AT's per 10 STEEP       Other Heka Costs:
Area: One small room                R&D: Nil
Distance: Special                   Other: Nil
E/F/M: This Casting causes an otherwise mildy romantic setting (such as a
small chamber, or an intimate dining room) to incite greater passions
than would normally be caused.  It is not as strong as any "forced" love,
nor will it encourage love to exist where none is, but it will basically
encourage natural feelings already present.  It is sometimes used by a
priest or priestess who has accidentally offended their lover, to
reignite the old feelings.  The environment does need to be tailored to
the individual or individuals to be so influenced, although it does not
need to be obviously so.  For instance, if a couple had a serious
disagreement, and this was to be the remedy, then some already
sentimental occurance would be subconsciously recreated from a few props.
Perhaps they had enjoyed a candlelit dinner, with a musician playing in
the background, so with candles and a harp standing in the corner, they
can be turned from their anger and disappointment back unto the love that
they already share.
 
IMPROVE FIGURE RITUAL
Time: Permanent                 Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: 5:1 per pound
E/F/M: This Casting is rarely used, as it takes some time to perform (a
number of AT's equivalent to the number of pounds to be shed), and a
special bath that has already been consecrated to Venus.  In addition, as
it can only be used for or by a priest or priestess of Venus, and they
rarely let themselves become unattractively overweight, it is not in
great demand.  The effect is that a number of pounds will be removed from
the body, never in such a way as to damage attractiveness, at a cost of 5
Heka and 1 AT per pound.  Once completed, the bath water must be tossed
somewhere (such as over flowers), where the stuff that has been shed into
it can be used to further beauty, or else the pounds will be returned by
a rather displeased Venus.
 
Grade IV:
LOVEBIND RITUAL
Time: Permanent                 Other Heka Costs:
Area: One couple                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Priests and priestesses of Venus are often called upon to bless
both marriages and betrothals in such a manner as to encourage the love
of the couple, and they do so by means of this Casting.  The effect is
permanent, and it is nothing more than a subtle dweomer that will
"monitor" the ratio of love to problems between the couple, and if enough
obstacles to the continuance of the love seem to arise, then this will
cause subtle "reminders" to the couple of their one-time great love to
occur (such as all of a sudden, if the moon played a great role in their
early relationship, it appears even more beautiful and romantic than
normal, maybe reminding them).  Outside of encouraging relationships to
continue if the love is still there, it has no other effect.  Most
marriages feel stronger to the couple, however, if they have been so
blessed.
 
Grade V:
IMPROVE ATTRACTIVENESS RITUAL
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One golden tub, worth at least 80,000 BUCs, made
    in the image of a shell, to be filled with 20,000 BUCs worth of
    exotic and rare waters, bath oils, and other skin lotions
E/F/M: This Casting re-enacts the birth of Venus, and it will cause the
subject's Attractiveness to be raised by 1, permanently.  This ritual may
never be performed more than once on any given recipient.
    The Ritual itself takes a full night to perform, as it begins at dusk
with the recipient shedding his or her clothing and accoutrements before
entering the warm and foaming bath, to be carefully ministered to by a
bath attendant or three (often acolytes in a Temple to Venus), and raised
from the frothing water at sunrise, more attractive than before.
    This is never performed for any amount of money, it is always a gift
to oneself or to someone who has performed especially well in the service
of Venus.
 
Thus ends another rather lengthy post.  I hope I'm not flooding anyone's
mailbox, but I felt that since I was on a roll I would continue to toss
things out for the list's enjoyment.....
 
    Mike Phillips
    msphil@birds.wm.edu
 
Up next: Mars, and then on to the Big Three: Jupiter, Pluto, and Neptune.
=========================================================================
Date:         Wed, 13 Oct 1993 21:55:44 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: mythus-l: Venus
In-Reply-To:  <9310140126.AA29176@cabell.vcu.edu>; from "Mike \"Kurgan\"
              Phillips" at Oct 13, 93 9:24 pm
 
Mike, please, keep it up!!!!  I love the stuff you're doing...its
almost got me ready to do some stuff for AEgyptians...
 
Lucifer >:} butdon'tholdyerbreath...
=========================================================================
Date:         Thu, 14 Oct 1993 09:43:33 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: mythus-l: Venus
 
Mike;
 
Yeah, keep up the great work.  We need more people like you whom are really
willing to put forth an effort to remind that Mythus is a great game.
 
Re:  Differing Rulebooks?
I'm gonna have to check that out at work today...  Didn't realize that.  I
have 2 of each book (M & MM), but they're all pretty old editions.  I know
that GDW was supposed to fix the Heka Chart because that one's messed up
pretty bad, but nixing and fixing spell lists?  Didn't know!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Thu, 14 Oct 1993 10:50:58 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: The Warriors and Myrmidons of Mars
 
And now, the Master of Warfare and Combat, heeeeeere's Mars!  Known to
the Greeks as Ares, he was excellent at hand-to-hand combat, and his
preferred weapon was the spear (some people theorize that he was the
epitome of maleness, and thus uses the spear).
 
Many of these castings rely heavily on the JM's judgement of what
personas are devout followers, and what battles are heroic.  If the
players are in disagreement, hear their arguments, they may consider this
a significant battle in need of these blessings, and there is a lot of
subjectivity to these judgements!  Just don't let them lean too heavily
on these, or they may not work.
 
In some areas, the priests of Mars call themselves Myrmidons, although
that word has connotations they do not like in other areas, where they
are simply called Warriors.
 
Grade I:
ASSIST STRIKE CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This quick prayer to Mars to guide the strike will result in a
bonus of 10 to the BAC for a single blow, which must be struck within the
time limit of the Casting, and it must be struck by a weapon already
consecrated to Mars.  The Priest weaving the Casting must be the one
striking the blow.
 
SWIFTSPEAR CHARM
Time: 1 CT                      Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: 25:1 additional CT's
E/F/M: This battle charm will allow the priest of Mars to call upon Mars
to assist him in battle by allowing him, once, a doubling of attacks for
that single CT.  The fighting must be done with a spear consecrated to
Mars, and the Priest asking for the blessing must do the striking.  With
an additional expenditure of Heka of 25 points per additional CT, and the
existence of some great need for this heroic deed, the Priest may extend
this up to a total of one CT per 10 STEEP.  Note that priests who rely on
this charm overmuch may suddenly find Mars unwilling to assist them in
this manner, as they are no longer enhancing their fighting ability and
are instead replacing it with their god's might.
 
Grade II:
ENCOURAGE BATTLE CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One small group               R&D: Nil
Distance: 1 rod per 10 STEEP        Other: Nil
E/F/M: Like many other priests, the Myrmidons of Mars are able to encourage
other personas to a tendency towards Mars' traits.  In this case, they
can encourage those who would otherwise seek a peacable agreement to
attempt to resolve difficulties via battle.  Resistance to the Casting is
based on the SM category, as that indicates faith in oneself.  True
followers of Mars have no resistance, personas who are strongly
pacifistic should be able to use the entire Spiritual TRAIT to resist.
Once started, a battle would follow its normal course.
 
UNBREAKABLE WEAPON SPELL
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One weapon                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: The breaking of the trusted weapon has been the downfall of many
fighters, and so Mars allows his priests to bless their consecrated spear
in such a manner that it will not break regardless of damage done to it
while this Casting is in effect.  In fact, no damage is accrued to the
weapon, even in the case of parrying!  Before calling upon this Casting,
however, the priest must be entering (or in) a battle of great and heroic
proportions, one that has a serious impact if lost, otherwise the energy
is still spent, but Mars does not grant the blessing.
 
Grade III:
SURESTRIKE CANTRIP
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, a priest of Mars will temporarily
increase the non-missile Combat STEEP by 15, assuming that the subject is
a devout follower of Mars and has performed heroic deeds in the past.  If
the subject does not meet these criteria, then the blessing may become a
curse, at the JM's option.  Note that heavy reliance on this Casting,
like most of the others, will result in such blessings being withheld if
they are replacing skill rather than enhancing it.
 
Grade IV:
BLOODLUST CHARM
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting has an effect similar to the Beserk casting described
earlier (cf. priests of Thor), although it lasts longer.  It may only be
lain on a follower of Mars who has a warrior's attitude and approach.
 
Grade V:
BLESSING OF MARS RITUAL
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is used to turn an otherwise middling warrior into a
great warrior before a great battle is to be joined.  Armies may hold
special ceremonies to Mars on the eve of battle, but special soldiers and
champions may seek this ritual before the clang of battle swallows them.
It grants a +20 to the subject's BAC with his primary weapon, and it
confers a bloodlust such that dazing does not normally occur (although
the subject can still fall comatose).  As with Bloodlust (and Berserk),
the subject will be exhausted for a time equivalent to twice the length
of the blessing.  This Casting can be lain up to twelve hours ahead of
time, and will activate only upon the first strike with the chosen
weapon.
 
I just hope all this work is finding a home in someone's campaign :-)
If your players are surprised because that Priest wielding a Spear gets
really nasty all of a sudden, let me know, I *love* it when my ramblings
spark someone else's imagination!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Tune in Next Time, we tackle..... ah, I'll let you find out when I'm
finished ;-)
=========================================================================
Date:         Thu, 14 Oct 1993 10:53:28 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: priests' specific castings
 
Don't worry, folks, I will continue to post as often as ideas spark!
However, please realize that everything I put out is a suggestion, and
the vast majority of it has not even received any sort of play-testing.
<grin> I expect that will change as my own Mythus campaign gets under
way.
 
If you find something is unworkable in actual play, or perhaps should be
adjusted, I would love to hear about it.  Once I've got most of the major
deities of the pantheon covered, I'm going to throw some background and
legends together with it, and then place it on the FTP site at the
earliest convenience  (maybe put it on the listserv too?)
 
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 14 Oct 1993 11:56:25 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Campaign Update (Scepter of Amun-Ra)
 
As promised much earlier:
 
On Tuesday, I was actually able to get enough players together to play
Mythus (yay! we finally *played* a game!).  As mentioned once before,
I was running a variant on the Sceptre of Amun-Ra, from Journeys #4.
 
Pretty fun, actually.  The party immediately rose to the bait and
saved the girl who suddenly appeared in front of them in the Blue
Frog Tavern.  Ruffians nearly immediately appeared, in pursuit, and
the party drew weapons and readied Heka for the girl's defense, only
to have her disappear.  The Spellsinger threw an Acclumsed Ode at
one of the Ruffians, the Cavalier wounded a second, and a third got
two doses of Heka Darts before he started backing off.  The fourth
got away unwounded.  Incidentally, the Clumsy One dropped his weapon,
and, in the process of recovering it, promptly landed on his face and
broke his nose (an inside joke about one of the people here at
the college), and murmured something about "October" and "Ahaz".
I think I'm gonna have fun whenever the spellsinger sings *that*
particular Ode ;-)
 
Anyhow, the Ruffians fled, and the owner wandered over, glowering at
the mess that was made (scuffing up the recently waxed floor,
bloodstains here and there), and he was preparing to throw them out
(although he mentioned something about clean-up costs), and two
of the three, the Alchemist and the Cavalier, handed him a few
BUCs to shut up.  The Spellsinger, who was acting as if she were
innocent of any wrongdoing, was also glowered at, and she finally
muttered something about not paying for someone else's mess, and
the innkeeper gave her a bucket, and a low-class insult.  She
sped Dreamhaunter Melody after him, so he will probably have a
restless night.
 
When they finally left the bar, they were accosted by a merchant
who was protected by ruffians similar to those they tussled with
in the bar, and escorted to a nearby alley, where he first
cajoled, then threatened them to get IT from the mysterious girl.
 
Unfortunately, one of the players was fighting sleep by this point
(it was 11:30, we started at around 9:00), so we called it a night.
More later!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 14 Oct 1993 20:30:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Morpheus Unbound - Dare to Chase Your Dreams
              <PROGERS@ALBION.BITNET>
Subject:      Re: Some Nordic Thoughts
 
why wait for GDW to publish anything?
if you want them to publish materials and know that the players/loyal
customers care then submit monsters/characters/personalities/etc to
them.
 
how?
 
GDW publishes Challenge magazine.
 
P.O. Box 1646
Bloomington, IL ..... (hmm, i don't have the zip code on me right now,
but it's bloomington alright).
 
the managing editor is named Michelle Sturgeon.
 
p
 
progers@albion.bitnet
=========================================================================
Date:         Fri, 15 Oct 1993 08:30:03 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: Bloomington
 
Here is the zip as well as the marketing direstors name.
 
If you want to complain about lack of support, late releases, and
the need for reprints, etc here is the guy to call/write.
 
Michael Kraus
GDW Marketing Director
P.O. Box 1646
Bloominton, IL. 61701-1646
 
 
The phone number for both The editor and marketing is
 
(309)452-3632
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Fri, 15 Oct 1993 11:47:23 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Some Nordic Thou...
 
Morpheus;  (PROGERS)
 
The only problem with THAT is that Challenge is a Sci-Fi mag for GDW's TNE &
Twilight, etc, etc.  Journeys is their magazine for DJ.  If you really want
to get in touch with hard core gamers, and you're tired of Journey's sporadic
publication and flimsy content, send any submissions to Mythic on
AmericaOnline (in plain ASCII format), or by snailmail to Mythic Masters
Magazine:
 
TriGee Enterprises Corp.
P.O. Box 388
Lake Geneva, WI 53147
 
Mythic is really the one and only Frank Mentzer (who has done some work for
T$R in the past);  he's the guy behind Mythic Masters Magazine.  This mag is
available only through subscription and thus only loyal Mythus fans'll see
it.  Definitely worth it, too!  I've got stuff coming up in the next issue or
so maybe...!
 
Randy
Cerebus000@aol.com
=========================================================================
Date:         Sat, 16 Oct 1993 13:32:37 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Mariners of Neptune
 
(The next couple are going to be slow, I'm in a crunch period and
 only able to type a little at a time -- these may be a little
 rough, but I didn't have a lot immediately at hand to work with
 while writing -- comments/criticism/corrections are welcomed!)
 
The ever-dutiful scribe, who has so far touched upon relatively minor
deities, now turns his pen to one of the major deities: Neptune, known
to Greeks as Poseidon.  When they were dividing the realms amongst the
three sons of Saturn (Kronus), Jupiter chose the sky, Neptune took
the sea, and Pluto took the under-earth.
 
The worship of Neptune (or at least his appeasement!) would be of
high priority to sailors and sea-going merchants, and fishermen
would probably be holding services to him to enhance their harvest
of the sea.
 
Neptune's priests are required to be able to swim, boat in some form
or another, and they are permitted to ride horses (the horse is an
animal sacred to Neptune).  Most will use either nets or tridents.
In some areas, his priests are known as Mariners.
 
Grade I:
BRING FISH FORMULA
Time: Instantaneous             Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting grants the priest casting it great success in
fishing endeavours, causing a greater harvest than would ordinarily
be possible.  It requires that a net be specially consecrated to
Neptune, and, of course, that there actually be fish in the water.
It is intended for use as emergency sustenance, or as a demonstration
of Neptune's power (in which case, the fish should be freed
afterwards).  Repeated use of this in too short a time period will
result in the fish no longer coming.
 
FISHFOLLOW RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is most useful for those priests who assist
the fishermen, for it allows the priest to "sense" where the fish
schools are.  Although the range is fairly long, realize that, like
most such sensation Castings, as the priest approaches a school, it
becomes more obvious to him exactly where it is.  Thus, at the extreme
range, the priest will be aware that there is a school of fish
"in that direction", but as he approaches, it will become more of a
"about 20 yards off the starboard bow".  This Casting does require
a small sacrifice to be made to Neptune before reaping the benefits
of his blessing.
 
Grade II:
SEALOVE CHARM
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Like most priests, Mariners are able to encourage the traits
of Neptune in others, and this is their primary means of doing so.
Most personas, somewhere at the base of their being, have an
appreciation for the beauty and savagry of the sea, and this little
charm will bring it forth.  It will often (but not always, in the
case of hydrophobics) bring forth fond memories of the water, and
raise a slight to strong desire to see the water again.  As the
Casting wears off, the desire decreases, but it can still be brought
forth with but a small reminder until such a time as the sea (or
other appropriate body of water) is sought out and viewed for a
while.
 
UNDERSEA BREATHING FORMULA
Time: 1 hour                    Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting allows the subject of the Casting to breath underwater
if water is not already the natural environment of the subject.  That is
to say, it cannot be used to "drown" a fish or other water-breathing
creature by altering its respiration.  The Casting does not otherwise
provide any sort of protection or movement, just the capability to
"breathe" water as if it were air.  It may be extended an additional
hour for every additional 20 Heka spent, up to a maximum of one hour
per 10 STEEP.
 
WAVERIDER FORMULA
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting is intended to keep the subject afloat for a
while.  Although it does not provide any sort of motion, it will keep
a body afloat for a while, which can certainly be useful at times!
The time may be extended one hour for every additional 20 Heka
spent, to a maximum of 2 hours per 10 STEEP.
 
Grade III:
WAVESTRIDER SPELL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting will allow the priest to walk through and with
the waves.  Often, people think it will allow walking on water, but
this is not a good assessment of the effects, for a more proper
description would be that the priest walks *with* the waves.  The
hand of Neptune buoys the persona, and though he may get a little
wet, he is carried on the foam and through the waves, his head
never dipping below the surface.  He may walk at his normal rate,
and the Casting may be extended one hour for every additional
20 Heka spent, to a maximum of two hours per 10 STEEP.
 
Grade IV:
WATERSTEED RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One steed                     R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, the Mariner is able to summon a
watter-based steed which will serve the Mariner for the duration
indicated above.  The steed will be waterborne, so that the
priest may travel across water at a rate greater than all but the
fastest of ships.  What kind of steed is available will be
partially dependent on the area, but it will always be of a
suitable size to carry the priest.  The steed will not engage in
combat for the priest, nor can it be forced into combat.
 
Grade V:
SPRINGWATER RITUAL
Time: 1 day per 10 STEEP        Other Heka Costs:
Area: One rock                      R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: When this Casting is woven, the priest has called upon
Neptune to succor him and possible others through a harsh, dry
time, and the rock touched (it must be of a reasonable size,
as in no less than a small boulder) will crack, and water will
flow from the rock for one day per 10 STEEP possessed by the
caster.  Note that the same rock cannot be used more than once,
and attempting to sustain the life of a community, while noble,
will eventually result in the withdrawal of this Casting (as
Neptune was never one to coddle humanity, especially away
from the water).
 
As mentioned before, I am consolidating all of these posts into one
rather large file, which will also include some details on the
priesthoods (as soon as I have time to do some more research ;-) )
and some suggestions on which areas a particular priesthood would
probably be prominent in.
 
Feedback is always welcome!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Guess I ought to work up the other two of the Three Big Brothers.....
=========================================================================
Date:         Sat, 16 Oct 1993 19:25:12 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Textual changes (continued)
 
I mentioned that there were differences between the two printings of
the Mythus book.  Here are the differences in the Sample Castings
section.
 
Sample Castings section:
(additions)
Dweomercraeft Additions:
  Trigger Effect Formula (p.278)
  Implant Spell (p.279)
  Cloud of Magick Spell (p.280)
Priestcraeft Additions:
  Produce Meal Ritual (p.282)
  Enhance Spiritual Power Formula (p.283)
  Word of Command Charm (p.284)
Apotropaism Additions:
  Protection from Fire Cantrip (p.284)
  Alchindus' Sigil Formula (p.285)
  Protection from Curses Spell (p.286)
Astrology Additions:
  Star Chart Place Formula (p.287)
  Know Truth Charm (p.288)
  Arago's Influence of the Sun Cantrip (p.289)
Herbalism Additions:
  Auraread Spell (p.289)
  Resist Disease Formula (p.291)
  Healing Infusion Formula (p.292)
Mysticism Additions:
  Fakir Cantrip (p.293)
  Mystic Skill Bonus Formula (p.293)
  Mystic Missile (p.294)
 
Sample Castings Dropped:
  The entire Alchemy list
 
For the record, the Heka gained from K/S Areas has not been fixed yet
to agree with the text, there is no difference in the two editions of
the tables.
 
I haven't had time to compare the weapon/armor values in the two, much
less against the GM's Screen, so I can't check to see if they fixed
those yet.  On the other hand, given the changes made so far, it's
pretty likely they haven't been changed.
 
(I'd do the comparison now, but my eyes are too tired)
 
The reason I was surprised by this is that I ruled, back when we were
using Mythus Prime, that only the Castings listed in the back of the
book were available to Mythus Prime Heka users.  However, as Alchemy
is still included in the list, but all the Castings were yanked, it
makes it a pretty poor choice of things to drop.  I would have left
that section alone and fixed the durn Heka table!
 
Anyways, I hope this information is of use to someone :-)
 
    Mike Phillips
    msphil@birds.wm.edu
 
Don't worry, more Castings for deities to come.....
(BTW, the Produce Meal casting above does not conflict with the
 Bacchian Casting mentioned a while ago -- Produce Meal appears
 to produce what is essentially an adequate meal, whereas the
 Bacchian Casting creates an epicurean feast, liberally lace with
 alcohol)
=========================================================================
Date:         Thu, 21 Oct 1993 12:26:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      This is a test.  I'm trying desperately to post with info and
              input.
 
Hope this works.
Doyce
=========================================================================
Date:         Thu, 21 Oct 1993 21:13:56 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Cokely <tcokelys@TUS.SSI1.COM>
Subject:      Unsubscription request
In-Reply-To:  <9310211859.AA10895@relay1.UU.NET>; from "Doyce Testerman" at Oct
              21, 93 12:26 (noon)
 
Please unsubscribe me from the Mythus mailing list.
 
Thanks.
=========================================================================
Date:         Fri, 22 Oct 1993 00:07:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Hellooooo!!!!
 
Okay, now listen, dammit.  I just found this listserv and it (and the DJ
system aren't goint to fold on me now. Let's get motivated guys.  Yes, I'm
new. Greetings all, and stay tuned.
dt
=========================================================================
Date:         Fri, 22 Oct 1993 19:20:43 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Brother Tyrus <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      mythus:how long was gary thinking about Mythus?
 
Greetings all!  I am usually a silent observer ofthis list, because although i
own mythus and mythus magick, i cant get a group togetherto game and so
thebooks have been sittig on my bookshelf fdor quite some time.
 
Anyway, I was reading Night Arrant by Gary Gygax, a book of short stories
revolving around Gordthe Rogue, in the World of Greyhawk.  It is copyright
1987.  Anyway, in the second story, titled "The weird occurence in Odd Alley",
i came acorss a remarkable passage, that made me wonder how long Gary had been
working on Mythus for.  In the story, Gord and his companion go through this
portal in Greyhawk, which leads to a city type place which is the centre of a
series of gates from hundreds of different prime material planes.  People from
all time periods and worlds can be found.  Well anyway, Gord's companion says
something sacuy to a woman they see, and she informs them where she will be,
and tells them to join her, saying, and i quote, "Ask for Zenobia of
Aerth."!!!!!
 
Food for thought, I think...must be morethan coincidence.
 
Anyway, enoughfor now, i hope i havent wasted anybdys time.
 
Ciao!
 
--
'I stood at the gates of Eternity, looking forward.  Fear gripped my heart, I
turned away, and ran.  Can you see beyond the horror of the void?  Tell me
what's out there, lest the terror drive me insane...'
                                                 - Brother Tyrus Hellbane
Hate mail to : c9108613@cc.newcastle.edu.au  <-- fastest reply
               natwoo@scorch.apana.org.au
               Nathan.Woodcock@f400.n622.z3.fidonet.org
=========================================================================
Date:         Fri, 22 Oct 1993 09:14:22 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: mythus:how long was gary thinking about Mythus?
 
>something sacuy to a woman they see, and she informs them where she will be,
>and tells them to join her, saying, and i quote, "Ask for Zenobia of
>Aerth."!!!!!
>
>Food for thought, I think...must be morethan coincidence.
 
It *is* more than coincidence.  He's been working on Mythus in general
since 1986, and, according to hints dropped in the Necropolis introduction,
AErth was the original world he campaigned in (with Greyhawk being the TSR
adaptation to fit on two poster-sized maps).  Also, note that in the last
of the Gord books, there is an advertisement for "Epic of Yarth" and
"Necropolis", said to be written "generically" for use in "any gaming
system".
 
I think a lot has been planned for a very long time, so I do take him
seriously when he comments in places that the other genres are pretty well
mapped out.....
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 22 Oct 1993 10:57:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Beastiary
 
G'day,
 
  Well its almost the end of October.  Anybody heard anything about the
supposed October release of The Beastiary ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Fri, 22 Oct 1993 14:42:28 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: mythus:how long ...
 
Yeah - I've read Gygax interviews and the like.  Rumours persist that the
reason why T$R kind of "booted" the man was that in 1985 he presented the
Board with the idea of upgrading AD&D with what eventually would later become
Mythus.  They said, "Nah, let's stick with what sells and what is standard.
Everyone loves AD&D, why should we change it?"  Gygax probably responded,
"It'll be out of date in two years!"
 
Anyway, they kind of edged him out anyway.  He had been working around on
creating a better system since 1986, and it was entirely based around
Necropolis.  That was the testing ground for just about every aspect of
Mythus in the early days.  He saw Mythus as a chance to publish is true
campaign world, Aerth, too.
 
When Gygax was removed from T$R, they signed an agreement that Gygax could
not publish another FRPG for 5-7 years (not exactly sure).  When the deadline
had passed, GDW almost immediately announced plans to release Dangerous
Dimensions, Gygax's new state-of-the-art RPG.  Well, T$R went apeshit.  They
didn't know *WHAT* to do... so they went with their natural instincts;  they
called up the lawyers.   And the court case began.
 
Gygax hadn't played/DM'd any AD&D since 1985 - he had begun working on Mythus
and designing that.
 
And you better believe that Gygax has been working hard on it since '85.
He's known to be very prolific and somewhat of a workhorse.  As he once put
it, he goes to work on whatever project is at hand for about 8 hours
(including lunch, etc).  Then, when he wants to relax, he works on the
project some more.  He sleeps about 3 minutes a night and JM's for Ernie and
his friends once a week or so.  GDW has said that a lot was cut from Mythus,
with plans to include it later in a Companion book.  Gary had supposedly
presented them with three or four reams of stuff for DJ, a lot of it
concerning other genres, etc, etc.
 
Unfortunately, GDW blundered the packaging and editing of DJ and that is what
is causing it to suffer.  The book is horribly edited, out of order, and
difficult to read.  But, that may be fixed next year, because the idea of a
2nd Edition has already crossed GDW's minds...
 
C'ya...
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 22 Oct 1993 14:45:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Hellooooo!!!!
 
Welcome, Doyce!  This listserv gets busy for a week or so, then dies down,
then gets busy again.  Stick around, it often gets good.  In fact, get the
archives, if you can.  Mr. Mike Phillips has been doing some excellent essays
on Specific Castings for dieties...  In fact, Mike is one of the most
prolific writers on this list.
 
Anyway, welcome to the list, and don't worry;  even tho we are getting nearly
0% support from GDW, we've definitely got each other, and we're not going to
fold.  For some reason, Mythus fans are incredibly loyal to the system.
Also, you might want to see about subscribing to Mythic Masters Magazine,
published by Frank Mentzer (& Gary Gygax, too).   I'm sure someone can post
the info on subscriptions (unavailable in stores) here if you're interested.
 
If you have any questions, post 'em here, or leave me e-mail.  I check this
list & my mail at least five times a week...
 
Welcome!
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 22 Oct 1993 14:11:41 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Whoops, need some more valium in the coffee...
 
Just a quick post to apologize for my outburst on the listserv last night.
It was late and I had just gotten through all the archives, which end on a rather sour note, with people unsub-ing and everyone talking about the death of
Mythus.  I was a bit fagged out and frustrated (after trying to unZip Eddie's
post--I got it out today) and shot off a stupid missive (though not nearly
as uselessly long as this.  At any rate, I hope to contribute positively in
the future and help this amazing system grow.  To quote (the late?) Lucifer
(just before a "rather large foreign host"logged him off, Vive le Mythus.
Good Fortune
Doyce (DT).
"Are all men from the future loud-mouthed braggarts?"
"Nope. Just me, baby. Just me."  --Army of Darkness (sig kept small on purpose)
=========================================================================
Date:         Fri, 22 Oct 1993 15:49:11 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Whoops, need some more valium in the coffee...
In-Reply-To:  <9310221940.AA20210@cabell.vcu.edu>; from "Doyce Testerman" at
              Oct 22, 93 2:11 pm
 
>  To quote (the late?) Lucifer
> (just before a "rather large foreign host"logged him off, Vive le Mythus.
> Good Fortune
> Doyce (DT).
> "Are all men from the future loud-mouthed braggarts?"
> "Nope. Just me, baby. Just me."  --Army of Darkness (sig kept small on purpose)
 
 
Oh...I'm still around...and still trying to get people to scream
their heads off at GDW to keep publishing Mythus...
 
Don't worry...I'll ALWAYS be here...
 
Lucifer >:}
=========================================================================
Date:         Fri, 22 Oct 1993 17:19:32 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      DJ dead?  Not bloody likely.....
 
<grin> Actually, I don't think very many people are leaving, except those
who wandered by without really wanting to be here.  Me, I *refuse* to give
up on this system, 'cause I finally found *my* system, the one I'm gonna
stick with for a while, and nothing's going to deter me :-)
 
Can you say loyal?  ;-)
 
The Specific Castings lists will continue early next week, now that most of
the hectic things have cleared up (three computer projects, two mid-terms,
and a job).....
 
No game this week either <pout>, although now that the apartment mate is
moving out we'll be able to game around the kitchen table now ;-)  So
forward ho, DJ fans!
 
Anyone know what the plans are for DJ mixing with cyberpunk?  Just
wondering, because I've been playing with ideas for it, and wouldn't want
to put in a lot of work that'll be "corrected" in a couple years ;-)
 
Anyhow, back to work and studies, and sometime Sunday, more Castings.....
 
Have a nice week-end!
 
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 22 Oct 1993 23:10:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310222122.AA03182@cec_userfs.wustl.edu>
 
I just got my first two issues of Mythic Masters Magazine and I love them.
If you haven't subscribed yet I suggest you do.  They contain commentaries
by Gary Gygax (entertaining to read) addition rules and clarifications,
new vocations, sample personas, and other neat stuff (huge list of
Greco-Roman dieties).
 
Also in MMM is a chapter (per issue) detailing a new setting for DJ called
Changeling.  This is called a Weird Science/Fantasy setting, though it
seems to me to be like a regular science fiction setting (though a little
far fetched).  So far it sounds like a lot of fun.  What do you guys think?
It also mentions cybernetics, though I haven't seen any rules dealing with
them yet.
 
Nathan Brazy
ndb1@cec.wustl.edu
=========================================================================
Date:         Sat, 23 Oct 1993 00:36:13 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Wendy <wliaw@MAGNUS.ACS.OHIO-STATE.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310230416.AA18913@quark.magnus.acs.ohio-state.edu>; from
              "Nathaniel David Brazy" at Oct 22, 93 11:10 pm
 
> seems to me to be like a regular science fiction setting (though a little
> far fetched).  So far it sounds like a lot of fun.  What do you guys think?
> It also mentions cybernetics, though I haven't seen any rules dealing with
> them yet.
 
I have no access to MMM, so I haven't seen this article. What's so far
fetched about it?
=========================================================================
Date:         Sat, 23 Oct 1993 07:57:46 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: One more AErth ref. in Gord the Rogue
 
Out of curiosity, sparked by a comment earlier, last night before I
went to bed, I dug out my copy of the Gord the Rogue books and
skimmed the last chapter of Dance of Demons.....
 
'"Is it true that all five of the Kings of Avillon are to be here?" one
 of their number asked.
'The steward ticked them off by rote: "Albon, Caledonia, Cymru, Hibernia,
 Lyonnesse -- yes, all of them, and soon too.
'....."All the way from those strange kingdoms to Hy Brazeal!"'
 
Guess Gellor became Demiurge of H.B., ya think?  :-)
 
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sat, 23 Oct 1993 11:50:08 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         The Outsider <mms48@UNLINFO.UNL.EDU>
Subject:      mythus-l
 
get mythus-l log9310A
=========================================================================
Date:         Sun, 24 Oct 1993 15:59:33 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Jupiter's priests
 
The ever-dutiful scribe is turning his attention this installment to
Jupiter, the so-called "King of the Gods".  Known to the Greeks as
Zeus, Jupiter (improperly also called Jove, from the Latin Iupiter,
Iovis) was essentially soverign over the other Greco-Roman gods,
after deposing Saturn (Kronus), his father.  Jupiter married his
sister Juno, although this was in no way a commitment to fidelity,
as he was known to have affairs with many beautiful mortals and
even the other goddesses.  By agreement with Neptune and Pluto,
Jupiter was given dominion over the sky and storms.
 
Jupiter's priests (no priestesses allowed) often learn the spear,
although after much service they may be granted special weapons or
command over lightning.  Though sometimes married, they are not
required to be chaste.  Unlike their patron, they are often unable
to escape the full consequences of infidelity, however.
 
Grade I:
WEAPONSPARK CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One object                    R&D: 10:1 per additional D3
Distance: Touch                     Other: Nil
E/F/M: This Charm allows the priest of Jupiter to add a slight spark
whenever the weapon strikes an opponent.  The sparking will cause an
additional D3 of electrical damage, and this may be increased to a
maximum of 1D3 per 10 STEEP possessed by the Caster, at a cost of 10 Heka
per additional D3.  The weapon should be appropriately consecrated to
Jupiter.
 
ROLL OF THUNDER CHARM
Time: Instantaneous             Other Heka Costs:
Area: See below                     R&D: Nil
Distance: See below                 Other: 10:1 per addition thunderclap
E/F/M: By means of this Casting, the priest is able to cause a
thunderclap to sound, as if there were a storm approaching or already
upon the area.  The sound can be heard normally, as if the storm really
were there, yet there need not be a cloud in the sky.  This is
occasionally used by priests of Jupiter when coordinating something, or
when demonstrating that they really are priests of Jupiter.  The Casting
will cause most normal animals to immediately seek shelter from the
"approaching storm", regardless of other indicators, and it has been
known to spook some particularly easily frightened animals.
    Additional thunderclaps can be summoned at a rate of 1 per 2 CT's, at
an additional cost of 10 Heka per additional thunderclap.  The Caster has
control over the sound of the thunder (i.e. if it is a deep, rolling
sound or if it is a sudden, cracking sound, or somewhere in between).
Multiple thunderclaps do not need to have the same sound.
 
Grade II:
ENCOURAGE INFIDELITY CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will allow the priest of Jupiter to break down normal
inhibitions concerning fidelity and infidelity in marriage, and even
encourage it if the natural inhibitions are not particularly strong.
While originally intended to mimic one of Jupiter's natural tendencies,
some priests have used it to assist them in bedding any female they
choose, regardless of current state.  The priesthood is working on
supressing the Casting in order to not make their reputation any worse
than this Casting has made it.
 
THUNDERVOICE CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest to make someone's voice as loud as
thunder, deep, rolling, and capable of being heard over great distances
(although with some delays due to the speed of sound!).  It has been used
to allow generals to speak to the entire army, or priests to speak to
really large gatherings.  It has no significant effect on those nearby
the speaker, although some people's ears will ring for some time
afterwards if they stand too close.
 
Grade III:
MASK ADULTERER FORMULA
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: The Priest using this Casting can make an adulterer temporarily
appear as someone else, a stranger, thereby making an escape easier, or a
search more difficult.  There is rumored to be a higher-grade version of
this Casting, intended to be used to mask someone intending to perform
adultery as an appropriate person (such as the woman's husband) for the
evening, not unlike the legend of Uther and Ygraine.  Note that this
disguise, while very good, lasts barely long enough to make an escape and
can not be placed on the priest performing the Casting.
 
LIGHTNINGSTRIKE CANTRIP
Time: Instantaneous             Other Heka Costs:
Area: 25 yard long, 2 yards wide    R&D: 20:1 per additional D6
Distance: 1 chain per 10 STEEP      Other: Nil
E/F/M: This Casting causes a lightning bolt to fall from the sky at a
designated target, and then speed along the ground for a distance of up
to 25 yards.  The bolt is around 2 yards wide, and can be summoned to any
point up to 1 chain per 10 STEEP away from the Caster.  The base damage
is 1D6 points of electrical damage, which can be increased to a maximum
of 1D6 per 10 STEEP at a cost of 20 Heka per additional D6.
 
Grade IV
RAINCALL RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: Special                   Other: Nil
E/F/M: By means of a lengthy ritual that takes half an hour to perform,
and includes many acts taken from legends and myths, a priest is able to
cause a goodly rainstorm in the region that will last at least one hour
per 10 STEEP.  If the area is particularly prone to rain, and was on the
verge of raining anyways, this time may well be tripled, and if in an
area that is very much not prone to rain, it may be halved.  The Casting
is capable of easing the effects of droughts, and often can restore
normal weather patterns to an area that is experiencing unusual weather
(JM's option), although the rain gathered will not be enough to make a
very dry area bloom into a very wet area.  The Casting is fickle, though,
and repeated use in the same area may result in the storm's effects being
malevolent instead of benign, or perhaps a drought extended.  The ritual
is completed by sprinkling specially-blessed water over the area that
will serve as the center of the storm.
 
Grade V:
THUNDERSTORM RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: Special                   Other: Nil
Special materia cost: 10,000 BUC consecrated water vessel, plus other
    special accoutrements amounting to an additional 5,000 BUCs
E/F/M: This Ritual, which requires a full hour to work to maximum
potency, is much like Raincall (q.v.), but it causes a full, raging
thunderstorm to sweep across the area.  This deluge will relieve droughts
of up to two months long, and can provide enough water for a desert
settlement to last for several weeks.  In areas particularly prone to
storms (such as semi-tropical coastlines), this can build to a full
hurricane that could take weeks to run its course.  It will never disrupt
the normal weather patterns for an area, but it has been known to restore
them to their normal cycle after being tampered with or in an unusual
year, perhaps because of a metaphysical "cleaning" effect.
    No priest of Jupiter can call this Casting forth without adequate
justification, because it is releasing a significant amount of Jupiter's
fury upon the world for a time.
 
Feedback is of course welcome, and if these little tidbits find a home
in your campaign, do let me know!  I love mail!  I also love hearing that
my modest efforts are useful to others.
 
    Mike Phillips
    msphil@birds.wm.edu
 
Time to do the last of the Big Three.....
=========================================================================
Date:         Sun, 24 Oct 1993 15:35:46 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Many varied subjects.
 
Although I'm interested in the "Future of Mythus/History of Mythus" thread, I'd
like to interject a few questions/comments of my own on various subjects.
        How has everyone done as far as character development? I've found the
depth of character I've witnessed developing in my (two) campaigns to be
several orders of magnitude greater than anything else I've ever done (that's
including OP/EP characters as well).
        i've read all (and adopted some) of the house rules I've seen in the
archives, namely the trigger rulings--i.e.: triggers cast at the same level as
the triggered spell and the caster's max Hed(k)a lowered bu the amount invested
in the triggers.  This last point has served as a logical (to me and my
players) and useful mechanic and reign/control for spellcasters and on one
spellcaster in particular (one Ultavarios by name--a 60 year old PP Elemental
Dweomerstefter(don't ask) w/80's in Magic/&/Dweomer when beginning play, thanks
to those hefty age bonuses (of course a fall down a short flight of stairs
could possibly kill him.) The player is a very inventive former past master of
Champions who has seen the possibilities in the flexibility of the Magic
system.  He also acts as a great "litmus test" for loopholes in the rules,
since he's always pushing the outer limit of what can be accomplished with the
system.  Want an indoor toilet?  Forget those Dwarven pipelayers. Use Pitfall
Charm (Grade 9(?)). Diameter about 9 inches. making it about 400+ feet deep.
When it starts filling up, cause it to cease to be, and the contents either are
destroyed (10%) or just teleport somewhere (some great opportunities for plot
twists there..) Also the source of the Spec. Casting "Ultavarios's Stones of
bathing Comfort"--again, don't ask.
        I know from the Archives that everyone is using the "correct" Heka
generation formulas from the skill description--not the table, though I noted
that no-one ever asked E. Gary or Dave about this. (Or posted it, at least..)
I asked Dave Newton about this at Gen Con.  He explained that the editor had
decided 1) the dweomercraefters needed more Heka and 2) there needed to be a
table, so they put the increased Heka generation into on a table, and left
everything else alone.  (An explanation in the tes(x)t would have been nice,
Dave.
Oh well..)  Also, we had a hang-up over the lack of notation regarding Heka
production in some skills that give spells (such as Fortune Telling). What we
finally figured out is that those skills give a character spells, **but no
Heka**.  i.e.: you have to have Heka from some other source, otherwise the
skill's just a skill, which means we don't have every sailor on the planet
walking around with a couple dozen Heka (or a couple dozen + major Trait, if
you use that option) <Sigh of Releif.>  Also explains why the sailors in the
back of the book have no Heka.
        Has anyone seen/developed rules for disarming and other combat special
manuvers? I've been using a skill/vs./skill contest, as in Unarmed Combat:
Attacker wins=sword goes flying, Defender wins=nothing happens, Attacker wins
and defender crit fails=sword goes flying and defender takes damage. Defender
wins and attacker crit fails= sword of attacker goes flying -or- attacker takes
damage, defender's choice. I also use this mechanic for corp de corp (spelling?
It's pronounced "cor-de-cor") and other tricks.  This is an important subject
for one player, playing an Explorer with **NO** Heka powers (except Endurance)
and damn proud of it! Master swordsman (former self-propelled sandbag for
damage absorbtion) looking for greater flexibility in combat. Has anyone seen
MMM#2 yet? (He also wants a groin cup.)
        Lots 'o stuff. I'll let everyone chew on this for now.
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
;
=========================================================================
Date:         Sun, 24 Oct 1993 16:12:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Skill Specialization
 
G'day all,
 
  Anybody unhappy with the results of K/S specialization ? I am.  I'm
begining to think it seriously unbalances the game.
 
  Take the case of hand weapons.  It is not unconceiveable to start a
warrior type with near or over 50% in Combat Hand-Weapons (take a look
at the monster created using "primative warrior").  If you allow the
player to specialize in one weapon (say longsword).  The character ends
up with a skill up around 70% and a BAC of 80%.  If or when they get
the rest of the sub-classes proofed, they will naturally proof shields.
This gives them a 51+ in that k/s.
 
  So, now you have a fighter who attacks 3 times a round (at 80+ to hit)
does mucho damage (thanks to the skill level of 70+) probably has
strength bonuses and still parries twice a round and since parrying is
"moderate" the fighter has better than 100% of parrying.
 
  Now, some people might not think that is too bad and I'll agree combat
can still be very dangerous for the fighter, but....
 
  Turn that fighter into an archer and you have some guy with a long
bow who fires 4 arrows a round at 80+% chance to hit and he is probably
still better than most with a sword.  4 arrows a CT turns into
120 arrows a minute.  Even if the archer had access to that many arrows,
his fingers would be ribbons after that many shots.
 
  Anybody want to comment on their experiences and solutions. I'm considering
just not using that optional rule.
 
Thanks,
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Sun, 24 Oct 1993 17:49:48 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: specialization
 
I think I wrote about this a while ago, but here it is again anyhow.
I handle specialization like this:  I break the K/S Areas with
subareas into separate K/S Areas, sort of.  That is to say that they are
still grouped together, but the STEEP levels and subareas held are
a function of cross-feeding rather than some arbitrary number of them
are automatically known.
 
In other words, a warrior starts out with a Combat, Hand, of whatever,
and they choose a sub-area.  One.  No more.  They are given reasonable
bases for the others that they would know (given background), so
that someone starting with a STEEP of 40, would probably take One-Handed
Swords.  The result, IMO, would be a STEEP of 40 for 1-H Swds, a
STEEP of 30 for Shields (the result of training with shields when
learning swordplay), 20 for 2H swds, Axe, and Dagger/Knife, and probably
10 in Pole-arms (Cutting), and Spear/Thrusting Polearms, and club.
Then, as they spend AP's, they can advance ONE of these each time, at
the normal cost, or add a new subarea by finding a teacher and
spending the appropriate AP's to get it.  Note that they will not
incur the 5 AP cost to "create" the new K/S slot, so all AP's spent
on the subarea of an already possessed skill would go straight into
a STEEP rating.
 
It's a little funky, and it prevents initial specialization, but
for long-term development, it makes sense to me to separate them.
If that's not clear, mail me and I'll try and explain further :-)
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 24 Oct 1993 17:32:42 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Skill Specialization
 
What I have done with specialization in Weapons skills is do away with the
proofing rule and the "you get all the rest of the skill slots at 51 STEEP
rule." To counteract this loss, I lessened the penalty to non-specialized weapons.  Example: Sebastian, an Explorer with Combat, Hand Weapons STEEP at 56 and
specialized in one handed swords has STEEP (effective) in that sub-area of 78.
His three remaining slots (since he's only getting one sub-area/10 STEEP now)
are in daggers, spears, and whip (he trains horses for a living--and you have
to be good with a whip not to hurt them with it) are at 39. (Which is 75% of thebase skill rather than 50% (or 50% of the specialized sub-area--the numbers are
the same)).  It works so far and I haven't heard too many groans from the
warriors.  Input appreciated.  Incidently, I don't use this rule with other skills, since I really haven't any problem with the mechanic in any other situation.Good Fortune
DT
=========================================================================
Date:         Sun, 24 Oct 1993 19:27:40 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Pluto's Priests
 
Pluto was known as the god of the underworld, the place where spirits
went when people died.  The Greeks worshipped Hades as the god of the
underworld and the dead, and he was said to reign supreme there, with his
part-time bride.  The Romans, seeking, it is theorized, to appease this
terrible god lumped him up with money as well.  Pluto was said to
jealously guard the hoards of minerals under the earth as well as the
spirits of the departed.
 
Pluto's priests often officiate at funerals, and their blessing is sought
for the soul's passage into the afterlife.  The few offerings that seem
to have meaning to Pluto are those which seek to return "his" riches back
to him, such as gold and gems.
 
A side note on undead/unalive: To Pluto and most of his priests, the
undead/unalive would be an abomination, to be destroyed, for they have
attempted to cheat Pluto of their spirits, and unnaturally extend their
"life" beyond the normal limit.  Priests will go out of their way to lay
the undead/unalive to proper rest.
 
Grade I:
FEAR OF DEATH CHARM
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest of Pluto to instill fear in the
subject, a fear of the priest.  Creatures that have no concept of death,
or who would never have had any fear of death, are immune, and
undead/unalive are, of course, completely immune and often amused by
attempts to use this Casting on them.  Then again, this has proven to be
an effective test to see if a human is alive or not.
 
HOUND OF CERBERUS RITUAL
Time: 3 hours per 10 STEEP      Other Heka Costs:
Area: One dog                       R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will temporarily transform a normal dog into a
particularly effective and supernatural guard dog immune to the need for
sleep, with preternaturally excellent senses, and physical enhancements.
Take the subject's physical TRAIT, and double it, then double the combat
damage, and that will be the new effects.  Double all armor as well, and
consider the Hound to take only half damage from any attack involving
fire.  The Hound undergoing this transformation will be much larger than
normal (half again in size), and it will be limned with a supernatural
aura.
    This may not be Cast on a given dog more than once in their lifetime.
If attempted, the Casting will simply fail, at the full cost in Heka.
 
Grade II:
FUNEREAL BLESSING RITUAL
Time: Special                   Other Heka Costs:
Area: One corpse                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest to bless the corpse of some slain
individual such that they will receive slightly better treatment in the
afterlife -- if the priest speaks truly on their behalf.  This will also
prevent the corpse from rising as undead or unalive, simply because the
spirit's journey to the underworld is sped up, and the corpse has been
blessed.  The ritual takes as long to perform as it takes for the priest
to think of good things about the deceased, and if these are lies (for
instance, it is to console the departed's relatives, but the departed was
a lousy person), the blessing will have no significant effect.
 
UNDEREARTH FREEDOM
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: Nil
E/F/M: By means of this Casting, the priest is able to survive quite
handily under the earth's crust, and also allows normal movement over
"normal" obstacles, such as fissures, rubble, or even through a cave-in.
Although this allows ventures into and back from the Underworld, it will
not allow the priest to delve into Pluto's realm in any way.
 
Grade III:
CHARIOTRIDE RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: 0                         Other: Nil
E/F/M: This Casting causes an unearthly chariot to rise from the ground
and bear the Caster forward on a quest of high passion.  It will resemble
the legends of Pluto's ride that were learned by the Caster, so it is
possible for this chariot to take on different appearances, depending on
the Caster.  The Chariot may never be called more than once per year, and
it must always be used for a purpose that echoes something of importance
to Pluto.  One such valid use would be to seek a bride.
 
Grade IV:
SEEDBIND CHARM
Time: 1 AT                      Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: 20:1 additional AT
E/F/M: By means of this Casting, the priest paralyzes an individual,
holding them to a particular spot by hitting them or touching them with a
specially-blessed, consecrated, and enchanted pomegranate seed.  The
normal length of this Casting is one AT, but that can be increased by
spending 20 additional Heka per additional AT, up to a maximum of 1 AT
per 10 STEEP possessed by the Caster.
 
Grade V:
EARTHSWALLOW FORMULA
Time: Instantaneous & special   Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: One sword's length        Other: Nil
Special materia cost: golden, consecrated sword worth 80,000 BUCs
E/F/M: By means of this Casting, the priest of Pluto can strike the earth
at the foot of an opponent with a specially consecrated golden sword, and
as the strike lands, the earth will sunder beneath the opponent's feet
and the opponent will be swallowed within.  The sword must be specially
made, and it must be specially blessed.  Unfortunately, the sword is also
required to seal the earth back, and that will consume the sword.
 
 
As always, comments are invited, and if you have any thoughts on refining
the definitions or additional Castings, let me know!  I am putting
together a net.pantheary for the Greco-Roman pantheon, and would love
contributions, including Castings, rituals, brief descriptions of legends
to round out priesthoods, priestly descriptions, worship descriptions,
and items that would be used by and/or manufactured by the various
priesthoods!
 
    Mike Phillips
    msphil@birds.wm.edu
 
And that completes the Big Three.....  onwards and upwards!
(Nope, sorry, no more spoilers for now ;-)  Let's let the next one be a
 surprise)
=========================================================================
Date:         Sun, 24 Oct 1993 19:19:32 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: DJ dead?  Not bloody...
 
Mike Phillips was saying:
 
>>Anyone know what the plans are for DJ mixing with cyberpunk?  >>Just
wondering, because I've been playing with ideas for it, and >>wouldn't want
to put in a lot of work that'll be "corrected" in a >>couple years ;-)
 
Might as well be prepared to become corrected.  Due to the fact that so far,
Gygax & GDW have only mentioned Unhallowed and Changeling, and the fact that
Unhallowed was supposed to be out this week, who knows when (or if) they'll
ever get around to it.  What I would do is wait for Unhallowed, and check out
his K/S Areas and weaponry rules for modern-day, and then modify them as you
see fit.  Two great sourcebooks to help you create this genre would be SJG's
"Cyberpunk" and ICE's "Cyberspace."  They're both great infobooks if you're
interested.
 
Randy
Cerebus000@aol.com
=========================================================================
Date:         Sun, 24 Oct 1993 19:55:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Skill Specialization
 
I ditched it and re-wrote it.  Firstly, if you really think about it, K/S
Areas end up merely being a neat method of classifying the myriad amounts of
Sub-Areas.  The only way to make Sub-Areas useful is if one were to
Specialize in them, thus giving them ungodly power.  (Following the rules,
one could Specialize in a DCraefter School - how'd ya like your DCraefter to
start off with a STEEP of 70+?)
 
Anyway, there's two ways to better handle it, the easy way, and MY way...
The easy way was suggested by Kelthar and is just lowering the bonus from 1.5
to 1.2.  Works much better.
 
My way is to use a more Shadowrun-esque system for handling 'em.  I can't
post all of the details yet, cuz they're not done and it'd take me forever to
type it in (the current document is in WP6.0 format).
 
Anyway, instead of forcing players to choose Sub-Areas, it allows you to take
Sub-Areas in K/S's you only care about.  (Saves mucho time during HP
generation, too).  When they do decide to "specialize" in a Sub-Area, there
are three levels of "specialization" in:  Focusing, Concentrating, and
Specializing.  Each is more in-depth than the previous.  Focusing gives a
free 10% bonus to each Sub-Area, without detracting from anything else.  You
get 1 Focus per 20 points of original K/S STEEP (you have to keep a running
total of the K/S).  Concentration gives you a cumulative 20% bonus to that
(previously Focused) Sub-Area, and takes 20% off of your overall K/S STEEP.
You get one of these every 50 points of original K/S STEEP (see why the need
to keep track of the original total?).  Specializing is the biggest, and
gives you a 50% bonus (yep, cumulative too) to the previously Concentrated
(and thus Focused) Sub-Area, but detracts 50% from your overall K/S STEEP.
You get 1 Specialization per 100 points of original K/S STEEP.
 
When generating HPs though, the rules vary slightly, in that you may pick as
many Focuses as you would normally get, but if you decide to Concentrate, you
must use one of those Focuses.  A Specialization, on the other hand, requires
no previous Focusing or Concentration.  So, a person with a beginning STEEP
of 40 would get 2 Focuses, one of which could become a Concentration, and 1
Specialization, for a total of 3 Sub-Areas.  This is definitely a great way
to do things, and works out incredibly well.  (Yes, it has been playtested,
and my players much prefer it.)
 
You may think that, yes, it is possible to eventually end up with a total
bonus of 80% in a Specialized/Concentrated/Focused Sub-Area, but due to the
fact that when one brings a Sub-Area from Focused to Concentrated, and from
Concentrated to Specialized, the bonus is derived from the CURRENT K/S STEEP,
not the current Sub-Area STEEP, and not the original STEEP.  Thus, if one
just concentrated in a Sub-Area, lowering their K/S STEEP by 20%, it may
lower it to where a Specialization might only garner around 10 STEEP points.
It really works out.
 
There's a lot of if-ands-n-buts in there too.  I may post the whole article
here sooner or later, if anyone is interested.
 
Hope this helped,
Randy
cerebus000@aol.com
(Feel free to E-mail me;  I love DJ-related E-Mail)
=========================================================================
Date:         Sun, 24 Oct 1993 23:59:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Skill Specialization
 
Cerebus, I'm going to disagree with afew things you use as a premise for needinga different specialization skill. One: Sub areas are more than useful without
being specialized, Two: Specialization doesn't mean ungodly power, Three: you
can't specialize in Dweomercraefter--the sub-areas aren't "normal" not inter-
connected, Four: There's nothing particularly horrible about having a Dcraefter
start out with a 70+ steep. One PP in my campaign (60 yr old age Steep bonus
of +100) started out with a Dweomercraefter and Magic skill at 84.  No big deal.There are always check and balances. (Fall down a short flight of stairs could kill him, for example.)
Regards,
DT
=========================================================================
Date:         Mon, 25 Oct 1993 00:31:00 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310230436.AA09480@cec_userfs.wustl.edu>
 
On Sat, 23 Oct 1993, Wendy wrote:
 
> > seems to me to be like a regular science fiction setting (though a little
> > far fetched).  So far it sounds like a lot of fun.  What do you guys think?
> > It also mentions cybernetics, though I haven't seen any rules dealing with
> > them yet.
>
> I have no access to MMM, so I haven't seen this article. What's so far
> fetched about it?
 
I'm going to describe the Changeling setting.  If you are a player, you
may want to check with your JM before reading this (your JM may not want
you knowing some of it)
Description is below.
 
 
 
 
 
 
 
 
 
 
Changling is set in a the future of another parallel world called Urth.
In this world science advanced much quicker and with it greater spiritual
and ethical standards, so the world never had any world wars and there was
world peace.  Humans began to colonize space starting with Luna (Moon) and
spreading to Marz and Venuz (I think that's how they're spelled).  Along
with this, a large central computer was set up to run things efficiently
on Urth, which turned into a natural paradise.  Everything was going fine
until a cosmic dust cloud was seen approaching the solar system.  Bad
things were going to happen when the dust cloud hit the sun, so humanity
had to prepare itself.  The central computer in charge of Urth decided it
would be best for Urth to isolate itself, so it did.  THe other colonies
wanted back, but they weren't allowed to land, so a war resulted.  (By the
way androids and robots are quite common).  Anyway, Urth successfully kept
all the colonies out (the computer did all the fighting, so none of Urth's
inhabitants were directly involved in the war).  The dust cloud hit.  The
colonies were unprepared, but Urth was.  The reaction caused large amounts
of radiation.  The result of which the colony on Venuz is heavily mutated
(and continues to do so), the robots and androids gained sentience and
also started to develope psychosis, so on Luna they revolted (the robots
and androids) and took over.  On Marz they were more prepared and I don't
think they were majorly affected (can't remember anything in particular).
So the result is:
Venuz is a planet of mutants (lots of them)
Luna is base to a large number of robots who want to eliminate humans
Marz is a recovering colony fighting Luna
Urth is under total control of the central computer which has divided the
humans into specially prepared "reserves" where they are kept at the
levels of different historical periods.
 
That is a summary of the Changeling setting.  I think it sounds neat.  And
for whoever was interested, it was mentioned that Marz used cybernetics.
I haven't seen any hard rules yet, just this setting.
 
Have Fun,
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Mon, 25 Oct 1993 14:34:51 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Cerebus' K/S Stuff
 
Surely Specialization doesn't mean unGodly power, of course!  What it does
represent is when one concentrates entirely on that singular aspect of
something.  If you're into Mathematics, and you like Trig more than anything
else, you're "skill" in that would be much higher than in other facets
(although, through interrelation, you'd be able to apply some of your Trig
knowledge to others;  which brings in another optional rule I'm pounding out
(stolen from GURPS) called Prerequisites)...
 
It really works out, because it creates a checks & balances system within
itself and presents a much more varied range of HPs, because it more
accurately affects the way people learn and how their interests guide them
into narrower and narrower fields of knowledge.
 
The Sub-Area & Specialization rules as written are incredibly unrealistic
(the "proofing" and "automagickally" gaining Sub-Areas?  No thanks).
 
My idea definitely isn't for anyone, but after playtesting it over the last
few months, it works and works really well.
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 25 Oct 1993 15:11:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Cerebus' K/S Stuff
 
In message "Cerebus' K/S Stuff", cerebus000@aol.com writes:
 
>
> The Sub-Area & Specialization rules as written are incredibly unrealistic
> (the "proofing" and "automagickally" gaining Sub-Areas?  No thanks).
>
> My idea definitely isn't for anyone, but after playtesting it over the last
> few months, it works and works really well.
>
> Randy
> cerebus000@aol.com
>
 
I think (ok I know) I agree with Randy. If you decide to use specialization,
you must eliminate "proofing" and "automagickally" gaining sub-areas.
It still doesn't address the nasty combo of specialized archer and above
average swordsman but that could be addressed by a simple "you can't possibly
have had time to study with a sword that much" kind of statement.
 
Thanks for the comments.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 26 Oct 1993 12:05:51 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU>
Subject:      Re: Specialization and Changeling
 
        I also agree that specialization has the potential to disrupt game balance, so when I JM'ed our first MYTHUS game recently we simply didn't use the
optional specialization rules.  After following this discussion however I think
I'll implement the 1.2 instead of 1.5 rule, leaving the other rules as they are. I don't see any need to complicate things further than that.
 
        The changeling setting certainly sounds more original and interesting
than AEarth, although I wish they'ed give up these slightly altered Earth names, they just don't have the right atmosphere to them.
 
 
        Tony "gecko slayer" Martin
        u9349901@uow.edu.au
        University of Wollongong, Australia
=========================================================================
Date:         Tue, 26 Oct 1993 16:51:43 U
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         zz Alex Gowen <zz_alex_gowen@MACMAIL.BOND.EDU.AU>
Subject:      Re: Unsubscribing
 
I would like to unsubscribe and have tried a number of time in the
past......Please unsubscribe me from you list.
_______________________________________________________________________________
=========================================================================
Date:         Tue, 26 Oct 1993 13:33:40 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Specialization a...
 
Tony,
 
The 1.2 method over the 1.5 method works great.  It was what we used up until
I went ahead and complicated things further.  I'm not one who is scared of
complications - I enjoy the depth the generate.  It isn't really that
complicated once you sit down and either examine it or use it, whatever.  It
works, too.
 
Otherwise, I'd definitely go with the 1.2.
 
Hope I'm helping here...
Randy
 
cerebus000@aol.com   <- LISTSERV (&E-MAIL) address
randy.schoen@arvos.cvl9.com  <-BETTER E-MAIL address
=========================================================================
Date:         Tue, 26 Oct 1993 13:31:30 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Cerebus' K/S Stuff
 
Wayne shouted:
 
>>It still doesn't address the nasty combo of specialized archer >>and above
average swordsman but that could be addressed by a >>simple "you can't
possibly have had time to study with a sword >>that much" kind of statement.
 
What exactly do you mean by this?  If it is by what I think, then I think I
have an answer.  When you Specialize (in my system), it is like choosing a
major in college;  you still study other things, Minors (Concentrations), and
whatever other classes you like (Focuses).  I've always hated that
Shadowrun-esque barrier, which read, "You can only Specialize once in a
Skill" or whatever.  Using my rules, if you managed to get your accumulated
STEEP above 100, then you can grab another Specialization.  It reflects time
spent on another aspect of that subject.
 
You see what I mean?  Or am I answering the wrong question?
 
:)
Randy
cerebus000@aol.com
randy.schoen@arvos.cvl9.com  <<- BETTER E-MAIL ADDRESS  !FREE!
=========================================================================
Date:         Tue, 26 Oct 1993 11:22:32 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Heather I Oksman <heathero@TITAN.UCS.UMASS.EDU>
Subject:      Re: Unsubscribing
In-Reply-To:  <no.id> from "zz Alex Gowen" at Oct 26, 93 04:51:43 pm
 
I would also like to be unsubscribed from Mythus
                            Thank you.
=========================================================================
Date:         Tue, 26 Oct 1993 14:08:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Cerebus' K/S Stuff
 
In message "Cerebus' K/S Stuff", cerebus000@aol.com writes:
 
> Wayne shouted:
>
> >>It still doesn't address the nasty combo of specialized archer >>and above
> average swordsman but that could be addressed by a >>simple "you can't
> possibly have had time to study with a sword >>that much" kind of statement.
>
> You see what I mean?  Or am I answering the wrong question?
>
> :)
> Randy
 
Ok here's the senerio.  Mister fighter with a decent P trait (over 100)
chooses to be a "archer".  So as a JM I allow him to swap "hand weapons"
for "missle weapons" in the intial skills.  After adding points, specializing
etc.  The archer ends up with
 
Combat Missle Weapons  Bows: 80%
Combat Hand Weapons  Swords: 38%
Combat Hand Weapons  Shield: 38%
 
Ok so now you have a guy who is incredibly dangerous with bow (and I do mean
dangerous) and no slouch with a sword.
 
I see what Randy is driving at.  If dude gets Bows > 100% then he can specialize
in thrown daggers or something.  That sounds ok.
 
What about multiple specialization.  ie. specialized in bow and in sword ?
Any takers ?  I personally don't allow it at the start but I would allow a
player to spend mucho time and money to obtain a second speciality.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 26 Oct 1993 17:45:52 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: cross-genre stuff
 
I have been working, sort of brainstorming, really, on a couple
things for a cyberpunk module (yes, it will also include some
extensions for Shadowrun fans -- i.e. the feel and flavor without
the overly simplistic mechanics ;-) ).  Since I am eventually
planning on crossing my Mythus campaign with the Changeling module,
and possibly onto higher-tech from there, I would like to test
the rules, but not spoil the surprise for my players.  Anyone
care to look at what I've done so far (very rough) and try 'em
out with me?  (Also, if Changeling has Matrix-styled combat,
I'd love to know about the rules -- it looks like at least another
month before I can afford to subscribe to MMM <sigh> unless they
start doing the Internet distribution thing).
 
I'd rather not post to the list, primarily because it has great
bearing on DJ, but so little on Mythus.....
 
Now, for the second thought -- I also really like the world
described in Vampire: The Masquerade (although Werewolf and
Mage, and the eventual Wraith and Changeling (I wonder if
there's gonna be a lawsuit over that one ;-) ) are making it
a little silly), and figured out a couple ways of handling those
game mechanics in DJ terms.  I just don't like the basic
Storytelling mechanics, but the setting's cool.  Anyone else
played with translating it?  (I can see it now -- although
Omega Helios will probably never do it, we can have a couple
of net modules for DJ: DJ/The Masquerade etc :-) )
 
I already figured that the "Humanity" rating can actually be
handled as either the Spiritual TRAIT or a subset thereof, and
as Humanity drops, so does the effective level of that TRAIT
(although the original score should be noted).  That way, a
holy item presented by someone can be handled by a couple of
rolls vs. that TRAIT, and the older and less human, the more
susceptible the vampire would be.....
 
In fact, given a little work, it could also be used as a villain
in Mythus -- complete with maybe a modern handgun or something.
Now *there's* a surprise for a group of Mythus HP's!
 
Anyone actually tried the cross-genre stuff yet (even though
officially nothing else has been released)?  I remember at least
one member of the list has been playing with Unhallowed for a
while, or a pre-release version of it.  I was just wondering how
well they all interfaced.....
 
And now I'm rambling, so it must be time to go home.  Ciao
for niao!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Tue, 26 Oct 1993 17:39:13 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: cross-genre stuff
 
Mike, send me your stuff. Email address is "dtesterm@charlie.usd.edu"
Doyce
=========================================================================
Date:         Tue, 26 Oct 1993 22:49:08 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Mythus: cross-genre stuff
In-Reply-To:  <9310262207.AA00798@cabell.vcu.edu>; from "Mike \"Kurgan\"
              Phillips" at Oct 26, 93 5:45 pm
 
Kurgan,
     I'd be interested in looking over your material...
 
     Lucifer >:}
 
     p.s. I need to talk to you, anyway, via private e-mail...
the address is csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Wed, 27 Oct 1993 00:13:50 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: cross-ge...
 
I'd love to see what you've written, especially concerning a Cyberpunk-world.
 Although I don't plan to do a campaign in that genre, I'd like to see how
other people are tinkering with DJ.
 
Send it to randy.schoen@arvos.cvl9.com...  that's a temporary mailbox for a
month, but it is easier on me cuz I can use an OLR to access it rather than
AOL...
 
Randy
cerebus000@aol.com <- Listserv & Mailbox
randy.schoen@arvos.cvl9.com <-Mailbox
=========================================================================
Date:         Thu, 28 Oct 1993 15:18:05 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      What's up?
 
Two questions real quick:
 
I'm having trouble with the listserv. Seems as though some people on the mailer aren't getting my postings, can anyone explain.
 
Second.  Judging from my feedback (ahem) on my recent post, NO-ONE is getting
my postings.  Can someone talk to me? Anybody? Please? ;)
DT
=========================================================================
Date:         Thu, 28 Oct 1993 18:48:12 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: What's up?
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 28, 93 3:18 pm
 
I'm here, and listening, though I don't remember your post...
 
Lucifer >:}
=========================================================================
Date:         Thu, 28 Oct 1993 18:56:23 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: What's up?
In-Reply-To:  <9310282243.AA08900@cec_userfs.wustl.edu>
 
On Thu, 28 Oct 1993, Doyce Testerman wrote:
 
> Two questions real quick:
>
> I'm having trouble with the listserv. Seems as though some people on the mailer aren't getting my postings, can anyone explain.
>
> Second.  Judging from my feedback (ahem) on my recent post, NO-ONE is getting
> my postings.  Can someone talk to me? Anybody? Please? ;)
> DT
 
I got your posts (at least some of them).  I just don't have anything to
say right now.
 
Nathan
=========================================================================
Date:         Thu, 28 Oct 1993 20:29:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Roll call.....
 
Well, it seems that we're in for a roll call time :-)
I'm checking the logs and seeing what post he's referring to, and will
probably respond whenever the durn files get here (listserv must be slow
tonight, the request is a couple hours old now).....
 
In the meantime, well, I'm here, and working away on two simultaneous
projects  :-)
 
Don't worry, more priesthood stuff is forthcoming, just other commitments
have taken their share of my time again.....
 
'Sides, I get to play Mythus tomorrow night <bounce>
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 28 Oct 1993 21:39:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Changeling
 
I know I probably shouldn't throw a one-liner out, so I'm gonna ask this
question more lengthily than normal.....
 
Has anyone who has seen MMM compared the Changeling setting to the
world of Earth described in Chalker's four-book "Rings of the Master"
series?
 
Just wondering, because the more I hear the more probable the connection.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 28 Oct 1993 23:20:25 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Mythus etc. (Repost)
 
I'm going to post this again, if it turns out that everyone already has this, I
apologize
 
 
        Okay, I was wondering, if I could get some input on a few things.
        Has anyone read My proposed rules for disarming? I'e': opposed skill
roles as in Unarmed Combat, Non'lethal?  What are your responses to this idea,
(which I think   I posted about a week ago and can post again if I need to.)
Does anyone do this differently? Does everyone else have a group full of
spell-tossers who couldn't care less about mellee combat? ;)
        Incidently, I was wondering if anyone could give me a run down on
Necropolis. I read the archives on this subject, but I was wondering if anyone
could tell me what they think of it in retrospect.  I'll be sending an
incredible swardsman, assassin, an FP grey school dweomercraefter, and an
egyptian preist of Osiris. Theyre fairly experienced and I'm bored enough with
them (I have a different campaign with a storyline and characters that i really
like (please don't bother telling me I shouldn't be running something I do n't
like or be in a campaign I don't like, I know, I know..._)that I'd consider
running a pre-fab module just to kill time (and maybe the characters...).
        I deserve to be flamed for this attitude, I know, but I can't help it.
        Finally, has everyone stopped telling the tales of their various
campaigns? I found them very entertaining (and somewhat inspirational) when I
was perusing the archives and I wonder why I haven't seen them so far in the
mailings. that's all for now, feedback is much appreciated.
Doyce
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
=========================================================================
Date:         Fri, 29 Oct 1993 07:29:23 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Mythus etc. (Repost)
 
(1) Disarming hasn't come up so far in my group's campaign.  Heck, we're
    barely gaming at all (although we will actually *Play* tonight!
    YIPPEE!).  Anyhow, I don't remember seeing anything wrong with the
    rules you posted for it.
 
(2) Can't help you with Necropolis, 'cause I haven't run it, just read it.
    It looks pretty tough, but since you and your gamers appear to have a
    fair amount of Mythus experience, I think you both can handle it.  Just
    make certain you've read the module carefully!  It's pretty loopy in
    places, and seems to require a lot of familiarity.
 
(3) I'd post some campaign stories if I had any to post.  My group keeps
    socializing rather than gaming, although we all have taken the time to
    learn the important rules too....  Plus the setting we're using.
    That's why I'm so excited about tonight, we're gonna *play* not
    chat.....  A post will be forthcoming on how it goes :-)
 
L8r,
    Mike Phillips
    msphil@birds.wm.edu
    Happy JM at large, 'cause we're gonna *game*..... :-)
=========================================================================
Date:         Fri, 29 Oct 1993 10:27:27 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Gonzalez <gonzalez@NETCOM.COM>
Subject:      Re: Mythus etc. (Repost)
In-Reply-To:  <199310290412.AA02996@mail.netcom.com>; from "Doyce Testerman" at
              Oct 28, 93 11:20 pm
 
--
 
I haven't seen your disarming rules, I'm a newbie around here.  Could you
perhaps send them or tell me how to get the archives.  I was just thinking
about disarming rules for my world, and the next thing I know, you say you
have some.
 
 
                                Thanks
                                john gonzalez
=========================================================================
Date:         Fri, 29 Oct 1993 12:35:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Disarming
In-Reply-To:  <9310290410.AA17450@cec_userfs.wustl.edu>
 
I haven't actually played much at all (though I hope to change this for
Thanksgiving and Winter breaks), so it never occured to me to look up
disarming rules, but I did now that you have mentioned it.
In the regular rules and in the JM Screen (which contains many fixed
charts, incl. weapon charts) the only mention of disarming is for certain
weapons can make a DR roll to disarm.  This isn't very helpful.
In the second MMM with revised combat rules they specify that the attacker
may use an attack in an attempt to disarm using his/her FAC with a DR of
Extreme.  It also states that a disarm attempt can be made after a
successful parry (instead of using an attack).  Also if you manage a
Special Success, you get an automatic disarm.  That is for weapons that
are marked (by the letter E on this chart).  Such weapons include:  chain,
military fork, nunchaku, and some new whip variants.
I also just noticed another category of disarm rules:
These rules are for (marked J) weapons such as:  feather staff, manopele,
trident and some pole-arms.
In these cases the attacker rolls the FAC at a DR of Difficult.  If a
Special Success, then the opponent is disarmed and the weapon is
destroyed.  Otherwise there is a PMPow vs PNPow contest (attacker vs
defender) to disarm and/or damage the weapon (destroy at a DR of Easy for
regular parrying rules I guess).
 
That's all I found.
 
I think there should be rules for disarming without these special weapons
(though it should be very rare to succeed unless the person attempting to
disarm is very skilled).  I'll look back at your suggestion (can't
remember it right now).
Hope this helps.
If you haven't subscribed to MMM yet, I would recomend it.
 
Nathan
=========================================================================
Date:         Fri, 29 Oct 1993 11:07:26 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Gonzalez <gonzalez@NETCOM.COM>
Subject:      Calculating Heka
 
--
 
 
Being a newbie here, this question may sound idiotic, but here goes:
 
How in the heck did the heka numbers for the characters in the back
of the first Mythus book get calculated?  There are partial practicioners
with 800 heka points and I can't, for the life of me, add up any but one
or two of the magick practicioners' heka.
 
                                Thanks
                                john
=========================================================================
Date:         Fri, 29 Oct 1993 23:34:37 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: campaign update
 
(See, I *told* you we'd play Mythus this evening! :-) )
 
Okay, the HP's were hired as barge guards for a shipment of porcelaine,
to be taken from the port city of Athenos, through the Athenos Canal
to the Streel River, up the Streel to Darokin City, and from there to
Akorros.
 
Well, we haven't gotten that far yet.....  after HP's introduced themselves
(we have one Alchemist, one Cavalier, one Cavalier adapted into a
Swahbuckler, one Poet/Musician = Spellsinger, and one Philosopher (OP)),
they got aboard the barge to head up the canal.  Two nameless sailors
joined them (though they've already received the joking names of Jim and
Spock).  The trip through the canal locks was uneventful, as was most of the
journey up the canal.  We kept getting distracted (okay, I was over-
socializing, but outside of computers, this is what exists of my life ;-) ),
so the only thing that was run was a trip into the Malpheggi Swamp.
 
The grasses gave way to stunted growth, which in turn gave way to various
trees, and the water continued to become muddy.  The Alchemist was in his
cups by this point (having brought a wineskin), and was feeling pretty
good.....
 
.....as a stone axe embedded itself in one of the crates.  A quick glance
around indicated no attacker, so the Cavalier that the axe missed looked
around then raised the alarm.  The Swashbuckler ran over, the Spellsinger
started playing her instrument, the Alchemist sort of roused himself (it
would be a couple CT's more before he could do anything ;-) ), the
Philosopher was keeping a steady course, and one of the crewmen dropped
his macrame to defend, while the other roused himself from a nap.
 
And then the dark, scaly hand appeared at the edge, and three big,
nasty looking vaguely human-shaped lizards pulled themselves up.  The
motion on the barge knocked the Swashbuckler over, and the Cavalier
barely kept his balance.  The crewman who was standing remained standing,
of course ;-)
 
They attacked with clubs, and an Acclumsed Ode took one out and overboard,
while a second one traded blows with the Cavalier until, frightened by a
drunken display of Heka Darts, he dove backwards.  Just before this, the
one attacking the Swashbuckler (who had climbed to her feet and drew her
blade) had a Special Miss and promptly hit the fourth nasty on the top
of his head as he was drawing himself up.  The clobbered nasty grabbed the
fumbling nasty's foot and tripped him before dragging him overboard.  The
Swashbuckler got in one blow before that happened though.....
 
The Alchemist, now half recovered, summoned an Invisible Sentinel (who is
now patrolling the area that the barge vacated a while ago, 'cause the
Alchemist forgot that the area covered is stationary ;-) ) who is informing
the Alchemist about all Full Physical Manifestations within 66' of the
center of the casting.....  so the Alchemist is receiving lots of reports
about the insect life of the area, as well as a few fishies.....
 
Anyhow, given that all of the players had to vanish at that point, well,
we called it a night.....
 
And next time, a little further down the Canal and into the swamp!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 29 Oct 1993 23:38:02 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: Mysticism K/S
 
The question rose in the game this evening about how the Mysticism K/S
"meditate" feature would be used.  After all, one can gain some AP/G's
through this.....
 
How do y'all interpret this rule?  Just wondering, as I'm a little too
tired to think it through.....
 
Thanks,
 
    Mike Phillips
    msphil@birds.wm.edu
 
(Oh, and if Dave's still listening, you can give us your interpretation
 too ;-) I like hearing from the authors ;-) )
=========================================================================
Date:         Sat, 30 Oct 1993 02:09:06 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Mythus Mass Combat
 
Mythus Mass Combat
 
        What follows is a sort of primer on the Mythus Mass Combat
system, which I create myself.  Its mostly just my notes on the
subject.  If someone reads it to any detail, please _post_ all
questions to the list, and I'll answer them there.  What follows is
copyrighted by myself, Rodney W. Morris, 1993.  Only the Mythus
Listserver has rights to copy this material and ONLY for archival
purposes only and ONLY if those purposes are non-profit.  NO
publishing rights of any sort are given.  Those who transgress this
will be punished to the fullest extent of the law.  Sorry to have to
say that, but there's a real chance this may be published someday
(at least, I hope the chance is real).
        What follows is meant for PERSONAL usage only.  If you wish
to add it to the rules of a Club, please inform me.  If you use it
in your campaign, please inform me, as I want to know how well it
works for you (and if it _actually_ gets published some day, you'll
be included as a playtester!).
        Have fun!  And remember, these are my NOTES, not complete
rules...most of the ideas still exist in my brain...
 
Unit Types
     Archer
     Cavalry
     Cavalry, Archer
     Cavalry, Crossbowman
     Crossbowman
     Hobilar
     Infantryman
     Pikeman
 
Unit Descriptors
     Militia
     Regular
     Elite
     Shock
 
Unit Types
     Archer
     Move: 1/2 or 1
     Descriptors: Regular, Elite, Shock
     Row Effectiveness: 2 (4 for longbowmen)
     Archers consist of soldiers armed primarily with bows.  If
an archer unit enters melee combat, they must change unit type to
infantry, with the necessary command roll.
 
     Cavalry
     Move: 1 (Special: movement of mount)
     Descriptors: Regular, Elite, Shock
     Row Effectiveness: 1
     Cavalry are soldiers on horseback.  They are the only unit
that can actually ride through another unit, unless a pike or
shield wall is successful in repelling the cavalry attack.  If
they are successful in entering another unit, that unit must
immediately make a "moderate" DR Rout Check or flee, unless the
unit being infiltrated is also a cavalry unit.  If the unit
remains intact, all units touching an enemy unit (within both the
intruding cavalry unit and the defending unit).
 
     Crossbowmen
     Move: 0 or 1
     Descriptors: Militia, Regular, Elite
     Row Effectiveness: 1
     Crossbowmen consist of soldiers armed with crossbows.  These
units will usually have a row of infantrymen in front of their
firing line who are essentially shield-bearers.  Before the
crossbowmen fire, the front line pulls up their sheilds to form a
shield-wall for the crossbowmen to fire over.  Units with an
Infantry row are designated as such by an (I) after the unit
type.  A tactic of medium and heavy crossbowmen is to have the
first row step back after firing its bolts to load while the
second row steps forward to fire and so on.  For medium
crossbowmen, this will allow for an attack every round, instead
of one every two.  For heavy crossbowmen, this will result in two
attacks every three rounds, in stead of one every three (a third
row could not assist in this manner).  Only regular and elite
crossbowmen trained in this Special Tactic could perform this
task.
 
     Hobilar
     Move: 1 or 1(special: movement of mount)
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 0
     These troops are basically infantry who use horses to ride
into combat and dismount to fight (where they become normal
infantry).  It takes 1/2 of their infantry movement to dismount
their steeds.  Usually, 25% of the unit remains behind to keep
the steeds in order; otherwise, the steeds will flee (unless
intelligent, whereas it becomes the GMs perogative.
 
     Infantry
     Move: 3/4 or 1
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 1
     Infantry are units which carry melee weapons, such as swords
and maces.  They are the backbone of any army.  An infantry unit
need not a commander to fight, though it tends to be inefficient
without one. These units are the cheapest to train and equip.
 
     Pikemen
     Move: 3/4
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 2 to 3
     Pikemen include any pole-arm using unit, including
Halbadiers.  They have proven themselves throughout history as
the best and cheapest defense against cavalry and fairly
effective against infantry as well.  Pikemen utilizing pole-arms
with a reach of 4 or less have a row effectiveness of 2.  Those
with a reach higher than 4 have a row effectiveness of 3.  In
melee combat, only the third row can attack.
Unit Descriptors
 
     Militia: Little to no training.  After gaining four AP/B
points, this unit becomes regular, regardless of how those points
were spent.
          Base Morale: SM Category x 0.75
          Base Discipline: MR Category x 0.75
          Raw Weapon STEEP (w/o WP added): 0 - 15
          Special Tactics: None
 
     Regular: Minimal training and/or combat experience.  After
gaining fifteen AP/B points, this unit can opt to become Elite.
If the training for Elite status fails, the unit can try again
every five AP/B points thereafter.  At least three special
tactics will have had to be learned and a weapon STEEP of 20 is
minimum.
          Base Morale: SM Category
          Base Discipline: MR Category
          Raw Weapon STEEP (w/o WP added): 10-25
          Special Tactics: Formation (automatic), Charge
(automatic), Rally (2AP/Bs), Shield-Wall (3 AP/Bs),
Pike-Wall (3 AP/Bs), Formation change (4 AP/Bs), Controlled
Retreat (3 AP/Bs), Push (4 AP/Bs), Row Switch (3AP/Bs,
only for medium or heavy crossbowmen)
 
     Elite: Special training and/or extensive combat experience.
After gaining thirty AP/B points, this unit can opt to become
Shock.  At least two new tactics must have been learned from the
"Elite" category, Raw Weapon STEEP must reach 20, and at least
five AP/Bs must have been earned in battle.  If the unit fails to
upgrade, the unit can try again every ten AP/B points thereafter.
          Base Morale: SM Category x 1.5
          Base Discipline: MR Category x 2.0
          Raw Weapon STEEP: 20 - 35
          Special Tactics:  Rally (automatic if not already
known), Double Push (5 AP/B; only if trained for Push)
 
     Shock: Extensive training and combat experience.  There is
no higher level of martial excellence.
          Base Morale: SM Category x 2.0
          Base Discipline: MR Category x 4.0
          Raw Weapon STEEP: 30 - 50+
          Special Tactics: All "regular" tactics, if not already
known, are automatic; Triple Push (6 AP/Bs), Quadruple Push
(10 AP/Bs)
 
 
Unit Description
     Type: Elite cavalry, regular pikemen, etc.
     Move: The P Trait of the unit divided by 10, rounded down.
     Move Multipliers: see unit types and descriptors
          March (Move + 50%):
          Forced March (Move + 100%):
          Irregular March/Retreat (Move + 200%):
     Attack Chance, per weapon: The WP of the weapon plus the
average STEEP of the unit in that weapon, excluding any
Special Commanders and individuals whose STEEP exceeds
20% of the average.
     Damage: Weapon's average damage
plus unit bonuses.
     Unit Damage Capacity: Damage multiplied by number of
individuals in unit capable of dealing said damage.
     Defense: Average damage reduction from armor; determine only
pierce, cut and blunt.
     Morale: Determine base by unit descriptor, roll 3D6-10 for the
modifier, if it has not already been determined; add the commander's
Command Rating and any special considerations.
     Formidability: Factor of fear capable of causing to other units,
results in a subtraction from Morale.
        Discipline: Based upon descriptor of unit.
 
 
Attack Procedures
     When a unit attacks, roll against the STEEP of the unit.
Subtract the STEEP from the number rolled.  If the number is
positive, the damage the unit has dealt will increase.  If the
number is negative, the damage will decrease.  Refer to the
following chart for details.
 
     Difference     Damage Multiplier
           50+      Eight
        46 - 49     Six
        41 - 45     Five
        36 - 40     Four
        26 - 35     Three
        16 - 25     Two
       -15 - 15     One
       -20 - -16    0.75
       -25 - -21    0.5
       -35 - -26    0.25
       -50 - -36    0.1
     -51 or less    0
 
Damage
     Damage dealt by an attacking unit is equal to the Damage
Capacity (damage of any single individual multiplied by the
number of individuals capable of attacking) of the unit
multiplied by the Damage Multiplier.  The Defense value of the
defending unit is then subtracted from the Damage.  Divide the
remainder by the P TRAIT of the individuals within the unit and
remove that many units from the battle field.  Keep a record of
percentages in smaller battles.  In large-scale battles, it is
permissable to round to the nearest integer for damage.
 
 
Unit Description
     Unit Name: _________________________________________________
     Unit Commander: ____________________________________________
     Type: ______________________________________________________
     Move: _____
     Move Multipliers:
          March (Move + 50%):                       _____
          Forced March (Move + 100%):               _____
          Irregular March/Retreat (Move + 200%):    _____
     Attack Chance, per weapon:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Damage:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Unit Damage Capacity:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Defense:
          Pierce:   _____
          Cut:      _____
          Blunt:    _____
     Morale:        _____
     Formidability: _____
     Discipline:    _____
     Statistics:
       Mental TRAIT: _____ Physical TRAIT: _____ Spiritual TRAIT: _____
        MRCategory: _____   PMCategory: _____     SMCategory: _____
        MMCategory: _____   PNCategory: _____     SPCategory: _____
Special Abilities/Invulnerabilities/Suceptiblities: ________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Tactics Known: _____________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
 
 
        Okay, there it is...its not extremely complex, but it will
be, including AP/Bs (Advancement Points/Battalion) for battle and
long-term military campaigns (read the real-world definition of
campaign here, not the game definition) and effects of war on a
nation and an individual.
 
        Lucifer >:} csc3rwm@cabell.vcu.edu
                Snail Mail:
                        Rodney Morris
                        4440 Hollywood Dr.
                        Richmond, VA  23234
=========================================================================
Date:         Sat, 30 Oct 1993 04:26:46 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Disarm Repost
 
Here's a repost of the specific rules I set up for disarms, since a few people
wrote and asked...
 
        Has anyone seen/developed rules for disarming and other combat special
manuevers? I've been using a skill/vs./skill contest, as in Unarmed Combat
(i.e.: roll until *somebody* wins):
 
        Attacker wins=sword goes flying
        Defender wins=nothing happens
        Attacker wins and defender crit fails=sword goes flying and defender
                                                   takes damage.
        Defender wins and attacker crit fails= sword of attacker goes flying
                                                -or- attacker takes damage,
                                                    defender's choice.
 
        I also use this mechanic for corp de corp (spelling? It's pronounced
"cor-de-cor") and other tricks.  This is an important subject for one player,
playing an Explorer with **NO** Heka powers (except Endurance)and damn proud
of it! Master swordsman (former self-propelled sandbag for damage absorbtion)
looking for greater flexibility in combat. Has anyone seen MMM#2 yet? (He also
wants a groin cup.) ;)
 
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
;
=========================================================================
Date:         Sat, 30 Oct 1993 11:44:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <TOBYWILLIAMS@ACM.ORG>
Subject:      DMI questions
 
Dan here,
 
      I was wondering how you handle Disposable Monthly Income?
Do you dispense with it entirely or do you just give it to the
HPs without having worked for it.  Do you make the player choose
a job to get paid.  I figure that, unless the HP has lots of
property to live off of they must define a job and then spend
1/3rd of their time doing it and not adventuring.  They get money
from properties at a rate of 15% of the worth of the property.
So if you buy enough property you could live off the rent people
pay you.  But that hardly ever covers the HPs given DMI.  Do I
make them work to get it or what?  What do you think about this,
or do you just not care.
 
Happy Mything
 
Dan Williamson
 
tobywillams@acm.org
Kensington, MD
=========================================================================
Date:         Sat, 30 Oct 1993 13:00:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: DMI questions
 
An electric elk writes:
>Do you dispense with it entirely or do you just give it to the
>HPs without having worked for it.  Do you make the player choose
>a job to get paid.  I figure that, unless the HP has lots of
>property to live off of they must define a job and then spend
>1/3rd of their time doing it and not adventuring.  They get money
>from properties at a rate of 15% of the worth of the property.
>So if you buy enough property you could live off the rent people
>pay you.  But that hardly ever covers the HPs given DMI.  Do I
>make them work to get it or what?  What do you think about this,
>or do you just not care.
 
 
Well, on page 114 of Book One (unfortunately there are no catchy
acronyms such as "D.M.G." for it)  there are two relevant footnotes
to the "Initial HP Finances" box. (btw, I have the second printing
of book one, if it makes a difference)
 
For SECs 1-3 it gives a nil DMI, and says "This not only means no
spending money, but insufficient BUCs to survive from day to day
without gainful employment after Cash on Hand is gone!" So a
character with SEC 1-3 must be employed or forage or something
in order to simply eat.
 
For SEC 4 (petty landowner) it gives a nil DMI, and says "If the
GM wishes, this sort of individual can be assumed to have a
sufficient monthly stipend to live most frugally without employment--
in an unheated loft on stale bread and boiled vegetables at best!
Some form of employment is recommended for this lowest of the
freeman class."
 
For SECs 5+ there's a range of possible DMIs. Such characters
probably can avoid work entirely and still receive DMI. Although
as GM you might have their commercial or land interests break down
to some extent if not given attention for a while.
 
just my $0.02.
 
Andrew
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Sat, 30 Oct 1993 14:45:31 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: mythus mass combat (fwd)
 
I decided to post this to the list, just in case anyone else was
curious...I hope you don't mind, Andrew...:)
 
Forwarded message:
> From ANDREWH@EARLHAM.EDU Sat Oct 30 11:39:54 1993
>
> Nice set of rules.
 
Thank you.
 
> Not to sound like a whiner, as I'm very impressed, but, are you
> thinking about adding magickal combat? How about siege weapons?
> Terrain modifiers? Tactical modifiers?
 
Absolutely.  The rules I posted were only the backbone of a skeleton
of a very large creature.  Eventually, I'm going to include castles,
seiges, and _definately_ magickal combat with new spells that
directly affect the mass combat rules.  I'm trying to stay as
realistic (historically) as possible and still have magick and
playability...as soon as I have something (which may not be for a
while), I will post further...
 
> I know you have already thought about this stuff, of course, but
> I'm just following the rule of my favorite econ prof: "State the
> Obvious. State it Loud. State it Often."
 
        Hey, if you think of any more 'obvious' stuff, please ask...
 
> thanks,
 
Thank you.
 
> Andrew
> andrewh@earlham.edu
 
Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 14:51:37 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "AN ELECTRIC ELK" at Oct 30, 93 11:44 am
 
> Dan here,
>
>       I was wondering how you handle Disposable Monthly Income?
> Do you dispense with it entirely or do you just give it to the
> HPs without having worked for it.  Do you make the player choose
> a job to get paid.  I figure that, unless the HP has lots of
> property to live off of they must define a job and then spend
> 1/3rd of their time doing it and not adventuring.  They get money
> from properties at a rate of 15% of the worth of the property.
> So if you buy enough property you could live off the rent people
> pay you.  But that hardly ever covers the HPs given DMI.  Do I
> make them work to get it or what?  What do you think about this,
> or do you just not care.
 
I'm a little more strict.  If the character is noble (SEC 7, 8, or
9), his money comes from the taxes of the poor, but only if he's the
ruler himself, which tends to put a dampener on adventuring.  If
he's the son of a noble, he usually has someone else ruling his
little parcel of land, and lives off of those taxes and a percentage
of what his father makes.  If the HP actually has a job (necessary
for SEC 4, 5, and 6...I don't remember, but I don't think 1, 2 and 3
get DMI...), he or she must work for approximately thirteen to
fourteen hours a day for the whole month to get the whole amount.
If they work a percentage of that or have hired people to do the
work for them, they only get a percentage, dependant upon how well
his people are paid or how much time invests in the business.  This
tends to put the rift between the working middle class and the
ruling class necessary in any feudal society.
 
> Happy Mything
 
oooooh...I almost mythed that one...;)
 
> Dan Williamson
>
> tobywillams@acm.org
> Kensington, MD
 
Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 14:02:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I generally treat the DMI as money earned for activities performed "off stage"
when the players have a certain amount of down time between episodes.  A
suitable story for the income is generally worked out, and the income source
gets worked on when everyone is taking a break. I don't generally make the
players spend x amount of time on the activity per month.
Doyce
=========================================================================
Date:         Sat, 30 Oct 1993 14:36:25 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
The income from actually ruling a piece ofland available to a Count or such
would be far in excess of what the character is receiving for DMI. In the cases
of SEC 7-9, a son/daughter of a noble is assumed who is either 1) receiving an
allowance from the folks or 2) has been given  a smallish portion of land to
do with as they please and, AS PER THE HISTORICAL PRECEDENCE of the time, most
of the actual day-to-day drudgery of running the farm/whatever is taken care of
by a supervisor (forget what the term for such a person was). The benefit of
the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME. A
fourteen hour a day job is not heroic literature. This stuff is meant to be
offstage for the most part, except when something can be done with to make it
into an interesting story: the kid's father wants a little payback for the moneyinvested in the kid--time to visit the family, sabotage of the property by
enemies made during other portions of the campaign, or something as short and
colorful as stopping by the barn to watch "Gunder" birth a new foal, which
develops complications which require the finely clad noble to help out in order
to save the colt (picture the scene from City Slickers with someone dressed for
the shooting of Dangerous Liasons in Billy Crystal's position--damn, I'm going
to have to _use_ that :)   ).
=========================================================================
Date:         Sat, 30 Oct 1993 14:37:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: DMI questions
 
Doyce Testerman writes:
>The benefit of
>the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME. A
>fourteen hour a day job is not heroic literature.
 
 
I agree with / appreciate  everything you said. It was my understanding,
however that in the European middle ages peasants worked many hours
fewer than 14 per day. Plus there was larger number of holidays (including
"St. Mondays")  There's probably a good deal of variation between times
and regions of course. And what I said assumes only Europe. Other
cultures did things even more differently I'm sure.
 
 
Andrew
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Sat, 30 Oct 1993 14:55:55 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I used 14 hours as the number of work hours because that was the number
used in a previous post to which I was replying.
:^)
DT
=========================================================================
Date:         Sat, 30 Oct 1993 20:29:37 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 30, 93 2:02 pm
 
> I generally treat the DMI as money earned for activities performed "off stage"
> when the players have a certain amount of down time between episodes.  A
> suitable story for the income is generally worked out, and the income source
> gets worked on when everyone is taking a break. I don't generally make the
> players spend x amount of time on the activity per month.
> Doyce
 
        Doyce,
                What do you do if an 'episode' lasts for more than a
month...or just two days shy of a month...or just five days shy...Do
they still get the same amount?
 
        This isn't meant to be offensive, I'm just wonderin' how you
work it out with this system...
 
        Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 20:56:50 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 30, 93 2:36 pm
 
> The income from actually ruling a piece ofland available to a Count or such
> would be far in excess of what the character is receiving for DMI. In the cases
> of SEC 7-9, a son/daughter of a noble is assumed who is either 1) receiving an
> allowance from the folks or 2) has been given  a smallish portion of land to
> do with as they please and, AS PER THE HISTORICAL PRECEDENCE of the time, most
> of the actual day-to-day drudgery of running the farm/whatever is taken care of
> by a supervisor (forget what the term for such a person was). The benefit of
> the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME.
 
        4-5 and up as upper class...hmmmm...according to the Mythus
book (sorry to have to look up rules, here, but...), the social
levels 4-6 inlcude everything from forester, tradesman, actor and
under office to a magistrate, merchant, squire, mercenary commander,
engineer, town official.  These people are the equivalent of our
middle class...work, work, work.  Realistically, they'd need to work
14 hours a day just to keep their jobs...but that's boring...so just
do a percentage...:)  My opinions, I know, I'm just suggesting
alternatives...
 
> A
> fourteen hour a day job is not heroic literature.
 
        But isn't it?  Clark Kent has a steady job; so did Peter
Parker; Conan was a thief (but, then again, he took the chances most
HPs _never_ would); in most heroic literature, the heroes have to
deal with their everyday jobs...even King Arthur was a king, with
all the requisite responsibilities.  Given, it was rarely shown that
Arthur actually did all that much ruling.  This had its
consequences, however...Arthur was NOT a very good peacetime ruler.
Balancing a job and adventuring _is_ heroic...especially if you want
to term it 'literature.'
 
>This stuff is meant to be
> offstage for the most part, except when something can be done with to make it
> into an interesting story: the kid's father wants a little payback for the
> moneyinvested in the kid--time to visit the family, sabotage of the property
> by enemies made during other portions of the campaign, or something as short
> and colorful as stopping by the barn to watch "Gunder" birth a new foal,
> which develops complications which require the finely clad noble to help
> out in order to save the colt (picture the scene from City Slickers with
> someone dressed for the shooting of Dangerous Liasons in Billy Crystal's
> position--damn, I'm going to have to _use_ that :)   ).
 
        That's GREAT.  I don't mean that you should role-play
_every_ detail of the day...just like you don't role-play Gunder
going out to take a s**t during that hike to Troyes.  But if a
person neglects his duties, his 'easy money' is lessened...if not
threatened all together...
 
        Just my opinion...:)
 
        Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 21:06:46 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Andrew W. Hagen" at Oct 30, 93 2:37 pm
 
> I agree with / appreciate  everything you said. It was my understanding,
> however that in the European middle ages peasants worked many hours
> fewer than 14 per day. Plus there was larger number of holidays (including
> "St. Mondays")  There's probably a good deal of variation between times
> and regions of course. And what I said assumes only Europe. Other
> cultures did things even more differently I'm sure.
 
        Actually, my research (which is quite extensive, I might
add) of the medieval period suggests that peasants worked _all_
day...sun-up to sun-down.  There were various holidays, but these
rarely meant a vacation...the Lord's lands still needed tending and
such...usually, these take up a great deal of time.  If you're a
freeman, you have an even rougher time, because you only answer to
yourself if you can't eat...:)
 
        Lucifer >:} do you remember where you read this?
=========================================================================
Date:         Sat, 30 Oct 1993 20:54:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I'm pretty easy about whether or not the players have had enough down time to do the "requisite" amount of out-of-sight work.  Some months might be really
busy, others might go by with only four or five days of action.  In the long run, things like this tend to work out.  If there was little work done one month,
part of what I might tell the player needs to be done is catch up during the
long month.  This may seem a little slipshod, but with a good group, it's
really not a problem.  It also helps that the characters are heavily based
in a main city, and so are usually close to their interest. :)
DT
=========================================================================
Date:         Sun, 31 Oct 1993 15:00:47 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU>
Subject:      DMI and Starting Money
 
        I just wanted to mention that I really like the way money is given out
in MYTHUS during character generation.  The differences between starting assets
really help define and create an atmosphere of the financial differences
between peasants and nobles that is so often ignored in other systems.
( including my own DnD campain before I read MYTHUS ).
        The best use of the system though, is encouraging players to roleplay.
By giving a power gaming/money hoarding player all the money they could
possibly want when their character is generated, (by fudging a class die roll)
the charater is forced to look elsewhere for objectives, hopefully more
interesting ones.
 
                                Tony "The Geckoes are coming" Martin
                                u9349901@cc.uow.edu.au
                                Australia.
i
=========================================================================
Date:         Sun, 31 Oct 1993 02:00:14 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
The thing we need to remember here is difference between historical fact and
historical similarity like that found in Mythus. I make a point of remembering
that the similarities that can be drawn between out modern world and the
setting of Mythus extend farther than the BUC and the cost of items. Due to
the preponderance (hope I'm using the right word ;)  ) of magick in everyday
use (witness the example of everyday spells in the front of the Magick Book),
_most duties will become less onerous to some small degree. It might be more appropriate if, instead of looking at historical examples, we look at examples
from TODAY. SEC 4-6 are not working hellish hours (unless of course they're
to raise a SEC level: see Wall Street brokers ;)   ). The lower class is
still working alot, but most of the characters of these SEC levels in my
campaign are stealing what they need, getting paid for services rendered, or
making money using the rules for Income from K/S Areas by investing money in
some "business" and letting their Vice K/S guide the way, which also nicely
explains their "madam" special contact...  ;).
I've blithered enough, thoughts?
DT
=========================================================================
Date:         Sun, 31 Oct 1993 05:05:01 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
Let's take in to account living expenses when developing stinginess of DMI
awards.  The highest SEC level any HP can be generated at is SEC 7, barring
some primitive Vocation, who would be earning money at about SEC 2 once they
hit "civilization." The highest anybody could roll for DMI for SEC 7 is 2000
BUCs a month. There are two Vaocations which can be SEC 7 out of about 40:
Cavalier and White Dweomercraefter. The nest Highest SEC (which out of 12 HPs
in two campaigns, I have One) is Six, which maxes out DMI at 900 Bucs (barring,
of course, age modification, which in many cases will modify this total down,
witness the young noble son squandering wealth...).  Admittedly, there is a possibility of a decent DMI, but consider the fact that HPs at this SEC level need
to pay to live in the manner to which they might logically be accustomed.
They bought land and a manor? Fine, but where do they stay when they're in town?Rent ona nice place, servants (at least a Cook) food, etc. is going to EAT the
DMI and come back for more.
IMHO, the DMI is not really a major unbalancing factor (Incidently, what kind
of vocations are your groups made up of? Out of Twelve HPs, only four have a
DMI in my groups, and three of those are SEC five and getting a couple hundred a month, which they go out to eat on, with one companion, ONCE, at the Aerie--
the finest dining establishment in Haven, per month. (Ever eat at a place in
New York where, the HAMBURGERS are 24 BUCs? Did I say Eat the DMI? I thought
I did. :)
DT
P.S.: i'm not really arguing, I'm just pointing out ways to control the income
of players in ways other than witholding from the beginning, which can start
players trying to get more and more, instead of Roleplaying, again, IMHO. :)
=========================================================================
Date:         Sun, 31 Oct 1993 13:51:42 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Mailer Question
 
Does any one else get back "failure to deliver" messages everytime they send
something to the listserv? Not for the whole group, of course, just for
Winstel@kit.uni-kl.de? I had nine new mail messages today and eight of them
were because I had sent eight messages to the 'list (aren't high-volume debates
great?  :)   ) and they all bounced of this address. It says his mailer's
been disabled.  Maybe his whole service is out. Maybe Cthulhu ate him. Could
somebody check? Maybe through "talk?" Just wondrin.'  :)
DT
(We're playing the All Hallow's Eve Mythus episode tonite! <heh, heh, heh>
=========================================================================
Date:         Sun, 31 Oct 1993 13:36:18 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Calculating Heka
 
John;
 
Well, it has been admitted by GDW that the Heka values for the characters in
the "Condemned as Galley Slaves" scenario are wrong.  This is partially due
to the fact that, at the last minute, the editor decided that HPs didn't get
enough Heka and changed the Heka charts to reflect this.  Thus, the Heka
charts in both Mythus and Mythus Magick are wrong.
 
The best thing to do is either figure 'em out by hand, or just shrug and say,
"Maybe they've got a Vow!"
 
CEpb
=========================================================================
Date:         Sun, 31 Oct 1993 13:48:57 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mailer Question
 
Wait, check that.  The mail that just came in was a failure notification...
someone shoot Winstel.
=========================================================================
Date:         Sun, 31 Oct 1993 13:48:05 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mailer Question
 
Yeah, I got the same thing, but I think it has stopped.  I'll find out once I
weed and reply through all these messages... (your message and others were
coming in as I was reading the last 2 days stuff!)  This is great!
 
Mythus forever!
 
CEpb
 
(Sheesh - there's another one...)
=========================================================================
Date:         Sun, 31 Oct 1993 13:54:58 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: DMI questions
 
Well, I make sure the HP has reason for getting the DMI.  And what I say is
that the DMI is what is left after paying all expenses, including workers
wages and other upkeep.
 
For example, my current campaign is following the adventures of a cavalier,
whom gets his monthly stipend from his liege, a Baron.  He has been
"hired-out" by a young mage who is interested in building a tower in a
magick-rich crater.  (The arms are needed because of the high amount of
monstrous activity reported in the vicinity).
 
As plot developed, a scroll was found pointing them to the tiny village of
Aartuat (far removed from Aegypt - there's no Aegypt in my world;  in fact,
Aartuat is no longer in the desert... it is in a lightly forested farmland...
 in fact, Aartuat grew too, and contains a burned down church, a haunted bell
tower, a well house that leads to a bunch of underground caves [doesn't THAT
sound familiar], etc, etc)...
 
His DMI remained the same, because what was lost from the Baron is now picked
up by our young, rich wizard.  He still gets his money because he's still
working for both the Baron & the Wizard, but he doesn't get it actually
because the money is waiting for him back at the construction sight.  When
(and if) he returns from Necropolis, he'll have a small stash of BUCs waiting
for him.
 
In a now-gone Mythus Prime campaign, one Thief persona ran a clock shop as a
front for his criminal operations, which consisted mainly of stealing as many
clocks and antique furniture, and then re-selling it.  [He was later caught
and hung... /worry not, this happened after the campaign ended, I tend to
keep writing about the HPs even after play has ceased/]
 
Anyway, to make a long story short, I make sure that players have REASON for
getting their DMI.  A SEC 6 guy who loses his job also loses his DMI and must
pay for all monthly bills out of his own pocket.  [Let's say his DMI was
$550.  I'll say he was being paid $800/month, which leaves him with $250
worth of bills each month...]
 
It works out!
 
CEpb
=========================================================================
Date:         Sun, 31 Oct 1993 14:30:00 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Calculating Heka
 
NONONONONONONONO!
The Heka for the characters in the "Condemned as Galley Slaves" adventure is
right. The table is wrong in both the main book and the magick book because the editor wanted the spellcasters to have more Heka, so they put the expanded
generation in this table and left it the same everywhere else because they
didn't agree with him. You will be able to figure character's Heka correctly is you use the notations in the skill descriptions themselves. Note also: some
K/S areas which give a character spells, DO NOT GENERATE HEKA. Fortune Telling
is one, I _think_ Herbalism is another. Rule of thumb: if no Heka generation
rule is mentioned in the text description of the K/S area, then there is no Heka generated. This is FTMOD (From the Mouth of Dave (Newton)) and is (I hope)
definately the way to do it. (Unless, of course, you don't want to...)  ;)
DT
=========================================================================
Date:         Sun, 31 Oct 1993 13:59:51 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Calculating Heka
In-Reply-To:  <9310311919.AA24188@cec_userfs.wustl.edu>
 
I thought HP's were getting quite a lot (for being partial practitioners).
Has anyone compiled a corrected list of Heka generation?
I like the idea of skills generating less.  That way resevoirs and such
are much more important, which means that HP's will have to prepare for
big spells ahead of time.
 
Nathan
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 31 Oct 1993 15:14:43 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Calculating Heka
 
As I recall, a corrected list was posted to mythus-l quite some time
ago, sometime back in February or March.  Unless someone else has it
handy, I'll dig it out for a repost.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 31 Oct 1993 15:18:45 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus-l: Heka Generation Chart
 
I know this is a repost, and it's available on the FTP site as
heka.generating, but I'll save y'all the time of getting it or
compiling it:
 
Date: Thu, 25 Feb 1993 07:30:59 EST
From: Mark Boone <mboone@NSWC-WO.NSWC.NAVY.MIL>
To: Multiple recipients of list MYTHUS-L <MYTHUS-L@BROWNVM.brown.edu>
 
   The table used to calculating the heka generated by K/S is grossly
wrong.  The table rarely agrees with the descriptions given for each
K/S.  The heka generated by HP's in the back of Book 1 go by the K/S
descriptions and not the table.
   Below is the table as based on the K/S descriptions.  Some of the
descriptions don't even mention how heka is calculated (Fortune Telling,
herbalism, Mediumship).  I dropped the Music K/S from the table since
it does not generate any heka.  Also, when an average of two stats is
needed, this is rarely shown correctly in the book, so beware.
 
K/S Area        Heka Generated
------------------------------------------
Apotropaism     STEEP + (MMCap + MRCap)*.5
Astronomy       STEEP
Demonology      STEEP + MMCap
Dweomercraft    STEEP + MMCap                           (part)
Dweomercraft    STEEP*10 + Magick STEEP + M Trait       (full)
Magick          STEEP + MRCap
Spellsongs      STEEP + (MMSpd + MRSpd)*.5
 
Endurance       STEEP
Gemsmith/Lapid. STEEP
Heka-Forging    STEEP + (PMPow + PNPow)*.5
 
Alchemy         STEEP + SMCap
Astrology       STEEP + SPCap
Conjuration     STEEP + (SMPow + SPPow)*.5
Divination      STEEP + SPCap
Exorcism        STEEP + SMCap
Fortune Tell.   STEEP + SPCap   ?no ref
Herbalism       STEEP + SMCap   ?no ref
Mediumship      STEEP + SPPow   ?no ref
Metaphysics     STEEP
Music Comp.     STEEP
Mysticism       STEEP + SPCap
Necromancy      STEEP + SMPow
Occultism       STEEP
Pantheology     STEEP
Poetry/Lyrics   STEEP
Priestcraft     STEEP + SMCap                           (part)
Priestcraft     STEEP*10 + Religion STEEP + S Trait     (full)
Religion        STEEP
Sorcery         STEEP                                   (no pact)
Sorcery         STEEP*Pact + Demonology STEEP + S Trait
Witchcraft      STEEP                                   (no pact)
Witchcraft      STEEP*Pact + SM Category
Yoga            STEEP
 
 
 
 
 
 
 
 
 
Hope that helps!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 31 Oct 1993 16:10:44 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Wendy <wliaw@MAGNUS.ACS.OHIO-STATE.EDU>
Subject:      Re: Halloween Episode
 
In message Sun, 31 Oct 1993 13:51:42 -0600,
  Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>  writes:
 
> (We're playing the All Hallow's Eve Mythus episode tonite! <heh, heh, heh>
 
Us too, we are doing a Halloween speical tonight. :)
=========================================================================
Date:         Sun, 31 Oct 1993 18:42:07 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Calculating Heka
 
I do not have a simple sheet with the corrected table, although I have
taken a pencil to the tables present in the books so that they are correct now.
If anyone is interested, I suppose I could type it up and mail it out by Monday
Night or so. (I can't tonite, we're playing Mythus. :)   )
DT
=========================================================================
Date:         Sun, 31 Oct 1993 18:45:05 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus-l: Heka Generation Chart
 
Those skills that are listed as without notation generate no Heka. :)
=========================================================================
Date:         Sun, 31 Oct 1993 21:25:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Priestesses of Juno
 
Having already done some cataloging of Jupiter, the ever-prolific scribe
turns his hand to a good choice for balancing out the adultery -- Juno,
known to Greeks as Hera, Jupiter's wife, and the goddess of marriage, the
home, children, and childbirth (one shared with one view of Diana).  Juno
was known to have a temper regarding Jupiter's little "excursions", but
then again, he was finding all the nice-looking female maidens and
bedding them, so it's not surprising that she would be jealous.  Beware
the maiden who falls to Jupiter's charms!
 
The priestesses of Juno tend to promote marriage and fidelity, although
they tend to be attracted to followers of Jupiter, especially his
priests.  On the whole, they are kind people, although they can have
terrible tempers when they feel they are wronged.
 
Grade I:
DETECT INFIDELITY CHARM
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This brief Casting will immediately allow the priestess to
determine if the subject of the Casting has been unfaithful.  However,
the definition of "unfaithful" is pretty subjective, and it can only be
used in a marital context.  If the subject honestly feels that he has
done no wrong, then the detection will fail.  Note that this does not
convey any sort of information, other than the subject's being
unfaithful, and the priestess must name a time period when weaving the
Casting, so that the spell may function.
 
LOCATE SPOUSE FORMULA
Time: 1 hour                    Other Heka Costs:
Area: One Subject                   R&D: Nil
Distance: One mile per 10 STEEP     Other: 10:1 additional hour
E/F/M: This Casting allows the priestess to locate her spouse, giving her
a general sense of distance and a fairly precise sense of direction.  It
will only work for the priestess, and then only on her own husband.  The
duration may be extended by one hour per 10 additional Heka spent, but
may not total more than one hour per 10 STEEP possessed by the Caster.
 
Grade II:
ENCOURAGE FIDELITY CANTRIP
Time: 1 AT + 1 AT per 10 STEEP  Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: For the duration of the Casting, the subject will be subconsciously
discouraged from any acts that would be interpreted as being unfaithful to
his or her spouse.  Though the duration is fairly short, it can be just
enough to avoid the possibility of infidelity.
 
MARITAL BLISS RITUAL
Time: 1 day per 10 STEEP        Other Heka Costs:
Area: One couple                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This ritual will hover around the recipient for the listed duration,
causing anything that reminds the subject of the good times of their
marriage to remind the subject very strongly, and subtly encourages a
fair amount of forgiveness to assist in smoothing things over.  However,
the ritual requires that both members receive it for it to work, and those
who need it would not submit, and those who would submit rarely need it.
With a little sibterfuge, though, the ritual could be disguised as a
simple blessing of sorts, and be cast upon a troubled couple without
their knowledge.  Such activity is hardly precluded from priestesses of
Juno!
 
Grade III:
PUNISH TRANSGRESSION FORMULA
Time: Special                   Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This is a (relatively) fast Casting, to be used in the heat of
passion (or anger) against someone who has been maritally unfaithful.
Ideally, the priestess should have some appropriate form of punishment
in mind, something suitably vindictive and applicable.  This need not
be cast on the priestess' husband, but may instead be cast on the one
with whom the infidelity was carried out (witness Juno's punishments
of Jupiter's mortal lovers rather than doing anything directly against
Jupiter).  As long as the punishment is appropriate, there is not
much in the way of limits on the duration of the punishment, as the
priestess is asking for the wrath of her goddess to be brought to
bear.  Of course, the punishment must be stated at the time of casting,
and misuse can cause consequences to the Priestess instead of the
subject.
 
Grade IV:
AFFAIR ENLIGHTENMENT RITUAL
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priestess to learn the full details of
an affair that has been carried out by her husband or lover.  The
priestess basically will receive the equivalent to a narrative of
what has gone on between the other two, and names, places, and dates
are revealed as well.  The one thing that must be kept in mind is that
the priestess must already know that the affair is going on, otherwise
the Casting returns no worthwhile information, so it is ineffective as
a method of spying.
 
Grade V:
PUNISH INFIDELITY RITUAL
Time: Special                   Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This is a more potent form of Punish Transgression (q.v.), as
it allows the priestess to enact retribution similar to that of the
previous Casting, but there is virtually no limit to what can be done
as punishment.  The only requirements are that the punishment must be
particularly appropriate and the infidelity must be a major issue (such
as a couple married for ten years, and the husband was unfaithful for
five of those, and the wife just found out).  The priestess need not
be personally involved in the relationship, a jilted wife or husband
may come to her with the story.
 
 
Of course, if you have comments, questions, insults, compliments,
or whatever, feel free to write me.  Additional Castings will
be placed in the nascent net.pantheary, as will good information
on myths associated with the deities featured so far.  I'm open to
suggestions as to which to cover next.  I know there are many, many
more left to do, and am currently wondering what would be most
useful to others, having covered the ones that are of immediate
use to me.
 
    Mike Phillips
    msphil@birds.wm.edu
 
Yes, I know I've done a lot of them, but can you imagine the quantity
once I'm a subscriber to MMM?  ;-)
=========================================================================
Date:         Mon, 1 Nov 1993 14:21:35 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Calculating Heka
 
For all hungry eyes & ears, here it is:
 
APOTROPAISM:                   STEEP + ((MMCap + MRCap) x 0.5)
SPELLSONGS:                      STEEP + ((MMSpd + MRSpd) x 0.5)
 
ENDURANCE:                       STEEP + ((PMPow + PNPow) x 0.5)
HEKA-FORGING:                  STEEP + ((PMPow + PNPow) x 0.5)
MUSIC:                               STEEP + ((PMSpd + PNSpd) x 0.5)
SMITHING/WELDING:           STEEP
 
CONJURATION:                   STEEP + ((SMPow + SPPow) x 0.5)
MUSICAL COMPOSISTION:   STEEP
POETRY/LYRICS:                STEEP + ((SMSpd + SPSpd) x 0.5)
SORCERY:                           STEEP
WITCHCRAEFT:                   STEEP
 
All other K/S AReas remain as written in the books.
 
This is [supposedly] a list directly from EGG himself, and was posted to
AmericaOnline by Steve Maggi [formerly] of GDW Games.
 
Have fun!
 
Randy
cerebus000@aol.com
randy.schoen@arvos.cvl9.com
=========================================================================
Date:         Mon, 1 Nov 1993 19:23:12 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Changeling
 
I was wondering if any one had a good overveiw file of the Changeling Milieu.
Someone on the net wanted me to e-mail it to them and I really dont have time toset up a good summary/review/faq sheet for them this week.  I'm not asking anyone to do this work for me, but if anyone already has something like this
at hand...  :)
Just hoping.
Doyce
=========================================================================
Date:         Tue, 2 Nov 1993 00:38:57 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: mythus: campaign update
 
Mike, can you post up the stats for the lizardmen-types you used? Please?
Pretty Please?
:)
=========================================================================
Date:         Tue, 2 Nov 1993 07:06:31 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Call to AEGyptians
 
Could anyone who is gaming in the AEgyptian setting, as published by
GDW in Necropolis and Epic of AErth please contact me via private
e-mail?  I'm running my game there and would like some input.
 
Lucifer >:} csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Tue, 2 Nov 1993 13:16:19 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Lizard Men
 
(I posted a draft of this earlier, but here goes again, now that I've
 made the entry closer to those in the Mythus book)
 
Lizard Men:
 
M     39              P    100             S     50
MM    24              PM    50             SM    25
MMCap  8              PMCap 20             SMCap 10
MMPow  8              PMPow 15             SMPow 10
MMSpd  8              PMSpd 15             SMSpd  5
MR    15              PN    50             SP    25
MRCap  5              PNCap 20             SPCap 10
MRPow  5              PNPow 15             SPPow 10
MRSpd  5              PNSpd 15             SPSpd  5
 
Notes: Lizard men are an apparent crossbreed of men and lizards of some sort
(quite possibly alligators), although some think they may also have
evolved naturally in the swamps.  Their culture is extremely primitive,
as are their weapons (wooden clubs, decorated with feathers, stone
axes).  Any villages of these would include at least one shaman or
witchdoctor, and quite possibly more than one.
 
Physical Description: Lizard men are heavily-muscled, reptilian-skinned
humanoids, their faces resembling a slightly humanized alligator's.
They rarely wear anything, except religious dressings and indications
of war spirit (such as trophies from fallen foes).
 
Joss Factors: 0
SEC: N/A
Prime K/S Areas: 4
  Combat, Hand Weapons 35
  Combat, Missile Weapons 30
  Swimming/Diving: 45
  Criminal Activities, Physical (AMBUSH): 30
Move: 72 yards/BT
Possessions/Resources: None
Quirks: amphibians
Weapons & Armor: Club, spear, or stone axe, natural armor.
Area   Pierce  Cut  Blunt  Fire  Chem.  Stun  Elec.
Ultra    16     16    16     8     8     16    --
Super    12     12    12     6     6     12    --
Vital     8      8     8     4     4      8    --
Non       4      4     4     2     2      4    --
Average  10     10    10     5     5     10    --
(I know these values seem a little high, but they worked for me,
 and impressed the HP's with how tough these critter's hides were
 To be precise, it's double the orc's, with some protection against
 Fire and Chemicals due to the thickness of the skin)
Susceptibilities: Normal
 
 
Oops, I left something out again --
For those who care, add:
Base Scheme (+/-2D6+3) to just before the stats.
 
For shamans, double the M and S various attributes, but knock the
P attributes down by about 30%.
For really experienced warriors, bump the P attributes up to 20 each.
For a chief, double M and S attributes, and bump P attributes to about
20 (unless for some reason he's ill).
 
Enjoy!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Tue, 2 Nov 1993 15:17:10 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: Lizard Men
 
Kudos on the Lizarim design. (Oops, that's my own spelling :)   ) I've been
wanting to incorprate such into my campaign. Orcs have been pushing out of the
mountains to the east down into the fertile plains of the Ten cites: what noone
knows is that they are pushing out because they're being pushed in turn by Lizarim pushing in from the other side, so making them tougher than orcs is very
good :) ! These guys are probably going to be more sophisticated than your
version, as their thrust onto the mainland (a salt flats and desert region
between two mountain ranges) cut the Old Namori Empire off from its colonies
some 300 years ago and they've held that land (and cut off east-west) trade
through that region) ever since. If you're in Aeropa or the Ten Cities, better
sail to Namori or the Mid-East or the Orient, because the Lizarim don't like
tourists (except in a nice sauce ;)  ). Oops, I'm blithering. Sorry.
=========================================================================
Date:         Sat, 6 Nov 1993 21:35:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      this list
 
This list sure has cooled down in the last few days....
 
If people havnen't checked recently, there are a few new
files at the ftp site, including a module.
The ftp site again is    sunbane.engrg.uwo.ca:pub/mythus
 
Could someone please e-mail the snail mail address for
Mythus Masters Magazine again? Someone sent it to me,
but I accidentally deleted it.
 
I mean, "please e-mail me." Or post to the list.
 
Thanks,
 
Andrew
andrewh@earlham.edu
=========================================================================
Date:         Sat, 6 Nov 1993 21:38:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      MMM cost
 
I got this mail from Frank Mentzer a while back.
Note that he doesn't include an address on where to send the $50! :(
 
Andrew
 
>From:  IN%"mythic@aol.com" 24-OCT-1993 20:02:56.33
>Subj:  RE: MMM
 
>Yah, I'm Frank.
>    MMM is available in paper form for $5 an issue or $50 for a dozen (1 yr).
>    We also distribute in electronic format, ASCII textfiles and Graphic
>Interchange Format (GIF) versions of the cover and other illustrations.  That
>runs $3.50 an issue or $30 a dozen.  BUT there's a catch; we can't send the
>electronic magazine across the Internet Gateway, so it's only available to
>patrons that have accounts here on AOL or on the GEnie network.  (We maintain
>accounts on both).
>    Feel free to zap any further questions, comments, etc....
 
 
 
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Mon, 8 Nov 1993 00:23:42 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
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From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Spell Books
 
Can anybody tell where the rules for how big a character's spell books have
to be are at? A few months ago, I was constantly tripping over them, tonite
I couldn't find them. <sigh> Man, tonight was murder. Seven HPs, six nether
beings, ten unalive vampires with quicken cast on them, and one FP spirit
of an evil mage possessing the body of the mage's appretice (making combat...
interesting, to say the least). Oh the mage's apprentice is secretly the
mage's son... _REAL_ interesting...
:)
Doyce
=========================================================================
Date:         Mon, 8 Nov 1993 10:27:23 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Spell Books
In-Reply-To:  <no.id>; from "Doyce Testerman" at Nov 8, 93 12:23 am
 
> Can anybody tell where the rules for how big a character's spell books have
> to be are at? A few months ago, I was constantly tripping over them, tonite
> I couldn't find them. <sigh> Man, tonight was murder. Seven HPs, six nether
> beings, ten unalive vampires with quicken cast on them, and one FP spirit
> of an evil mage possessing the body of the mage's appretice (making combat...
> interesting, to say the least). Oh the mage's apprentice is secretly the
> mage's son... _REAL_ interesting...
> :)
> Doyce
 
I don't remember the page no., but its in the Mythus magic book, the
chapter immediately before they describe all of the casting, after
it is discussed how many spells can be Known and Recallable.
 
Hope this helps...I don't have my books nearby...:)
 
Lucifer >:}
=========================================================================
Date:         Mon, 8 Nov 1993 12:09:03 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
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From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Spell Books
 
Weren't the rules in the sidebar smack dab in the middle of the
Known/Recallable/Studyable Castings?  I'd swear that's where I found
them (but I don't have Mythus Magick with me, just Mythus).....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 8 Nov 1993 11:22:24 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Aquiring new magick.
 
Boy! Did I screw up! Boyoboyoboyoboyoboyoboyoboy!!!!!
When checking out the size of spell books on page 30 of the Mythus Magick book,
(thanks for the help, Lucifer ;)   ) I ran across a notation which I had noticedbefore, but had read incorrectly. The notation mentions the cost of recording
a new spell in a spell book as 100 BUCs per grade. Pretty affordable, makes
sense. Of course, when I first read the thing, I MISread it to say "the cost of
AQUIRING a new spell is 100 BUCs per level." Damn! Shit! Curses! The party roguehas been going down to the Huge Library of Haven and paying the Librarians down
there 200/300 BUCs a pop for a ton of spells (oh, say 12-20). Now, I can
retroactively change the world (I've certainly done it enough times during this
campaign as I corrected my mistakes), but my question is this:
        This is a magically active world (BIG understatement), so I don't want
the "well the mage will give you Magic Missile, if you promise to give him
your firstborn and two wagonloads of gold" syndrome. Spells would be readily
available (within reason) at libraries and such, but what kind of price tag
do I put on them? What does everyone else do? I _need_ some input here. Any
ideas are appreciated. Thanks for listening to me rant.
Doyce
 
p.d.: is anyone interested in the campaign updates for out little group? We play        weekly <Gloat> and have had some pretty interesting things come up.
        Just curious. (Incidently, Mike, I LOVED the update on your group last
        week. Hilarious. Sounded like great fun.
=========================================================================
Date:         Mon, 8 Nov 1993 13:29:13 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: Aquiring new magick.
 
                RE>Aquiring new magick.                                11/8/93
> your firstborn and two wagonloads of gold" syndrome. Spells would be
> readily available (within reason) at libraries and such, but what kind of
> price tag do I put on them? What does everyone else do? I _need_ some
> input here.
 
Here's my two BUCs worth:
 
If they're in a big city and looking for that special casting (it's the mage's
birthday or you need a special something to irritate Sutekh), charge 'em
something that goes up quickly. I like starting a little ways into a
fibonacci: Grade I is 5000 BUCs, Grade II 8K, 13, 21, 34, 55, 89, 144 and
233,000 BUCs for Grade IX. Little charms used by tradespeople, etc. are less
(a few hundred per).
 
All that said, Books O' Castings, scrolls et al should be found on adventures!
Few castings should be purchased, it's a waste of everyone's time IMHO. Go
adventuring, ye spell hounds! Most practitioners start off with tons of
castings anyway, and it takes a while to learn what you've got. It also
encourages creativity to make the most of the magick you have. Over time I may
increase the price (or make most cities more expensive). Yes, it's a magick
rich world, but it's usually not that fun to role play shopping to make super
characters.
 
It's also possible to make the personas pay in other ways for the castings
they buy. Hidden defects, thieves who get interested in the Mad Shoppers, etc.
And why not Casting Duties where you go through customs at the gate and have
to pay for any magickal items you bought while in the city. This all applies
to big burgs, of course. Small to medium towns should only have relatively
inexpensive items and castings (Grade I or II) available and meager
selections.
 
Yes, campaign updates, please (Mike's are delightful)!
 
Rick
=========================================================================
Date:         Mon, 8 Nov 1993 16:39:36 EST
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Aquiring new magick.
 
Doyce -
 
Please do give us all the updates!  I love reading them, especially since we
rarely (if ever) play <sniff>.
 
Concerning the prices of Castings, it is mainly up to you.  I doubt that
they'd place Castings in public libraries.  Why?  It would be like handing a
loaded gun to every 18-year-old out there and telling them "have at it."
Would you like your kid to be able to go down and learn the Lockopen Spell?
There'd be thousands of would-be thieves...  Or what about a rich kid paying
a few hundred BUCs to learn Heka Beam, a very devastating Casting.
 
The way I work it is certain Castings are readily available, but never at the
"library."  If you want to learn utility Castings, such as "Season" or
"Preserve Meat" you'd go to a Cooking Class.  Or if you wanted to learn
combat oriented Castings, you'd have to find a Class or school that would
teach them.  No public library in their right mind would give open access to
such horrid Castings such as Fireburst, because no telling what perverted
weirdo might go in there to learn them.
 
They might have them on file, locked away, and one might require a signed
notice from some official or a well-known/respected Mage for permission, and
even then, I can imagine a burly guard would watch over the persona as if he
were fooling around in a bank vault.
 
Powerful Castings, and all morally dangerous Castings, I'd jack the price up
immensely, but for other mundane Castings, 100 BUCs per Grade sounds rather
reasonable.
 
Or, you might charge 100 BUCs per Grade for *INK* alone, then an exorbitant
fee from the library for "copying priveleges."  In my campaign, a Casting
generally takes 1 page per Grade, and most Tomes are only 100 pages long,
although some can be bought at up to 500 pages long or as little as 20 pages
long.  That way it is easy to keep track of how many Castings and Tomes a
player has, and how many pages he has left before he has to go chuck out
another 1,000 BUCs for a 100 page Tome...
 
Also, to make play more interesting, I definitely let my players know that
Tomes are not magickally indestructible unless made so, and due to the low
quality of most inks, getting a Tome wet is most disasterous as the ink tends
to run or get smeared easily.
 
For extra money, and sometimes a lengthy wait, high quality inks can be
obtained, and high quality Tomes can be obtained as well.  (It prompted the
addition of a new Physical K/S called Bookmaking, which allows players to
make their own Tomes, Books, Magazines, etc... [Sub-Areas include Binding,
Printing, Typesetting, etc...])
 
C'ya!
 
Randy
randy.schoen@group1.sccsi.com
cerebus000@aol.com
=========================================================================
Date:         Mon, 8 Nov 1993 17:18:08 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Campaign Update
 
No campaign update this week, we didn't game (half my players
decided that their plans (like APO, stuff like that) were more
important than mine, but hey, that's life).  Nor do I expect
a game this Friday either, on account of a local SF con.
 
This was also a busy week resulting in minimal work done on Castings
(anyone have any deity requests?), although I have another deity
about half-prepared.....
 
Posting the Lizard Men did give me an idea -- if anyone else has any
ideas for critters that they want gathered in one place (and don't
mind having propogated through the net), I'm willing to put together
the net.bestiary while working on the net.pantheary :-)
 
--------------------------------------------------------------------
 
Back to the original topic (sort of) -- I love campaign updates!
(mine, other people's, all of them!)
 
I am currently working the party into a bit of a bind (just in case
one of the members finds out about this group, I won't mention
*exactly* what it is) -- let's just say that I'm going to have some
bandits trailing them and making nuisances of themselves all the
way up to Darokin city.
 
The party is on a barge headed up a fairly major trade river, out of
a swamp, across some lowlands, then into the capitol, and up another
tributary to another major city.  Does anyone have any ideas for a couple
more swamp encounters? (they don't have to even be monsters or people,
just ideas for the setting, something to bring the locale home to them
and space out the bandits)  Or maybe river encounters......  or anything
else to get this slowly tiring JM's brain working again :-)
 
Thanks, all.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 8 Nov 1993 16:32:20 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      FWD>Aquiring new magick.
 
Mail*Link(r) SMTP               FWD>Aquiring new magick.
(to augment my earlier posting)
 
Randy and I have a slightly different view on the price tag, but I agree that
personas should have to do more than go to the library. I suspect you'd have
to deal with a significant bureaucracy, at a Magick Guild or a University,
probably, in my campaign. Most magick goodies (books, devices, scrolls) that
you bought at a bazaar would be junk, with one in a thousand a real find.
Libraries could be set up for it, but I would make it a difficult process with
a gougarama price. Food Freshen and similar "trade" charms would be more
accessible,both in terms of cost and location. I would expect small shops to
sell such stuff, and perhaps even be licensed by the state.
 
Copying is also difficult and requires various resources: ink, time, solitude,
perhaps even magickal hedges against mishaps during the process (imagine a
misread Heka Drain casting or whatnot going off accidentally during the
process; although this should be _very_ rare unless the copier is interrupted
or something).
 
Rick
=========================================================================
Date:         Tue, 9 Nov 1993 02:10:08 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: Campaign Update
 
Mike, regarding your river encounters...
Is the boat big enough (or, I guess, small enough) for a groups of lizarim to totip over, THEN attack? (Just my totally evil thoughts on the subject--heh, heh,
heh). :)
Doyce "What is a 'Pantheon' and why is it mad at me?" Testerman
=========================================================================
Date:         Tue, 9 Nov 1993 04:02:46 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
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From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Haven Campaign Update
 
I hope this is what everyone want to see, it certainly seems like it. I can't
really do Mike's narrative style, and I apologize if this gets a little wordy
and "storyish" in places. It gets a bit choppy towards the end, but I wrote
that part rather late at night. At any rate, here's the retelling of the First
Mythus Session.
-----------------------------------------------------------------------------
 
 
The month was June.
        Two players got together to try out a new game being run by a friend
who was well-known for trying out new games compulsively. He's had this game
since September 1992, but hadn't played it since he was supposed to start
running a group of mostly inexperienced gamers during that school year and
didn't want to be learning the sustem while teaching is to a bunch of
neophytes.
        School was out, both these players were experienced gamers and good GMs
in their own right. Only the main rule book was available, plus the GMs screen.
        Play began focussed on Sebastian Kalador, explorer. Sebastian is an
easy going fellow with a wanderlust: he's thirty years old and has been
travelling since he turned 18 and left his merchant father's home in the
coastal city of Seki, one of the Ten Cities--a region 800 miles east to west
and 400 north to south controlled by largely independant city states.
        Sebastian was crossing the border back into the Ten Cities from the
east. On foot. The road he followed decended out of the Peace Mountains into a
dusty badlands east of Kandai, one of the Cities although it lay off the beaten
path, having been financially paupered some fifty years ago. The road itself
ran through these bandit-infested lands and over the Peace Mountains into the
vast salt flats of the Lizarim--not particularly useful to a merchant.
        The road was yellow. So were the surroundings. So was Sebastian. Road
dust is all pervasive. This road was very dusty.
        These were the thoughts on Sebastian's mind as he walked. He hoped to
make Kandai be mid-afternoon to evening, as it was only about noon.  He hoped
what he was hearing up ahead wasn't hoofbeats.
        Damn.
        Stepping off the road and behind a rock outcropping he nearly
disappeared, covered in road dust as he was. From around the bend about twenty
yards away appeared four riders. They were wearing studded leather cuirass and
were, like everything else, yellow. They were also dismounting for lunch.
        Damn.
        One moved up to a rise above the bend to watch, while the other three
spread out a meal on a stone. They ate and talked for about a half-hour,
speaking of searching for some object or place "in these accursed hills" and
becoming frustrated by their failures with finding their goal. It became
obvious that they were part of a larger group.
        Eventually, the watcher came down and told the others "the old man" was
coming. The four packed and make their way off the road to the north. Shortly
thereafter, a plate-mail clad figure on a sway-backed nag came around the turn,
walking by without passing. The fully-concealed figure wore plate of a reddish
tinge, looking for all the world like polished rust. The lance was worm-eaten,
the horse was wheezing. The figure rode on.
        Sebastian was begining to think he should turn around and go back to
the salt flats. At least the Lizarim were sane, relatively.
        After waiting around to make sure nothing else was going to show up,
Sebastian continued on. He walked for about an hour as the land around him
flattened (though remained yellow). The focus of his attention for nearly
thirty minutes had been a large outcropping ahead, next to the road.
        It was perhaps 20 feet wide by 50 feet long and was oriented
perpendicularly to the road. The outcropping bore a certain similarity to a
dragon, which some sculptor had, long ago, attempted to accentuate to a small
degree. Great landmark. Great place for a rest break.
        When Sebastian drew up to the stone, he set down his pack and began
rummaging through it for his pipe, finding it, he sat back against a foot and
proceeded to light up.
        That was when he heard a horse move.
        Now, another person may have heard a swishing sound, but Sebastian knew
horses, and that was a horse sound, and it was coming from the other flank of
the dragon. Retaining his pipe, he rose and quietly drew his sword, moving to
peek around the other front leg of the dragon.
        Horses.
        Five, to be specific. All yellow. Beyond those five horses were three
men, rifling trough something on the ground. Moving for a better view,
Sebastian realized that they were going through the packs of two of the horses.
Laying back still farther from the road along the dragon was a man's body with a
nasty gash on his forehead. Sebastian was never a subtle man. Stepping around
the horses (pipe still in the off hand) he spoke:
        "Gentlemen, I was wondering if you'd care to leave that man and his
belongings alone!" He was apparently hoping that the brigands would be yellow
(no pun intended) and would flee.
        They rushed him.
        The second character, a mountebank who had gotten his starting (Gray)
Dweomercraefter up in the 40s, and who had been playing possum, took that
opportunity to begin a casting. (The player, of course, chose one he found in
the GM's screen booklet that was not listed in the main rule book--Negative
Gravity, Grade Four).
        Sebastian, for his part, was learning the importance of parrying and
wishing he'd bought that cuire boille a few months back.
        After a few rounds, one of the brigands suddenly flew into the air
about 30 ft. (I made up the rules for the casting--and have stayed with them as
remarkably in balance with others of the level since the Mythus Magick book
omitted this casting :) .)  and then came plummeting down. I figured the
falling damage on this very rocky terrain, and had just finished when the
Mountebank's player asked if the guy was going to land on one of his
companions.
        "Oh," says I "the chances of that are--" roll the dice: 02.
        Hmmmm.
        "Nevermind. Yes, that's exactly what happened." Stun damage from having
a 200 pound armored man drop thirty feet and land on you? Scratch TWO
opponents...
        Left with only one bandit opponent, Sebastian finished the fight.
        Afterwards Sebastian and Bill introduced themselves and Sebastian relit
his pipe (remember the pipe?). Bill was traveling the road north from another
town with two horses belonging to one Heidl Varrasch of Haven (The
largest of the Ten Cities.), whom he was running an errand for. The two, now
mounted, continued on towards Kandai, and took rooms in the Golden Sheaf. After
washing away the road dust and seeing to a few minor cuts (on both of them) the
two men went down to the common rooms of the Inn to speak of their travels.
                                -=*=-
        Wine flowed...
        While speaking of their current plans, the two men were asked by the
barmaid if they planned to travel on to Haven, where had they travelled from,
etc. She also frequently responded to comments on the fine service in the Inn
with references to "this boring rathole of a town." (The Inn was actually quite
nice.)
        More Wine flowed...
        When asked about the town's history (Sebastian is a curious sort), the
'maid told of the city sinking much of its wealth into a large caravan going
east some fifty years ago. It was lost in the badlands. Eight heroes went out
after it. Four came back.  Two left the area, one remained on the city, and one
became rather unhinged, strapped on his armor, and rode off into the badlands.
        More wine flowed...
        Where was this last survivor? What's his name? Pook? Poot? The city was
offering a 10% of the booty reward and 10% of a city's treasure was still a
great deal, and were they not great adventurers? Off they went to find the
great Pook (Poot).
        On the way to the home of Pook (Poot), the trio ran across a scuffle in
an alleyway. A drunken miscast left Bill blinded by a brightlight casting.
Corwyn and Sebastian managed to drive off the attackers, who were rummaging a
body. (They seemed to want to leave.) They captured one of the men, despite
Bill's help. The alley ended in the city's palisade, which the routed attackers
fled over. They were dressed as the bandits had been. The target of their
malice was Poot (Pook, I mean, Poot). The watch was called (after they had
found a note in Poot's hand telling him to come to this alley to meet about the
"key" with someone who signed the note "Val").
        Later that night, after they had retired to the Inn, Corwyn convinced
the men to try investigating Poot's house. More wine had flowed, and this
seemed like a brilliant idea. They snuck out of the Inn and broke into Poot's
house. After a quick search, they found an old diary, descibing the time of the
caravan disappearance and a fight with a dragon that nearly decimated the
party. They also found an old sketch picture of that group, which Corwyn took,
as one of the character's (other than the young Poot) seemed familiar. They then
crept back to their rooms, narrowly avoiding some guards sent to check out
Poot's house.
        The next morning, three (bleary) people were summoned to speak to
the guard Captain. The Captain, one Valdar by name, had not gotten anything out
of the brigand besides his name (Valkern, obviously the one mentioned in the
still-secret note to Poot) all night and he was in a very bad mood.
        These visitors came to town stirring up the people with tales of the
brigands in the badlands, then they get in a fight, then they find a dead man,
and this morning it appears the dead man's house has been gone through. Valdar
makes it plain that he will be leaving town to check on the welfare of outlying
farms in the area and when to comes back, he wants our heroes gone.
        They were leaving by noon, accompanied by Corwyn, who'd finally found
someone to leave this boring city with...
 
Next time... The Free City of Haven
=========================================================================
Date:         Wed, 10 Nov 1993 15:50:36 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Echo?
 
I've moved my mailing address from CEREBUS000@AOL.COM to here, and it seems that
I've lost the list...  I subscribed to it from here, but I've yet to recieve
any messages.  If you guys are getting this, please post to the list AND to thisaddress so I'll know for sure...
 
Thanks!
 
                                                Randy
                                                ENG_RMS@LUB001.LAMAR.EDU
=========================================================================
Date:         Wed, 10 Nov 1993 18:51:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: Echo?
 
I just got your post, Randy.
 
Andrew
andrewh@earlham.edu
=========================================================================
Date:         Wed, 10 Nov 1993 16:03:11 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Echo?
 
 Echo?
I just got a message that appeared to be a reply to something with subject
"Echo." I didn't get any Cerebus postings today, and don't remember anything
with that subject.
 
Is the list server feeling unwell?
 
BTW, still no sign of Bestiary on the West Coast, although Frank M. mentioned
on AOL that he'd seen a copy somewhere.
 
Rick
=========================================================================
Date:         Wed, 10 Nov 1993 19:18:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      here's the message Subj: Echo?
 
Here's the message that you didn't get, Rick.
 
Maybe you'll receive your copy from brownvm
after a while. . . . ?
 
Andrew
 
 
 
>From:  IN%"MYTHUS-L@BROWNVM.brown.edu"  "Mythus Fantasy Roleplaying Game List" 10-NOV-1993 17:13:50.93
>Subj:  Echo?
 
>I've moved my mailing address from CEREBUS000@AOL.COM to here, and it seems that
>I've lost the list...  I subscribed to it from here, but I've yet to recieve
>any messages.  If you guys are getting this, please post to the list AND to thisaddress so I'll know for sure...
>
>Thanks!
>
>                                                Randy
>                                                ENG_RMS@LUB001.LAMAR.EDU
 
 
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Wed, 10 Nov 1993 19:16:19 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Echo?
 
I got your message about your new address and am mailing both ways to see if everything's kosher.
=========================================================================
Date:         Thu, 11 Nov 1993 00:13:00 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Echo?
 
Cerebus here.  Thanks for all of the responses (I got plenty!).  At least
I know that everything is getting squared away...  I just hope things
don't change if I decide to switch from VMS to Ultrix...
 
Anyway, no sign of Bestiary here yet, but I will no for sure tomorrow
(that is, the Southeast... South Central?  How about just Southern Texas)..
 
Interesting note, Loren Wiseman has told me that Mythus Prime is at the
typesetters.  If everything goes smoothly, we might see a new version
of Mythus Prime by the end of the year.  (All Loren said was that MPrime
was at the typesetters)...  That is good news for all...  More support
the better...
 
Has anyone anywhere seen the Bestiary?
 
Your friend,
Cerebus
ENG_RMS@LUB001.LAMAR.EDU
=========================================================================
Date:         Thu, 11 Nov 1993 05:27:02 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Haven Update 2
 
                Session Two
        In this session, we brought in a few more players, the groups will now
be:
 
                Sebastian Kalador--explorer
                Bill "the Cat" (no joke intended)--mountebank
                Corwyn--OP Thief
                Mahasamatman ("Sam") a.k.a.: Vladimir Tainley
                                        --noble son turned wiseman
                Geno Mancetti--thief
 
        Disclaimer--all characters under control of their relative players,
                except for Corwyn, who does what she wants regardless of my
                desires.
 
                                -=*=-
 
        Sebastian, Bill, and Corwyn came to Haven two days
after leaving Kandai. After paying fees, the trio entered the Free City of
Haven. During the inevitable gawk, Sebastian noticed that a youngish woman in
robes was watching them from nearby and, being a rather up-front type of person,
went over and addressed the woman (who was apparently sketching
in a notebook). She replied, calling him by name (?) and introducing herself as
Melisandre. She was acting on the behalf of a certain craeftwroker on Magic
Street across the river (the city is divided in two by the
Dorian River) who needed the aid of some of some resourceful individuals who
were unknown faces in town, and she was wondering of they were interested?
        The trio replied tentatively in the affirmative. She smiled slightly at
them and asked them to then please visit the shop of Lady Rowena Geronde near
five that afternoon, speaking to no one of it for the nonce. Rising, she made
to leave, first presenting Sebastian with her sketch: a rough drawing of the
the Copper Gate Square, with the three companions drawn with remarkable acumen
and skill in the center of the rendering. Having been thanked, she departed.
        Left to their own devices, Bill returned the two horses belonging to his
temporary employer (the HPs each had one anyway, thanks to the desert
brigands) which took them crossways across the city (almost two miles as the
street winds) to the Horse Market, then led his two companions to his "home:"
a crumbling pile of an abandoned warehouse he'd recently occupied. Voelker's
Sea Transport was the sign across the front. Bill lived the rooms in the back,
where others had apparently make a temporary safehole: one closet in a room
with a cot contained first aid material, some stale but edible rations, and
several sharp knives. Sebastian and Corwyn, for want of better places to stay,
bunked down in two other rooms...
 
                                -=*=-
 
        Ten years ago, a young man was warded under the tutelage of his uncle,
Sir Tenley Tainley, Count Devonsbrook. The youth was very unruly, however, and
in exasperation, Sir Tainley sent the youth, Vladimir, to accompany a caravan
east in hopes it "would teach the boy... _something_."
Unfortunately (and much to the dismay and horror of his warder) during a raid
on the caravan in the Far East, the young man was lost and presumed killed.
        Two days before "the Trio" had arrived in Haven, a caravan entered the
town. Traveling with the caravan (and acting as a cook for it) was a man in
outlandish dress (not unlike many others with him). Multi-hued clothes, head
shaved, occasionally exchanging a word or phrase with one of the others in the
caravan in some foreign tongue, he melded natually into this group, were it not
for his skin (pale), size (far taller than the others) and eyes (blue).
        When questioned as to his identity by the Caravan Gate Guards, the
strange man's eyes glittered in amusement. "Tainley, now known as Mahasamatman."
        The guards informed him of the penalty of impersonating a noble and
asked him his name again.
        "I am known here as Vladimir Tainley, nephew to the Count Sir Tenley
Tainley, and I am called Mahasamatman."
        Further threats were to no avail, so one of the guards made off to get
the book of Noble Families. Perusals were forthcoming, until one worthy
guardsman finally piped up with "You're dead!"
        "Am I? I find that disturbing." He didn't look particularly disturbed.
In fact, he was smiling faintly.
        "Well, I can't let you in under that name til something gets
straightened out. What was that other name again?"
        "Mahasamatman."
        <sigh> "Spell it..."
        After obtaining directions to the nearest Crotofiran Mission (an order
dedicated to caring for orphans. Literally: Seekers of the young), "Sam," as he
finally asked the flustered guard to call him, entered Haven.
        A fat man followed him.
        Several days later, that same man came to Sam asking for his aid in a
matter concerning the Lady Geronde, an old acquaintance of the strange young
man. Out of a desire torenew old connections, however tenuous, Sam agreed.
 
                                -=*=-
 
        Geno Mancetti's reasons were a bit more practical. He had just
completed a successful "investigation" of a wealthy trader's home in the
Heights.
        There are rumored to be two organizations for larceny and vice in the
city of Haven, Geno (and his companion, Kylee) were not members, and had
received several threats since they had "opened shop" in Haven, but they had
ignored them.
        When he returned home up the rickety stairs to the apartment he had
decorated with the best of the spoils of his work, he found his room in
shambles. Lying in the middle of the destruction was Kylee, a copper coin
wedged between her teeth, the sign of the Thieve's Guild's (the older
organization in town) displeasure.
        As Geno sat near the body, a shadow fell across the room. A tall, thin
man stood at the doorway to the apartment. One of the lieutenants of the Guild.
There had been no noise on the rickety stairs.
        "We didn't want to have to do this, Geno, but you don't listen. You're
new to this town, you don't know the rules. You can join us, you can get an
honest job, or you can die like the girl."
        Geno never looked up. Eventually, the shadow went away.
        Geno got up, taking the girl's knives and the copper coin. Someone
watching might have thought they saw a thief acting in typical lowly manner by
stripping the body of a former companion. What Geno was thinking, however, was
that it would be good to someday kill that tall, thin man with those knives and
put that copper coin between the dead man's teeth.
        He gathered the things he had entered with and left the apartment, the
door hanging open on his treasures left behind. He'd leave Father Mano, the old
preist he knew, some money to see to the body. He could also talk to the preist
about some "honest work" the old man had mentioned this morning, something
requiring some tact. Time to get an "honest job"...
        For now.
----------------------------------=*=------------------------------------------
        This isn't actually the end of the session, but it is the end of this
writing session (wrapping up at 5:18 a.m. |-l ). We played a LONG time that
night to get everyone together and run the scenario, so I split it up, more
forthcoming--maybe even tomorrow....
 
*>*
`-'
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ "It would seem that no
 in the heavenly realms."                        \  matter which way you slice
                                                 \  it, it's still Velveeta."
                     --Ephesians 6:12            \ dtesterm@charlie.usd.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
 
 
=========================================================================
Date:         Thu, 11 Nov 1993 07:25:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Echo?
 
In message "Echo?", you write:
 
>
> Has anyone anywhere seen the Bestiary?
>
 
Nope.... not in Eastern Ontario (Ottawa), Canada !
 
Why are they bothering with Mythus Prime ?  Why not re-edit the
advanced rules ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 11 Nov 1993 08:37:02 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Echo?
 
Wayne, I think I may know why they're bothering with Mythus Prime;  it
is the way new players get into the game, and what Mythus needs is new
players...  Perhaps they *ARE* working on a 2nd Edition of the Advanced
Rules.  It makes perfect sense... publish 2nd Edition beginning rules
to get people to try the game again, and then publish 2nd Edition
advanced rules somewhere down the line...
 
I really hope it works for GDW...
 
                        CEpb/ENG_RMS@LUB001.LAMAR.EDU
=========================================================================
Date:         Thu, 11 Nov 1993 16:03:35 EST
Reply-To:     kheneb@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Romano <kheneb@AOL.COM>
Subject:      Re: Echo?
 
> Has anyone anywhere seen the Bestiary?
>
>Nope.... not in Eastern Ontario (Ottawa), Canada !
 
Not here in Cleveland yet, either. Usually I'll get a Chessex catalog update
a week before they ship me the new products for our store, and it didn't list
the Bestiary, or make any mention of it at all.
Weird.
 
>>>Kheneb<<<
aka Dirk Bullet
=========================================================================
Date:         Thu, 11 Nov 1993 15:01:46 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Echo?
 
Re: Why release Mythus Prime as a full rulebook?
 
Well, alot of the anti-hype that's been leveled against the DJ system is overly
complex rules, with this move, I imagine GDW is hoping to reach the people who
got to the Advanced section of the main rules and said "No way." While I'll
probably not use it much (although it would be useful to use as a rules system
for conventions (to get more people hooked)), I WILL buy it, just to support
DJ. Every little bit helps...
Doyce
=========================================================================
Date:         Thu, 11 Nov 1993 20:16:10 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: While we're talking about promised products.....
 
Anyone seen Unhallowed at all?  I'm looking for someone who would be
willing to clue me in on a couple of minor questions.....
 
Also, anyone who has seen it played or played it, how good is it?
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 12 Nov 1993 12:00:31 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Mythus: While we're talking about promised products.....
 
Unhallowed was supposedly supposed to be released in October... but the
Bestiary was supposed to be out in July!  And Ascalon (anyone remember
that?) in August...  as far as I know, Unhallowed, the Bestiary, and
Ascalon are finished, but are just waiting for publication.
 
If the release of Mythus Prime as a separate rulebook is any indication
that Loren & Co. are following my advice, Unhallowed won't 't be available
until Febuary or later.  My suggestion was to focus on getting a new
revised edition of the rules out to gather new players before releasing
any more source books.  I know that might anger a lot of you, but I'd
rather wait a few months for new sourcebooks, and get a new rulebook
thats updated and expanded and easier to go, and get thousands of new
players, *AND* have this list chuck out 30 messages a day rather than
just 10... ;)
 
So, Unhallowed and Changeling might be a long time in coming (especially
sicne Changeling isn't even finished yet).  Anyway, I wish Loren was
on this list...
 
Maybe someone should mail him and get him on it... :)
 
        Randy Schoen
        Randy Schoen (aka. Cerebus)
        eng_rms@lub001.lamar.edu
~e
~e
P.S.  I'm not sure how well these messages are coming out - the editor
on this cruddy VMS doesn't allow editing beyond one line.  Once I hit
return, there's no going back except to start over...  I want Ultrix!
=========================================================================
Date:         Fri, 12 Nov 1993 12:10:38 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Groups
 
Is it just me, or is everyone having a hard time getting a group to sit
down and actually play Mythus?  When it comes to AD&D or whatever, it seems
like everyone jumps at it, but Mythus?  People start staring at their
feet and shuffling around real nervous-like.
 
But once you get them sat down and playing, they love it.  What's the deal?
Is it just me?  (I hope not!)  I mean, a great example - I suggested
Mythus, and people started going, "Well, uhm, ah..."  But once they finished
generating their HPs and actually playing, I had one guy that was thinking
about switching from AD&D to Mythus, another from his own customized system
to Mythus, and a third guy couldn't wait for Earthdawn to come out.  :D
 
After that one session, we never played again.  No one wanted to commit
to a date... and the clincher occured t
to a date... and the clincher occured when one night we had planned to play
Mythus and I got cancelled out on.  I later heard that about an hour after
the cancelled on me, they gathered and some other dweebs house and played
AD&D until 4 am.  When we played Mythus, we quit around 11:30.  Am I the
only one who sees this game as brilliant?
 
I've since dumped that group, and found another, and we managed to generate
HPs about *FOUR* times... why?  Because people kept losing their sheets,
and I created a new, much improved version on WP6.0 (anyone want it? its
great!).  We had planned to play earlier this week... and guess what?
They lost their character sheets again.  These aren't inexperienced
players either.  Look in their folders and all of their AD&D characters
are nifty and in order.  Their Mythus characters are spread out over
6 different pages, all of which contain the same material, or at least bits
of it, requiring all 6 pages be there, and then they lose part of it.
"Uh, I lost my armour sheet.  I forgot what kind of armour I have."
 
*BUT*, get them sat down?  And they have the time of their lives.
 
So what this lengthy message boils down to is this:  how do you guys get
your players to sit still and be organized, and are you playing Prime
or Advanced?  I went directly to Advance (do not pass go) and I feel that
may have been a mistake.  I want my players to sit down and generate
HPs for the FINAL time (I've got the whole process down to where it takes
very little time... maybe 20 minutes), and then make sure that they keep
them organized and on as little paper as possible.
 
I don't want to switch game systems.  One player who was planning to go to
Mythus went to Earthdawn instead (and stole my rulebook, the turd!), and
another is considering MERPs 2nd Edition (in the beautiful hardcover).  But
I'm getting fustrated and stressed out over this.  I work for hours on
my campaign (actually, my world began development in 1987 and has only been
played in maybe 7 or 8 times...).
 
Am I a bad JM?  [I hope not;  each time I have ran a game, be it Shadowrun,
AD&D, Cyberpunk, Paranoia, Mythus, whatever, my players hail me as the best
thing since sliced bread - next thing I know, they're all washing their
hair on game night...]
 
Thanks for your honest responses...  :)
 
        Randy Schoen
        eng_rms@lub001.lamar.edu
=========================================================================
Date:         Fri, 12 Nov 1993 13:48:22 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: While we're talking about promised products.....
 
Suggestion:
 
        Drop a posting (re) introducing the Mailing list on a couple prominent
newsgroups concurrent with the release of Mythus Prime. In fact, maybe even
verbally (so to speak) connect the two, so that people who read and haven't
seen mythus Prime will check it out, as it's mentioned in the post.
        Possible?
        Stupid?
        Thoughts?
Doyce
 
p.d.: on a non-related subject, I've noticed a slight problem with one of the
uses for joss. As it stands, using joss to minimize damage means that all the
dice just roll ones. Cool, but problem: nothing happens to damage bonuses and
nothing happens to hit location. One or the other is fine, but both....
 
Example: Geno frequently uses kicks in combat, understandable since his kicks
do something like 3d6+11 damage. While closing with an opponent, Geno throws a
couple of knives at him, scoring a non-vital and super-vital hit. Wounded, the
opponent chooses to spend his one and only Joss point on minimizing damage when
Geno follows up with the Mancetti Death Kick (no special rules for this, it's
just that whenever the player declares thats what he's doing, he almost
invariably hits Super- or Ultra) that hits Super Vital, so Geno does only three
points... plus 11... times three....  52 points. Oops.
        What I'm thinking about doing is either
                1> joss spent also halves damage bons
                2> (more likely) joss spent also moves the hit location down by
                   two (useful, since how many times do you spend this when
                   you're getting hit non-vital?)
Comments?
Ideas?
 
L8r,
 
Doyce Alan Testerman    | University of South Dakota  | Mythus, DC, TNE|
dtesterm@charlie.usd.edu|-----------------------------|----------------|
"Are all men from the future loud-mouthed braggarts?" |     *>*        |
"Nope. Just me, baby. Just me." --Army of Darkness    |     `-'   DT   |
=========================================================================
Date:         Fri, 12 Nov 1993 15:23:54 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus Prime and Unhallowed
 
Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU> wrote:
>If the release of Mythus Prime as a separate rulebook is any indication
>that Loren & Co. are following my advice, Unhallowed won't 't be available
>until Febuary or later.  My suggestion was to focus on getting a new
>revised edition of the rules out to gather new players before releasing
>any more source books.  I know that might anger a lot of you, but I'd
>rather wait a few months for new sourcebooks, and get a new rulebook
>thats updated and expanded and easier to go, and get thousands of new
>players, *AND* have this list chuck out 30 messages a day rather than
>just 10... ;)
 
Actually, I would like to see DJ expand beyond Mythus, if only to emphasize
that this *is* a multi-genre game.  In fact, a near-simultaneous release
of Mythus Prime and Unhallowed would, to me, signify a continued support
of the DJ line.  But that's just me (I'm looking forward to mixing things
up a bit ;-) ).
 
And given my glowing praise of Mythus (in spite of itself ;-) ), I've at
least managed to convince some folks around here to give it a second look,
and even encouraged a coupel other groups to sort of start up (yay!).
 
>So, Unhallowed and Changeling might be a long time in coming (especially
>sicne Changeling isn't even finished yet).
 
That's okay, we'll play Changeling from the stuff in MMM, right? ;-)
 
Anyhow, enough rambling for now.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 12 Nov 1993 15:45:45 EST
Reply-To:     e40@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Kirschenman <e40@AOL.COM>
Subject:      Re: Mythus: While we're talking about promised products.....
 
No your message didn't anger me.  In fact I have had the exact same view on
the subject for a long time.  If this were to happen it would probably cause
a chain reaction making GDW make sure and fully back and support DJ(maybee
they would even release some of the new stuff for DJ on time) And also I'd
love to be able to walk in my local hobby store and say"Can I get the new
Dangerous Journeys book?" and have them reply"Certainly!" instead
of"Dangerous what?" Same with new players instead of saying the same thing
maybee they would say"Oh yeah I played that game before its alot of fun!" So
on this issue I definitely agree with Randy and I hope They do publish both
the Mythus Prime and Advanced Mythus rules Revised maybee with all the
Editing errors tooken out from it, setup a little better and maybee clearing
up some things which wern't very clear at first.  I have already had to wait
a long time to see the Beastiary published I can wait a bit longer If it
means more support and more people who want to game.
 
Chris K.
E40@aol.com
=========================================================================
Date:         Fri, 12 Nov 1993 17:26:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: Groups
 
>Is it just me, or is everyone having a hard time getting a group to sit
>down and actually play Mythus?  When it comes to AD&D or whatever, it seems
>like everyone jumps at it, but Mythus?  People start staring at their
>feet and shuffling around real nervous-like.
 
Yeah..... this week-end, though, there's a reason -- local SF convention.
<sigh> If I had the money, I'd go and run Mythus, but I'm tired and
broke.....
 
>But once you get them sat down and playing, they love it.  What's the deal?
>Is it just me?  (I hope not!)  I mean, a great example - I suggested
>Mythus, and people started going, "Well, uhm, ah..."  But once they finished
>generating their HPs and actually playing, I had one guy that was thinking
>about switching from AD&D to Mythus, another from his own customized system
>to Mythus, and a third guy couldn't wait for Earthdawn to come out.  :D
 
Yeah, I had similar experiences -- three of the players are still with me
(one is my wife, but I'm counting her anyways ;-) ), another four have
dropped, and one player is new to this fall's playing -- but Fridays are
such rough nights.
 
>After that one session, we never played again.  No one wanted to commit
>to a date... and the clincher occured when one night we had planned to play
>Mythus and I got cancelled out on.  I later heard that about an hour after
>the cancelled on me, they gathered and some other dweebs house and played
>AD&D until 4 am.  When we played Mythus, we quit around 11:30.  Am I the
>only one who sees this game as brilliant?
 
No, I see it as a wonder (so much of one that I'm converting all the useful
AD&D and D&D stuff to Mythus as fast as I need it or have the ideas), but
regrettably it doesn't seem to be spreading as fast as a gaming system this
good should.  It makes me wonder if a lot of people are put off by the size
of the game (it's hardly small), and the relative difficulty of reading the
rules (I mean, compare AD&D/2 or V:tM if you want).  While complicated and
complete, they are still fast and simple (figure that one out).
 
Now, if only players were as dedicated as their JM.....
 
>and I created a new, much improved version on WP6.0 (anyone want it? its
>great!).
 
I'd love to see it!  (I'll even put it into PostScript if you want, and put
it on the FTP site or something)
 
>So what this lengthy message boils down to is this:  how do you guys get
>your players to sit still and be organized, and are you playing Prime
>or Advanced?  I went directly to Advance (do not pass go) and I feel that
>may have been a mistake.  I want my players to sit down and generate
>HPs for the FINAL time (I've got the whole process down to where it takes
>very little time... maybe 20 minutes), and then make sure that they keep
>them organized and on as little paper as possible.
 
Basically, about every two or three weeks, schedules work out and we have
tremendous fun for the evening.  I handed them character sheets, and have
slowly been collecting electronic copies (this way I always have a copy of
the character), and we keep reminding each other to stay on track :-)
There's no real way to "sit them down", and I've given up on dictating.....
on the other hand, they're all enthusiastic when we're together, and
thinking about it (I think one of them summed it up as the most complete
and real character he'd ever played), but it's a case of schedule
conflicts.  None of them are sneaking in gaming on the side..... no
time.....
 
>Am I a bad JM?  [I hope not;  each time I have ran a game, be it Shadowrun,
>AD&D, Cyberpunk, Paranoia, Mythus, whatever, my players hail me as the best
>thing since sliced bread - next thing I know, they're all washing their
>hair on game night...]
 
The oddest one I've run into was someone who considered me a wonderful DM
(I was still running AD&D at the time).  Talking about why she dropped out
of the campaign, she was worried she wouldn't be able to handle the
complexity of the world (though it was wonderful, she said), and she was
afraid she wouldn't be able to live up to the rest of the group (who were
all more experienced role-players).  Maybe we ought to not be such
wonderful JM's, we'd attract more players.....
 
>Thanks for your honest responses...  :)
 
You're welcome.
 
How many people are in the Eastern Virginia area?  Maybe we could get the
list folks together and try a game, just for the heck of it :-)
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 12 Nov 1993 16:56:47 EST
Reply-To:     wariorsoul@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <wariorsoul@AOL.COM>
Subject:      Re: Groups
 
Well, personally I would love it if you could send up that character sheet...
either as an attached file, or UUENCODE it...
 
About mythus...
 
We generally see pre-programmed calculators, notebook computers, etc get
whipped out when we play. It isnt just a sitdown affair. Mythus is complex..
so people tend to shy away from it. But we have all warmed up to it and enjoy
playing it.
 
Infact our group is reforming again! our first game is monday!!
 
Well, hopefully I will get back into posting now that I am playing again..
 
Your Moderator...
Matt Pearson
=========================================================================
Date:         Fri, 12 Nov 1993 15:27:45 MST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Alexei Vnebrachneii Ivanovitch <aevans@PRISM.NMT.EDU>
Subject:      Re: Groups
 
>
>How many people are in the Eastern Virginia area?  Maybe we could get the
>list folks together and try a game, just for the heck of it :-)
>
>
>    Mike Phillips
>    msphil@mail.wm.edu
>    msphil@WMVM1 (bitnet)
>
  I'm not really in Eastern VA, but I do spend a signifigant amount of
time there (my mother lives in Montross, and my father in
Fredericksburg.) The next time I'll be around will be around
Christmas.
 
Theodore (Alex) Evans aka Alexei Vnebrachnei Ivanovitch
MOL College of St. Golias     | 2B v ~2B = ?
Collector of dusty silicon    | "That probably won't run on anything I have."
=========================================================================
Date:         Fri, 12 Nov 1993 18:53:34 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Groups (longish--sorry)
 
This one may run a bit long...
>From:         Mike Phillips
>
>>Is it just me, or is everyone having a hard time getting a group to sit
>>down and actually play Mythus?  When it comes to AD&D or whatever, it seems
>>like everyone jumps at it, but Mythus?  People start staring at their
>>feet and shuffling around real nervous-like.
 
Luckily for me, AD$D is a DEAD game around here. One game in current use
within twenty miles (run by the player of Bill "the Cat," if anyone reads my
updates). The game predates the death of AD$D around here (two years) and has
great characters, but it mostly contains a people who aren't in anything else.
I started the Mythus campaign in June over the summer break with the three or
so people who were still around (Sebastian, Geno, and Sam) and got such great
character development that their praise of the game overcame my reputation for
trying out a new game sytem every two months (Tho' I had a WHFRP game
that ran nine straight months the previous school year), so when others came
back in the Fall, we got a lot of interest. What really help the campaign was a
GREAT setting called the Free City of Haven. It's about ten years old and I've
been trying to get rights to it to re-write it and release it using Envoy rules
(which are very like Mythus in some ways). IMHO the best setting development
EVER done for a FRPG. I digress.
>
>Yeah..... this week-end, though, there's a reason -- local SF convention.
><sigh> If I had the money, I'd go and run Mythus, but I'm tired and
>broke.....
Nice side effect of Mythus Prime is a more Con Friendly system to show off at
conventions and get people hooked. My main gripe is that if it's such a great
system, why am I the only person running it? My players (many of whom GM other
systems briliantly) say they would, but they'd then have to use the same
setting, and they don't want to know any of the secrets. Which is too bad,
since I've got something like four untouched copies of the Haven stuff that I
can't use. (Sent to me by the bastard who wants Ten Thousand for the rights. I
digress again, sorry.)
>
>>But once you get them sat down and playing, they love it.  What's the deal?
>>Is it just me?  (I hope not!)  I mean, a great example - I suggested
>>Mythus, and people started going, "Well, uhm, ah..."  But once they finished
>>generating their HPs and actually playing, I had one guy that was thinking
>>about switching from AD&D to Mythus, another from his own customized system
>>to Mythus, and a third guy couldn't wait for Earthdawn to come out.  :D
                                               ^^^^^^^^^--phooey, Mythus rules.
One of my best "Captured a new player" stories is the one where the player of
Ultavarios (he's not in the stories for awhile yet) got hooked on getting into
the group after I explained all the ins and outs of this great system to him.
In detail. For four hours. He couldn't get away because he was in the back seat
of the car I was driving back from Gen Con (Ten hours and I was the only one in
the car who could drive the stickshift. Blah. I digress.) He's since thanked
me.
>
>Yeah, I had similar experiences -- three of the players are still with me
>(one is my wife, but I'm counting her anyways ;-) ), another four have
         ^^ ^^^^--I'd love to get my wife into this, but she learned on AD$D
(gods forgive me) and wants her old character. (and more time--she works too
much).
>dropped, and one player is new to this fall's playing -- but Fridays are
>such rough nights.
One nice thing about having around ten campaigns going per week involving
twenty different people (the ONLY nice thing), is that we have a pretty
lock-stepped schedule. Mythus is on Sundays, and no-one messes with that. Every
week, every Sunday, we play Mythus. Try a different night than Friday. In my
experience, some of the gamers (the ones with lives or lots of mating instinct
 :) ) like going out on Friday/Sat and it's hard to get them to look forward to
sitting around learning a new set of rules when they could be... well,
anything else--which is why AD$D is still ok--they dont have to learn anything
new. I've always liked Wednesdays--they make a good middle of the week stress
reliever. Also, picking a "Regular" night and sticking to it makes things
easier.
>
>>After that one session, we never played again.  No one wanted to commit
>>to a date... and the clincher occured when one night we had planned to play
>>Mythus and I got cancelled out on.  I later heard that about an hour after
>>the cancelled on me, they gathered and some other dweebs house and played
>>AD&D until 4 am.  When we played Mythus, we quit around 11:30.  Am I the
>>only one who sees this game as brilliant?
>
>No, I see it as a wonder (so much of one that I'm converting all the useful
>AD&D and D&D stuff to Mythus as fast as I need it or have the ideas),
 ^^^^ ^^^ ^^^ ^^^^^ ^^ ^^^^^^--personally, I have no use for any of the AD$D
supplements of any kind currently on the market, but one of my players
(Sebastian's who does a LOT of work on the setting and characters, see other
posts) has converted NPCs from Ravenloft (tm-please don't sue me), which I
agree is fairly interesting--and has produced some fairly interesting
characters from them. Van Richten, to be honest, can't be done RIGHT til he is
done is Mythus (a 3rd level thief? Puhlease...) I am leery of using anything
from AD$D for fear the infection might spread, but I did convert one fairly
decent module from AD$D to Mythus (should be told in about update Five, I'm
thinkin'.)
>but
>regrettably it doesn't seem to be spreading as fast as a gaming system this
>good should.  It makes me wonder if a lot of people are put off by the size
>of the game (it's hardly small), and the relative difficulty of reading the
>rules (I mean, compare AD&D/2 or V:tM if you want).  While complicated and
>complete, they are still fast and simple (figure that one out).
 
The size and relatively complete (I don't like "complex") rules are definately
a down side for recruiting. With new players, I generally don't show them the
book first--I describe the game, then show them the FAQ I posted to rec.games.*
THEN I show them the book and get the smelling salts :).
 
The other major downside which must be mentioned is the name of Gary Gygax on
the cover and the writing style of Gygax under the cover. This has been a real
stumbling block in my efforts to bring the game to the general awareness of the
rec.games.* mob. Many people who are smart enough to get past the name, balk at
the interior. It pisses me off, since I think of myself as one of the
"insiders" who recognizes that the man has changed so totally in his methods
and views since the Old Days (with The Game Man Was Not Meant to Know), and I
keep getting stonewalled with: "but it's GYGAX."
        Oddly enough, there is interest in the genre's other than fantasy that
would be coming out now, but that curiositygoes unanswered due to the
squeamishness of GDW.
>
>Now, if only players were as dedicated as their JM.....
>
>>and I created a new, much improved version on WP6.0 (anyone want it? its
>>great!).
>
>I'd love to see it!  (I'll even put it into PostScript if you want, and put
>it on the FTP site or something)
 
That... would be cool. Also, Re: the FTP site. The Winged Horse module is
great. I won't probably use it with my current group, but it very good
nonetheless and will probably see some convention use.
>
>>So what this lengthy message boils down to is this:  how do you guys get
               ^^^^^^^--oh, you thought it was long before... ;)
 
>>your players to sit still and be organized, and are you playing Prime
>>or Advanced?  I went directly to Advanced (do not pass go) and I feel that
                                   ^^^^^^^^--I did the same thing, and although
it would have been nice to slowly integrate new rules as we went, I think I did
the best thing. We integrated enough rules that we'd originally just missed
later to easily make up for it!
 
>>may have been a mistake.  I want my players to sit down and generate
>>HPs for the FINAL time (I've got the whole process down to where it takes
>>very little time... maybe 20 minutes), and then make sure that they keep
                            ^^ ^^^^^^^--man, even for the spell-casters? I
thought I was doing good coming in at two hours on the last character I helped
someone make.
 
>>them organized and on as little paper as possible.
                        ^^ ^^^^^^ ^^^^^ ^^ ^^^^^^^^--I think two double-sided,
VERY WELL ORGANIZED, sheets are the best you can really do and still avoid
constantly referencing the book. NOT including spell sheets. (Our wiseman has
something like 8 to 10 different spell-generating areas and over 15 different
Heka generating ones.) For some characters I am going to go out and get a
personal folder for each character. (Mostly this is for the spell users.) Just
a simple paper thing with a three ring-type paper holder along the inside spine
for notes (or maybe the spell sheets, now there's an idea...) and two pockets.
This should clean up our playing area considerably--removing all the splayed
out spell sheets especially. :)
 
>
>Basically, about every two or three weeks, schedules work out and we have
>tremendous fun for the evening.  I handed them character sheets, and have
>slowly been collecting electronic copies (this way I always have a copy of
>the character), and we keep reminding each other to stay on track :-)
>There's no real way to "sit them down", and I've given up on dictating.....
 
(I'd really think about planning a regular night--seriously.)
 
>on the other hand, they're all enthusiastic when we're together, and
>thinking about it (I think one of them summed it up as the most complete
>and real character he'd ever played),<<<<<<YES!!!!!!!
>but it's a case of schedule
>conflicts.  None of them are sneaking in gaming on the side..... no
>time.....
>
>>Am I a bad JM?
 
Nope.
 
>
>>Thanks for your honest responses...  :)
>
>You're welcome.
Ditto
>
Doyce Alan Testerman    | University of South Dakota  | Mythus, DrCn, TNE|
dtesterm@charlie.usd.edu+-----------------------------+------------------+
"Are all men from the future loud-mouthed braggarts?" |     *>*          |
"Nope. Just me, baby. Just me." --Army of Darkness    |     `-'   DT     |
=========================================================================
Date:         Fri, 12 Nov 1993 19:58:30 EST
Reply-To:     e40@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Kirschenman <e40@AOL.COM>
Subject:      Re: Groups
 
I don't know why but I have a situation exactly opposite of Randy's.  My
weekends are barely ever free because of Mythus.  it startd out where I took
a long shot and without talking to anyone or seeing any of the ads I bought
the book.  I read through it the entire day after I got it and I thought it
was better then any RPG I had ever seen before.  The next day I went over to
my friends house(he WAS an avid AD&D player) and summarized all the things
that made MYTHUS a better game then AD&D he was impressed and we started
Making up some Advanced Mythus characters we then both went over to another
AD&D players house and did the same thing.  The first thing we did is have a
simulated battle to get a feel for the game and then the next weekend we had
a game.  Everyone loved it and so we played again this time we brought in a
Gurps player and we summarized the high points of MYTHUS and he decided to
try it also he loved it too.  After that there were about five other Role
players we met through school they played various games from Cyberpunk to
Rolemaster and once they started playing they liked it more then there other
role-playing systems(except one that is who just couldn't handle the
complicated rules) and after that I put a message in a couple of my local
BBS's about DJ and I got a couple more people to play Mythus.  So right now I
usually average 2-3 games a weekend and at each of those games theres from
2-5 people besides me.   And more people are joining every month.  I don't
know what to atribute this mass of people to, cause I know im not a better JM
then any of you.  the only things that i do different is I use a set of
optional rules that I created that helps speed up combat, the other thing is
that when I JM i stress storytelling more then rules.
Another thing that I noticed is that the people who most like to play Mythus
are the people who like to create in depth characters.  Based on that I give
extra Aps to people who come up with really creative personalitys and
backgrounds I think that helps people get more of a feel for their
characters.
Hope this helps some people.
Chris
e40@AOL.COM
=========================================================================
Date:         Fri, 12 Nov 1993 19:00:41 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Product support of Mythus
 
*From:         Chris Kirschenman <e40@AOL.COM>
 
*No your message didn't anger me.  In fact I have had the exact same view on
*the subject for a long time.  If this were to happen it would probably cause
*a chain reaction making GDW make sure and fully back and support DJ(maybee
*they would even release some of the new stuff for DJ on time) And also I'd
*love to be able to walk in my local hobby store and say"Can I get the new
*Dangerous Journeys book?" and have them reply"Certainly!" instead
*of"Dangerous what?"
 
Can;t say this is a real problem here. The hobby shop treats our gaming club
(some 30 university people) very nice (10% discounts and the like) and is very
in touch with our interests. Consequently, the most frustrating thing is when
the owner tells us: "Well, I tried GDW again, but the beastiary still isn't
out, and I can't get the new Journeys either." I think he got the hint when I
used his shrink wrapper to wrap up some 400 BUCs in old gaming material to take
to the Gen Con Auction. :) The little material I kept will be disappearing soon
thanks to the .frp.marketplace auction I'm wrapping up.
 
*Same with new players instead of saying the same thing
 
Again, not a problem here. I've got one group of six and had another group of
five until I stopped the second one for upcoming finals (NO WAY I'll stop
running the group you've been hearing about on my updates!!!)
It's always understood that if I wanted it, I could have three full groups in a
week--everyone wants in on this game here. (Course, AD$D died a hard death here
two years ago. :)  )
 
*maybee they would say"Oh yeah I played that game before its alot of fun!" So
*on this issue I definitely agree with Randy and I hope They do publish both
*the Mythus Prime and Advanced Mythus rules Revised maybee with all the
*Editing errors tooken out from it, setup a little better and maybee clearing
*up some things which wern't very clear at first.  I have already had to wait
*a long time to see the Beastiary published I can wait a bit longer If it
*means more support and more people who want to game.
       ^^^^ ^^^^^^^--Hear Hear!
 
*Chris K.
*E40@aol.com
 
Doyce Alan Testerman    | University of South Dakota  | Mythus, DkCn, TNE|
dtesterm@charlie.usd.edu+-----------------------------+------------------+
"Are all men from the future loud-mouthed braggarts?" |     *>*          |
"Nope. Just me, baby. Just me." --Army of Darkness    |     `-'   DT     |
=========================================================================
Date:         Fri, 12 Nov 1993 18:59:47 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Groups
 
>wariorsoul@aol.com
>
>Well, personally I would love it if you could send up that character sheet...
>either as an attached file, or UUENCODE it...
 
I'd love to see any HP sheets too, but I'm a total neophyte with computers, so
it may have to be snailmail for me :).  (Though I could probably handle
UUENCODE)...  Our own groups character sheets were designed by an art and Mass
Comm major who also has done each character sketch in color and a group picture
in color as well as drafting frequently used maps
(something he also has a gift for). The sheets are actually two, double-sided
and probably the best looking things I've ever seen, even
on white paper (we use a thick brown parchment--very durable). Everything you
could ever really need to know in the way of hard fact as long as you aren't a
spell caster. Boxes for P, M and S damage. Places to record the areas covered
by individual peices of armor, to facilitate easy recording of armor damage
during play, an improved armor grid, and it's all so very CLEAN. I don't mean
to blither, but it's not bragging if I didn't do it, is it? (Tho' it might be
glowing. The sheets are done on a mac ( |-P  ), and I don't know how to
transfer files, so if anywould like to get a copy, It'll have to be snail mail.
We just use the spell sheets out of MM for the `casters. (Sebastian is NOT a
spellcaster, so Roland never saw a need to redo the those sheets :) . )
 
>
>About mythus...
>
>We generally see pre-programmed calculators, notebook computers, etc get
>whipped out when we play.
 
Really? For what? the most we ever have to do is figure initiative, and I've
found that certain standards exist which can just be noted on the sheet next to
the weapon: sword Spd 6 PMSpd--15 = write -9 next to the weapon and just
subtract that from your roll everytime. What else do you need to do?
 
>It isnt just a sitdown affair. Mythus is complex..
                                          ^^^^^^^--true, but I've found that
making good preparation can alleviate alot of the hassle. TAD is bare minimum
for casting notations. Most of the complexity is in the character generation,
really--the pay off is the best damn characters I've ever seen. Once the game
gets going, things are really pretty simple--so to speak.
 
>so people tend to shy away from it. But we have all warmed up to it and enjoy
>playing it.
>
>Infact our group is reforming again! our first game is monday!!
 
Congrats, I love hearing about everyone's exploits.
>
>Well, hopefully I will get back into posting now that I am playing again..
>
>Your Moderator...
>Matt Pearson
Doyce Alan Testerman    | University of South Dakota  | Mythus, DkCn, TNE|
dtesterm@charlie.usd.edu+-----------------------------+------------------+
"Are all men from the future loud-mouthed braggarts?" |     *>*          |
"Nope. Just me, baby. Just me." --Army of Darkness    |     `-'   DT     |
=========================================================================
Date:         Fri, 12 Nov 1993 19:41:27 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Support of Mythus products
 
I hope I didn't just send this twice, bu t I think that this didn't go through
the first time. If I just sent it twice, apologies. Doyce
 
*From:         Chris Kirschenman <e40@AOL.COM>
 
*No your message didn't anger me.  In fact I have had the exact same view on
*the subject for a long time.  If this were to happen it would probably cause
*a chain reaction making GDW make sure and fully back and support DJ(maybee
*they would even release some of the new stuff for DJ on time) And also I'd
*love to be able to walk in my local hobby store and say"Can I get the new
*Dangerous Journeys book?" and have them reply"Certainly!" instead
*of"Dangerous what?"
 
Can;t say this is a real problem here. The hobby shop treats our gaming club
(some 30 university people) very nice (10% discounts and the like) and is very
in touch with our interests. Consequently, the most frustrating thing is when
the owner tells us: "Well, I tried GDW again, but the beastiary still isn't
out, and I can't get the new Journeys either." I think he got the hint when I
used his shrink wrapper to wrap up some 400 BUCs in old gaming material to take
to the Gen Con Auction. :) The little material I kept will be disappearing soon
thanks to the .frp.marketplace auction I'm wrapping up.
 
*Same with new players instead of saying the same thing
 
Again, not a problem here. I've got one group of six and had another group of
five until I stopped the second one for upcoming finals (NO WAY I'll stop
running the group you've been hearing about on my updates!!!)
It's always understood that if I wanted it, I could have three full groups in a
week--everyone wants in on this game here. (Course, AD$D died a hard death here
two years ago. :)  )
 
*maybee they would say"Oh yeah I played that game before its alot of fun!" So
*on this issue I definitely agree with Randy and I hope They do publish both
*the Mythus Prime and Advanced Mythus rules Revised maybee with all the
*Editing errors tooken out from it, setup a little better and maybee clearing
*up some things which wern't very clear at first.  I have already had to wait
*a long time to see the Beastiary published I can wait a bit longer If it
*means more support and more people who want to game.
       ^^^^ ^^^^^^^--Hear Hear!
 
*Chris K.
*E40@aol.com
 
Doyce Alan Testerman    | University of South Dakota  | Mythus, DkCn, TNE|
dtesterm@charlie.usd.edu+-----------------------------+------------------+
"Are all men from the future loud-mouthed braggarts?" |     *>*          |
"Nope. Just me, baby. Just me." --Army of Darkness    |     `-'   DT     |
=========================================================================
Date:         Fri, 12 Nov 1993 23:34:28 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Product support of Mythus
In-Reply-To:  <9311130132.AA14788@cabell.vcu.edu>; from "Doyce Testerman" at
              Nov 12, 93 7:00 pm
 
>(Course, AD$D died a hard death here
> two years ago. :)  )
 
PARADISE!
 
Actually, have hope.  Now that GDW isn't doing in-house publishing
anymore (Gygax's Trigee Enterprises is doing the editing and
writing, GDW is 'just' publishing the books), not only should the
editing improve, but the output will be tenfold!  Keep the faith,
guys (and gals...are there any on this list, by the way?)!
 
> "Are all men from the future loud-mouthed braggarts?" |     *>*          |
> "Nope. Just me, baby. Just me." --Army of Darkness    |     `-'   DT     |
 
 
BTW, Doyce, nice quote...heh heh
 
Lucifer >:}
=========================================================================
Date:         Sat, 13 Nov 1993 09:18:09 CST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "CIAROCHI JOEL F." <jciaroch@THESIS1.MED.UTH.TMC.EDU>
Subject:      Re: Joss, Groups, Character Sheets
In-Reply-To:  from "Rodney W. Morris" at Nov 12, 93 11:34 pm
 
I know how you feel about using Joss to reduce damage.  Making it 3d1 + 11
does not accomplish very much.  What we did was to reduce the damage by
50% for each Joss factor spent.  Our group had this problem when the
Democroc in Necrpolis scored an ultra vital hit for 18 points x 4!  The
other option we tried was to double the armor for the hit location if you
spent one Joss factor, but this was unfair when HP's had plate armor to
the ones that only had leather?
 
Groups......I have had the most difficult time getting a group together.
We have played a few times on and off, but it is never stable.  Most
people seem to be turned off by the manner in which the books are written.
Some of the concepts requires several readings to grasp, and my players
still were not sure whether they could ALL cast spells, since they couldnt
find a definative statement.  (Even though I assured them, that it was
possible and in the rules?)  If there are any gamers in the Houston area,
fell free to send me email at jciaroch@thesis1.med.uth.tmc.edu.
 
On another note, I made character sheets using micrografix designer for
windows.  They can be readily converted into Ami, Word, or WP.  If someone
can tell me where the ftp site is located, I will be happy to upload them.
 I also scanned in all of the vocations and skills into charts for easy
reference.  We used them wehn generating HP's, since we had only one copy
of the books and 4 players.  (What a disaster)
 
JFC
=========================================================================
Date:         Sat, 13 Nov 1993 14:45:30 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      FTP sites...
 
I know this is a task, but could the list moderator (or Mythus ftp
site moderator, if not the same) please post a FAQ on how to upload
and download things via ftp.  I know this may be a lot of work for
the moderator, but it would greatly help the slowly growing ftp site
(the character sheets poping up recently would be a nice addition).
Maybe he could get together with someone else or assign the task or
modify a general FAQ for such things.  I'd volunteer myself, but I am
fearfully ignorant of the subject.  However, I'm working on a
character generator for Windows (periodically...'tis not finished, so
don't ask for it yet) that I'll be wanting to upload.
 
Thanks.
 
Lucifer >:} csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Sat, 13 Nov 1993 14:58:05 EST
Reply-To:     wariorsoul@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <wariorsoul@AOL.COM>
Subject:      Re: Joss, Groups, Ch...
 
If you would send up the AMI Pro, and/or Pagemaker versions of all your forms
that would be great..
 
Can you attach them in mail? (using PINE or something for mail).. if so..
 
send them to:
 
96rwn@wheatonma.edu
 
I can get them there!!
 
I will also put them on America Online!
=========================================================================
Date:         Sat, 13 Nov 1993 15:02:17 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Mythus: While we're talking about promised products.....
 
Concerning Joss, I use the following rule:  1 JF will minimize damage
from dice, 2 JFs{will minimize damage bonuses... thus, his 3d6+11 will
be minimized to 4 (1 for each dice, then 1 for the damage bonus), then
that can be multiplied by the hit factor.  Another JF will automatically
bring a hit location to non-vital...
 
        Cerebus
        eng_rms@lub001.lamar.edu
=========================================================================
Date:         Sat, 13 Nov 1993 15:06:38 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Groups
 
Thanks for your words, Mike, and like I've said elsewhere, we're supposedly
supposed (I love redunancy) to play today, but I'll believe it when I see
it.
 
I wonder if our illustrious moderator would allow an online game in this
listserv, or perhaps another listserv could be set up to allow an online
game...  I think that'd be wonderful, and it would finally give me a chance
to play...
 
        Cerebus
        eng_rms@lub001.lamar.edu
=========================================================================
Date:         Sat, 13 Nov 1993 15:17:48 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Joss, Groups, Character Sheets
 
The FTP site for Mythus stuff (and unfortunately it is rather bare except
for a GREAT module called the
for a GREAT module called the "Winged Horse") is at
 
FTP
 
sunbane.engrg.uwo.ca in /pub/mythus
 
Soon you'll find my WordPerfect 6.0 HP sheets (3 pages long, with the
suggestion of copying Page 3 to the back of Page 1, and then putting
Page 2 on both sides of one sheet - does that make sense?  It'll be
detailed better in the ZIP file when I send it along).
 
Hope that helps...
 
        Cerebus
        eng_rms@lub001.lamar.edu
        "John Francis Dooley, wipe the sleep from your eyes."
=========================================================================
Date:         Sat, 13 Nov 1993 18:17:39 EST
Reply-To:     kheneb@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Romano <kheneb@AOL.COM>
Subject:      Re: Joss, Groups, Ch...
 
Our Mythus group here in Cleveland,Oh is looking for some more players/ JM's.
We've got the time and the place including cheap snacks and a 10% discount
from our store, Matrix Games.
 
>>>Kheneb<<<
=========================================================================
Date:         Sat, 13 Nov 1993 18:10:54 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Wow..
 
Normally, when I get off of work, the only thing I have to read are the
newsgroups and a bunch of mail consisting of bids for my old games. Yesterday I
worked from 9pm to 5am, went back to work at 1 in the afternoon and just got
off here at five. Seven new mail messages...
 
Do you know how great it was to realize they we
re all from the only group I
wanted to hear from in the first place? Wow...
 
More mail! More Ideas! More suggestions! More Updates! (Whoops, guess I'll have
to help with that one. ;)  ) You guys are the only thing that keeps me sane.
Geez, I'm tired. Updates forthcoming.
 
Doyce Alan Testerman    |"JM? What the hell's a JM?"--(soon-to-be convert)    |
HOPEFULLY soon to be    +-----------------------------------------------------+
grad student at USD     |"Lady I'm gonna have to ask you to leave the Store." |
                        |"Who the Hell are you?"                              |
dtesterm@charlie.usd.edu|"Name's Ash."<chk-CHK> "Housewares." --AoD           |
=========================================================================
Date:         Sat, 13 Nov 1993 21:26:33 EST
Reply-To:     wariorsoul@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <wariorsoul@AOL.COM>
Subject:      Re: Groups
 
I would love a PBM game to get going... but a PBM that is run off-the-list
would be best.. perhaps on IRC sometime we could do something too...
 
Anyone willing to run a PBEM game?
=========================================================================
Date:         Sat, 13 Nov 1993 21:55:59 EST
Reply-To:     e40@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Kirschenman <e40@AOL.COM>
Subject:      Re: Wow..
 
JM means Journey Master it is the new term for GM.  It hwas first a
suggestion made in Journeys Magazine #3 and it's since been picken up by Gary
Gygax and its in use in Mythic Masters Magazine and also well probably be
present in upcoming rulebooks.  By the way if anyone wants Info about Prices,
address,Submissions or anyother MMM stuff you can either write to
Mythic@aol.com or E40@aol.com
(I have all the information I just have to get it all organized and once I do
i'll post it)
 
Chris Kirschenman
=========================================================================
Date:         Sat, 13 Nov 1993 22:03:08 EST
Reply-To:     e40@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Kirschenman <e40@AOL.COM>
Subject:      Re: Groups
 
I'd be delighted to run it if no one else wants to.
 
Chris Kirschenman
e40@aol.com
=========================================================================
Date:         Sun, 14 Nov 1993 20:00:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Priests of Ceres
 
Long has the scribe lain silent, consumed with other projects and busy
compiling previous works into a single, lengthy volume.  However, the
urge struck again, and the result is below.
 
Ceres was known to the Greeks as Demeter, mother of Proserpina (Greek
Persephone).  When her daughter was taken by Pluto (Hades), she grieved,
and thus came the first winter.  As she was taken from her mother a few
months out of the year (typically six, but some tales say four), her
mother's grief caused every winter to come.  Yet, during the spring,
Ceres' compassion was such that everything was more bountiful and sprang
into bloom more quickly.
 
Thus, her priests and priestess' Specific Castings are focused around
growing things and harvests.
 
Few of her priests would not assist a farmer in anything that needed
doing, and even fewer would be able to resist assisting in either the
sowing or the harvest.  If any of the priesthoods has a humble dignity,
this is it, for it is rather common to see them up to their elbows in
soil, with dirt smudging their faces.
 
Rites to Ceres often include some small offerings, such as part of the
harvest or a few seeds, and her name is on the lips of nearly all farmers
who know of her.
 
Grade I:
SEEDSPROUT RITUAL
Time: Instantaneous             Other Heka Costs:
Area: One seed                      R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, the priest or priestess convinces a seed
to begin growing.  Typically, the seed will experience one week's growth
per 10 STEEP possessed by the caster.  If not planted within a reasonable
time, the seedling will, of course, die.  Nutrients needed by the seed
are provided by the Casting, at least for the initial quick growth.
 
ASSESS FIELD FORMULA
Time: Instantaneous             Other Heka Costs:
Area: One field                     R&D: Nil
Distance: Sight                     Other: Nil
E/F/M: This Casting allows the priest to glance quickly at a field and
determine whether it would be more beneficial to have it lie fallow for
the year, or plant a given crop on it, and if a crop, which one.
 
Grade II:
FASTWEEDER FORMULA
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting causes a small change to the perception and speed of
anyone doing weeding, and it will allow the subject of the Casting to
weed twice the area that could normally be done in half the time.
 
FROSTSHIELD RITUAL
Time: 1 day per 10 STEEP        Other Heka Costs:
Area: One small field               R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this ritual, the priest is able to shield a field from
the effects of a frost for a brief time.  If the use of this ritual is
such that it is allowing the farmer(s) to ignore the normal season of
planting, the ritual may very well not work.  It was designed to ease an
emergency, not become a crutch whereby the sowers could well become lax
in their duties.
 
Grade III:
EARTH ENRICHEN RITUAL
Time: Instantaneous             Other Heka Costs:
Area: 1 cubic yard per 10 STEEP     R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest to enrich a patch of earth, causing
the earth to have twice the nutrients that would normally be found there.
This will result in lush and abundant growth upon the earth, as well as
above average yield.
 
Grade IV:
FASTHARVEST RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 75:1 additional subjects
E/F/M: This Casting causes the subject to harvest at twice the normal
rate.  Additional harvesters can be added at an expenditure of 75 Heka
per additional subject.  A family under the effects of this Casting could
outperform most small towns!
 
Grade V:
BOUNTIFUL HARVEST RITUAL
Time: One season                Other Heka Costs:
Area: One field                     R&D: Nil
Distance: Sight                     Other: Nil
Special Materia: an appropriate offering to Ceres worth no less than
    5,000 BUCs
E/F/M: This lengthy Ritual, which requires two full hours to perform,
allows the priest to bring Ceres' blessing upon the entire field
(provided that it is a single crop), at the time of sowing.  Once
performed, the field will act as if the optimum conditions had been met
for the crop, and the harvest will probably be a bumper crop.  Even if
certain mishaps occur during the season, the field will still survive,
and anything left standing by such a mishap will recover.  Typically, the
ritual is performed by the church for those who have been particularly
faithful.
 
 
As was mentioned before, I am working on combining all the stuff I've
posted so far into a mythus.pantheary (with, of course, new material).
If you have anything you think ought to be covered or added, let me
know.  If you have anything that should be included, let me know, and
I'll put it in there (along with an appropriate acknowledgement).
A similar deal exists for the mythus.net.bestiary.  So far, one monster
is in it.  No, there's no money in it, but just think of the pleasure
your friends on the Net will derive from your work :-)
 
    Mike Phillips
    msphil@birds.wm.edu
 
More, you say?  Ah, well, we'll see what the fevered brain churns out
next.....  Requests are welcome, of course :-)
=========================================================================
Date:         Sun, 14 Nov 1993 21:31:36 EST
Reply-To:     e40@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Kirschenman <e40@AOL.COM>
Subject:      MMM subscriptions and submissions INFO
 
Here ya go all the info on subscriptions and
 
"Ordering info:  $3.50 per issue Electronic (ASCII sent via AOL); $5 paper
(snailmail).  Subs (12 issues): $30 Electronic, $50 paper.
  BUDGET PLANS: (A) Send $15 now, $15 after you get issue #3, and (if paper
sub.) $20 after you get issue #6; or (B) send $25 now, $25 after you get
issue #5.  Either way you're paying the per-issue equivalent until you
complete the subscription total, so everybody's happy. ;>
  Submissions, Letters, etc: Send 'em right here (logon Mythic).
  Subscriptions: Snailmail inquiries & payments to:
  Trigee Enterprises Corp.
  P.O. Box 388
  Lake Geneva, WI  53147"
Quoted on AOL board Dangerous Journeys from screenname MYTHIC for refernen
ce purposes only.
 
"Submissions Policy
 
At this time the Mythic Masters* Magazine is not paying cash for publication
of submissions. If you are considering sending something in, all you can
expect for your effort is seeing your name in print, a lot of thanks from the
editors and readers, and copies of the issue in which your work appears
(and/or an extension of your subscription by 1 or more issues). This policy
may change in the future if circulation enables cash payments.
 
Material submitted for consideration for publication herein must be in
manuscript form and typed or clearly printed. Macintosh disc submissions in
plain text (ASCII) or in Microsoft Word (v.3 or later) will receive
preferential treatment! Submissions longer than about 500 words must be on
Macintosh-readable disc in ASCII or MsWord; we simply don't have the time and
resources to transcribe lengthy typed or hand-written material.
 
To be returned if unpublished, a submission must be accompanied by a stamped
& addressed return envelope. Otherwise unaccepted submissions will be (ahem!)
filed away.
 
"Desirable material" is that similar to what's in this
 magazine-considered by the editor as likely to be of interest to a broad
segment of the readership. We are interested in really great adventure
scenarios, whether for inclusion in Mythic Masters Magazine or some other
form of publication (or both). Short scenarios are probably usable only
herein.
 
Of special note, general messages (Electronic mail, aka E-mail)-most
certainly including l
etters to the Editor-may be sent directly to the Publisher and/or Editor by
way of the America Online Computer Network. Address such missives to logon
name "GaryGygax" or, if to the Editor, logon "Mythic" (the latter being more
often checked). When sending messages from other networks, add the suffix
"@aol.com". Please note that the AOL/InterNet gateway does not, as yet,
permit transgateway file transmission, so manuscripts may be submitted
electronically only within the AOL network itself. For more information on
the America Online network and its "Online Gaming Forums" (OGF), please call:
(1) 800-827-6364.
 
All published material pertaining to the Dangerous Journeys* Multigenre Game
System becomes the property of Omega Helios Limited. All other published
material becomes the property of the Publisher, expect through special
arrangement where some rights might be retained by the author. Special
arrangement is most likely in the case of game adventure scenarios of long
length and special appeal.
 
Submissions must be ma
rked as "MMM Submission" on the envelope and sent to:
 Trigee Enterprises Corporation
 P
ost Office Box 388
 Lake Geneva, WI 53147"
Quoted directly from preview of MMM#1(If anyone would like the preview of
MMM#1 just write to me and I'll E-mail it to ya)for reference purposes only.
 
3 important mailing addresses
E40@AOL.COM (me of course)
MYTHIC@AOL.COM (The editor of MMM)
GaryGygax@AOL.COM (slow turn around but good to write to anyway)
=========================================================================
Date:         Mon, 15 Nov 1993 13:53:19 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Character Sheets
 
Okeh, everyone seems to want these puppies in a different format...
 
WEll, right now, I'm having problems doing any binary uploading or
downloading from my PC to the local VAX, so there won't be any of them
in the FTP site for awhile, at least until this gets cleared up.
 
For now, I'm uploading them to AOL later today, so they should be there
today if that helps.
 
As I've said before, it uses nothing but WordPerfect 6.0's tables, so I'm
not sure how other formats will work.  For now, I'm going to upload it
to AOL in the following formats, with the following names:
 
        MYTHWP6.ZIP             Wordperfect 6.0
        MYTHWPW.ZIP             WordPerfect for WIndows
        MYTHWP5.ZIP             WordPerfect 5.1
        MYTHMAC.ZIP             Word for Mac...
 
If anyone wants any other formats, please E-Mail, because ConvertPerfect
can do just about anything, but again, I cannot guarantee how the tables
will turn out.  ALso, you probably will not want to have anything but
a InkJet or higher printer.  They print fine on my DeskJet 500...
 
Also, I'm not sure whether the fonts are built in to the saved file or not
(I assume not), so I'll also upload a font pack called MYTHFONT.ZIP to
AOL too.  They're all TrueType, as far as I know...  :)
 
Wish me luck!
 
If anyone can help with the binary UL/DL problem I'm having, please E-Mail
on that too.
 
        Cerebus
        eng_rms@lub001.lamar.edu
=========================================================================
Date:         Mon, 15 Nov 1993 14:27:33 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Campaign Update
 
Yep, Cerebus finally got his campaign going, and here is what happened on
that first night:
 
CAST OF CHARACTERS:
        Deacon Fowler, Cavalier of Baron Craus
        Therian, Ranger of Navaren
        Ragner, Illusionist of the Grey School
 
Please Note That All Names Are Copyrighted 1993 by the Rune Underground,
Please Note That All Names Are Copyrighted 1993 by the Rune Underground.
 
The Background:
        In the Kingdom of Navaren, a Baron named Richard Craus was
approached by a young mage named Arkenstras who wished to build a tower
within the Baron's lands, at the terminus of a valley called the Wake,
which was a crater of somewhat magickal portents.  Within the crater,
called the Wake's Crater is where Arkanstras wished to build.  Due to the
fact that the land surrounding this was magickal, Arkanstras commissioned
a number of soldiers and citizens from the Baron's town, Delemat.
        Of these hirelings, three are of most import, and they are
mentioned above.
        Down the valley they walked, divided into groups, each group with
a singular mission but separate location:  to sweep and clear the forest
of any creatures that might hinder the building of Arkanstras's tower.
        These individuals of import were banded together with two other
mercenaries, Poe and Tenderfoot, whom disappeared as soon as three
scaly and evil monsters stepped forth from the bush:  dinchlings.  After
slaying them, upon the person of the winged leader, an old battered
scroll was found, and a number of copper pieces.  This stained piece of
parchment was written in such a fashion that even the wily Illusionist
(played to a tee like Gilbert Gottfreid) couldn't decipher.
        But Arkanstras did.  Upon reconvening in the crater floor, the
young mage did slowly translate the scroll and did discover its contents
to be of a raider's account, who had come up with his army from the southlands
across the southern arm of the Kyriamark mountains into Navaren, to plunder
a gorge of old tombs; heroes of Navaren's glorious past.
        By reading between the lines, as it were, Arkanstras did gleen
various clues to the point that there may be something wrong with the fabled
Gorge of the Dead, an evil that might grow if given time and purpose.  In
the text too did Arkanstras concieve that there may also be things within
the Gorge that may help his building of a tower and thus sent the three
(for Poe and Tenderfoot had yet to return) posthaste to the village of
Aartuat which stood like an aged and senile sentry before the gates of
evil.
 
The Adventure:
        Upon arriving in Aartuat, the three adventurers noted no problems
with the town, for in the caravanserai they bolted skewers of kabobs and
loaves of bread, and washed it down with angry mead in the meadhall.  They
retired not to the bunks but to the local tavern and inn, the House of
Fortune.
        Their barmaid, Amber, did drop many hints in discourse with Therian,
until she finally admitted that she, a neophyte of Frehenaja, Fury God
of the Dead, felt something was wrong with the priests now living within
the Najite Temple, at the mouth of the gorge.  She had not sojourned to the
temple itself, but had spoken anxiously with some of the priests whom had
come into Aartuat for supplies.  In her heart, she confided in Therian,
she felt something was wrong.
        But that was not all.  She often walked the local cemetary at night,
to "feel at one with the dead."  (Alas, no one said this girl was smart).
But as of a fortnight ago, a great fog had descended nightly upon the
ere to now peaceful graveyard.  And upon one night her sly meditations
did wisk her deep amongst the tombstones, and through the grey fog she
did notice a reddish tome, two-inches thick, lying upon the grass of a
grave.  As she neared the book, with intentions to examine and puzzle,
the fog itself seemed to bite her and she fled.  Not again has she returned
to the cemetery at night, but frequents it only during the daylight hours,
when work permits.
        Therian discussed this information with his fellow companions,
and Deacon, being the leader, decided that on that very night the cemetery
would be explored by them, to figure out the meaning behind this sinister
fog.  One hour later, they snuck out the back entrance of the inn, as not
to attract attention from the locals, for they were dressed for battle
and adventure.
        The graveyard was as one would expect it to be, with many tall and
thin stones standing up from unkempt grass, huddling close together as if
in malicious whispering and conference.  Amongst these gravestones crept
the fog Amber had spoken of.  Through it pierced their lanterns, looking
and moving slowly amongst the silent headmarkers until Deacon's light did
shine upon a tome, differing from the one described by Amber, but in a like
posistion and conspicious as well.  Deacon tried to walk to the book, and
found the fog biting him as well, and when he reached the tome, under the
painful touch of the all-pervading fog, he found his hands passed right
through it, as if it were there only in vision, and not in touch.
        He ran back to his friends, who stood a safe distance away, and
the Illusionist raised his staff and chanted at Casting allowing him to
see the magickal flows of Heka.  Upon completion, he scanned the yard and
found that indeed strong magick did sway here, the main source being the
fog itself, a summoned creature perhaps, but natural fog not.  They
decided to abandon the graveyard for now, for the clues were too disjointed
for answers, and perhaps daylight would be a better time to discuss them.
        As they were leaving the graveyard, they passed the burnt remains
of a large building and a bell tower which was still standing, and Ragner
the Illusionist announced that from the tower more magick did come.  They
decided to explore that as well, and Deacon was nominated to climb the
rickety stairs fifty feet into the air to reach the bells themslves where
he was accosted by the ghost of a ha=========================================================================
Date:         Thu, 23 Dec 1993 20:26:40 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      To all...
 
My, my, my, how quiet it gets this time of year.
 
Oh, well, Happy Yule season, whatever holiday you celebrate.  Keep
the gnolls at bay, hope the Klingons stay indoors, and pray the snow
outside doesn't portend the coming of the Windigo...and, most of
all, get some good gaming time in before you have to go back to the
grind :)
 
Lucifer >:} csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Sat, 25 Dec 1993 23:54:07 EST
Reply-To:     kelthar@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Richard Crook <kelthar@AOL.COM>
Subject:      Re: To all...
 
ahh, yeah.  I was beginning to think I'd been disconnected.
=========================================================================
Date:         Fri, 1 Oct 1993 12:40:22 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         class account <mms48@UNLINFO.UNL.EDU>
Subject:      Heka-Forging
 
O.K., here it is. Comments, criticisms, suggestions, etc.?
 
     As written, the K/S description on p.166-168 doesn't really mesh
with the Castings in Mythus Magick. The sub-area progression confused
me at first - if you follow the book, either (1) sometimes the
practitioner will have a sub-area but no Castings for it (eg, Heka
Reservoirs are at STEEP 31+, but the only Castings for making one are
grade IV and higher); or (2) he/she will have Castings but no sub-area
(eg, Defense Bonus I is grade I, but defensive items require STEEP 41+
to make).
     There are two solutions to this: ignore the sub-areas or change
their order. Personally, I like the idea of limiting the advanced
operations to more skilled heka-forgers; otherwise, almost anyone can
have a chance at making magickal armor and weapons with the Defense
and Attack Bonus Formulae. Thus, after much deliberation, here is what
I came up with:
 
STEEP   Grade   Sub-Area
------  -----   --------
 1-20     1     Enchanted Mechanisms
21-30     2     Enchanted Object Quality
31-40     3     Detection/Information
41-50     4     Heka Reservoirs
51-60     5     Defensive/Armor
61-70     6     Offensive/Weapons
71-80     7     Skill Storage
81-90     8     Casting Storage
91+       9     Spirit Holding
 
     Notice that defensive and offensive functions remain where they were
originally; the heka-forger can learn but not use any of the relevant
Castings until he/she has the sub-area. As noted in the back of the
book, Charms are defensive items (not Casting storage). Skill and Casting
storage I reversed to reflect the grades of Link K/S Ritual (7) and
Link Casting Ritual (8). This also makes practical sense; if linking
skills is just putting in programmed knowledge, then a Casting should
be a more difficult "program" to enter. The same holds true for enchanted
mechanisms and enchanted object quality; Volition is grade 1 but
Resiliency is grade 2. Besides, any hedge wizard can make things get
up and move (remember Phantasia?) but causing permanent improvments
requires a little more skill.
     The obvious question now is this: Which Castings go with which
sub-areas? Most of these are fairly obvious. Charm Forging Ritual (2)
makes a defensive item; so does Amulet Ritual (5). Springblade Ritual
(2) is a form of enchanted mechanism. Heka Binding Ritual (8) makes a
Heka reservoir, but at grade 8 it doesn't matter; it certainly isn't a
spirit holding Casting! The only iffy one I see is Touchstone Spell
(1), which could go into either general preparation or detection/
information depending on how you look at it.
     The next problem with this K/S is the whole procedure (or lack
thereof) for infusing Heka into the item. The only clues as to how much
Heka is necessary are under Prepare Item Ritual: "The amount so placed
in the item is determined using the same method as for Specialized
Castings (q.v.)", and in the Lodestones example in the book.
     However, the two do not mix. There is no such thing as a
Specialized Casting (unless it meant Specific Casting, which is no
help). The example of lodestones completely ignores the Heka cost of
whichever Casting is necessary to make them, and the amount (500 to
2500 ???) is far beyond what most practitioners can muster.
     My solution is this: the amount of Heka one must forge into the
object is equal to the sum of all ACE's for the Castings which will be
subsequently cast on it. What this means is that if you plan to use
Resiliency and Damage Bonus I on a sword, you will have to forge (35 +
35 = 70) Heka into it. Note that the caster must still pay Heka costs
when actually using the Castings; this procedure simply sets up a
"resonance field" or somesuch in the item so that it may accept the
magickal energy (or make up your own rationalization).
     Heka reservoirs require two steps. The first is to use the
relevant Ritual (General Pool, Dedicated Pool, or Heka Binding) to
"prep" the item to be a reservoir. As above, total the ACE for the
Ritual and forge it into the item. Next, perform the Ritual on the item
(spending Heka again). After this, forge 10 times the intended capacity
in Heka into the item (not 100 times as in the example; see below...)
to initialize the charging process, then have the person who will be
using it actually charge the reservoir by expending its capacity in Heka.
     This process is more in line with the reservoir rules in Mythus
Prime (which, by the way, is the only other description of
non-Dweomercraefter reservoirs). The lodestone example using 100x
capacity is absurd - even full practitioners would have trouble coming
up with 2500 Heka. The table on page 167 is even more silly; almost
nobody can drag up 5000 Heka or more. I concluded that the table must
be off by a factor of ten; this is more in line with the sword example
(200 Heka points being about right for Resiliency and Attack Bonus
III) and with how much Heka HP's will have.
     In summary, here is the standard heka-forging procedure. Note
that steps 1-4 are just what the Casting descriptions say to do:
 
     (1) Evaluate Item Formula (determines suitability of object)
     (2) Purity Spell (if needed; makes the item suitable)
     (3) Cleanse Item Ritual (removes non-mundane influences)
     (4) Prepare Item Ritual (removes mundane influences)
     (5) forge Heka into the item, using the tables below (= sum ACE)
     (6) utilize the appropriate Castings to make the item
     (7) for Heka reservoirs, forge 10x capacity into the reservoir to
           activate the charging process, then have the intended user
           charge the reservoir
 
     Non-Metal Object            Metal Object           DR Modifiers
     ----------------           ---------------         ------------
       Heka     DR                Heka    DR             as p. 167
      ------    -----            ------   -----
       1-25     Mod               1-25    Easy
      26-50     Hard             26-50    Mod
      51-100    Diff             51-100   Hard
     101-250    V.Dif           101-250   Diff
       251+     Extr            251-500   V.Dif
                                  501+    Extr
 
     Other notes:
     - Preparatory Castings (steps 1-4) do not count as functions and
          thus their ACE Heka does not need to be forged into the item.
     - The Castings to be used for the item must be decided upon before
          forging Heka (step 5), not afterward.
     - Permanence does not count as a function for purposes of
          calculating DR modifiers.
     - Resiliency and Item Invulnerability can be combined in a single
          item.
     - Heka Binding Ritual is necessary to make alchemical reservoirs
          (such as Lodestones). General and Dedicated Pool Rituals
          only make one-shot, disposeable reservoirs (if you want
          better, use Dweomercraeft and make Runes or Pentacles).
     - I rule that "dead" heka-forged reservoirs do not shatter as in
          Mythus Prime, purely out of personal preference. The process
          is too expensive and too much of a pain otherwise.
 
     This solution doesn't fix everything. For example, there are no
detection/information Castings at all in the list (except possibly for
Touchstone Spell); presumedly the heka-forger must come up with a
Specific Casting for each item. However, I think that it works fairly
well and doesn't muck up the basic idea behind the skill. Do with it
what you will.
                                                -KMR
=========================================================================
Date:         Fri, 1 Oct 1993 11:37:00 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Beastiary
 
It was mentioned in the list that Ascalon is going to be the last in-house
publication of DJ by GDW.  That's true.  But, Loren Wiseman (somewhat)
assured me that it doesn't spell the end of Dangerous Journeys.  He said that
all future DJ products are going to be written by Omega Helios (basically,
out-house publication!), and then published by GDW.  They aren't going to
attribute any of their staff to DJ writing, only publication.  So, we will
see Unhallowed, Changeling, et al, through GDW.
 
I've suggested that GDW cease any future publications of any DJ-based
material until they release a 2nd Ed. of Mythus.  I've also suggested that
they remove Mythus Prime and place it in a staple-bound book for $9.95.  The
extra 50 pages in Mythus could be used to further describe exactly what the
ATTRIBUTES are.  (Capacity's description leaves MUCH to be desired).
Basically, Mythus needs a huge overhaul and re-edit.  The fact that the list
of K/S Areas is on page 99 & 100, and the actual descriptions of those
selfsame K/S Areas is about 30+ pages away still irks me to no end.  Also, I
don't feel that someone should *HAVE* to buy the Mythus Magick book just to
find out how many castings they begin with!  That extra 50 pages could have
more castings and a better description of how new personas get their starting
dweomers.  What do you guys think?
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 1 Oct 1993 15:04:57 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Beastiary
In-Reply-To:  <9310011957.AA09676@cec_userfs>
 
I agree that Mythus could benefit greatly from a new version.  There are
too many inconsistancies and the organization could be improved.  All of
these little inconsistancies and errors make it very intimidating to
someone who doesn't have much experience with RPG's (and even to those who
do).  The only problem with a new version is that I'd feel obligated to
buy it.  :)
I think that the Magick system has great potential, but is explained VERY
poorly in the Mythus book and the Mythus Magick book doesn't help very
much.  The huge list of spells is nice, but I was really hoping for some
clear rules on how magick works in the game.  I'm finding myself essentially
redoing the entire Magick system with lots of handwaving, which I didn't
want to do (but I can't understand all of the rules and that makes it too
complicated for play).
 
Indy Bee Won
ndb1@cec.wustl.edu
(I still like the game a lot though, just wish it explained things better...)
=========================================================================
Date:         Fri, 1 Oct 1993 13:22:18 PDT
Reply-To:     johns@netlink.nix.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Stanton <johns@NETLINK.NIX.COM>
Organization: NIX - The Network Information eXchange, San Diego CA
Subject:      Re: Beastiary
In-Reply-To:  <m0oiqtn-0000TzC@crash.cts.com>
 
I also feel that the their are some problems with the first two book. The
first book looks like it was rushed, and it probably was. The magick book
need to have additional material. And all of the errata needs to be
tracked down and fixed.
 
However, I don't think that they should make the re-release of the first
two books a top priority. Use Mythic Masters as an avenue for getting
additional material out to the players. Also use it as a place to list
all the errata and iron out the unclear parts of the system. Then in a
year or two re-release the main books. For right now I would like to see
more new stuff. I do not think that there are so many errors or ambiguous
material that the system is unplayable. My group of friends have been
doing fine for nearly a year now. With all of its faults I still think it
to be the best system I have worked with.
 
One thing that would help in the future would be for H.O. to beta test
their products. It's better to get things right the first time.
 
John
 
--
INTERNET:  johns@netlink.nix.com (John Stanton)
UUCP:   ...!ryptyde!netlink!johns
Network Information eXchange * Public Access in San Diego, CA (619) 453-1115
=========================================================================
Date:         Fri, 1 Oct 1993 22:51:25 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Beastiary
In-Reply-To:  <9310012017.AA26318@cabell.vcu.edu>; from "Nathaniel David Brazy"
              at Oct 1, 93 3:04 pm
 
> much.  The huge list of spells is nice, but I was really hoping for some
> clear rules on how magick works in the game.  I'm finding myself essentially
> redoing the entire Magick system with lots of handwaving, which I didn't
> want to do (but I can't understand all of the rules and that makes it too
> complicated for play).
>
> Indy Bee Won
> ndb1@cec.wustl.edu
 
Exactly what changes have you (or anyone else) made to the magick
system.  I've found it to be fairly complete, though I did have to
make some rules about exactly who can cast and who can't.  I'm
mostly curious, but I'm VERY interested in alternate rules to the
game.
 
My rule on who can cast is based on a 1d10 roll.  For a practicioner
style vocation (priestcraefter, dweomercraefter), a partial
practicioner.  For a non-practicioner vocation (like the assassin
and mercenary/soldier), a roll of 1 or 2 is all that'll help.  This
is for ONE casting area only (Mental, Physical, or Spiritual).  If
this roll is successful, you roll again for one of the other TRAITS,
for all vocations, you must roll a 1.  If THIS roll is successful,
rolling a 1 again will result in the final TRAIT for casting.
Regardless, if the first roll is successful, you roll to see if the
individual is a Full Practioner in their TRAIT...only a roll of 1
will result in the reward.  If this roll is successful AND there is
another TRAIT that supplies heka, roll a 1 to get Full Practitioner
status in that area and so on.
 
Well, its a little convoluted, but it is better in practice than in
words.  What do you'all do?
 
Lucifer >:} are we having fun yet?
=========================================================================
Date:         Mon, 4 Oct 1993 18:08:27 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      AOL...
 
Could someone please explain to me how I could get on America
On-Line...I'm sorry to have to ask this to the list, but it's my
major source of general computer knowledge...
 
Thanks...
 
Lucifer >:} (a more pertinent post forthcoming...)
=========================================================================
Date:         Mon, 4 Oct 1993 19:21:52 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      K/S Areas: Agriculture
 
To generate a little extra conversation on the list, I'm going to
post (hopefully) weekly with a similar heading as I have today.
Hopefully, this will generate a little contructive conversation
about the central part of the Mythus game, the K/S Area.  I'll start
with Agriculture and go all the way to Yoga.  That'll keep us
talking for a while.  I'll try to keep the replies and maybe post
them later.
 
        Agriculture
        One of the first questions about this K/S Area is if it
should be a Mental K/S Area.  Many cultures saw farming and related
activities as being something more of a relation between land and
man, not something based on fact, but on "feeling."  Furthermore,
should Animal Husbandry be included as a sub-area, as the care of
animals is vastly different from the caring of plants.  Also, should
Viticulture be included as a sub-area or does Crop Farming cover
that.  If Viticulture should be a separate area, what other plants
deserve to be singled out?  Olives?  Papyrus?  Should the extra
sub-area be geographically determined. In other words, if an Albish
Lord wants knowledge of rice-growing, should he have to spend a
sub-area, where a Nipponese peasant would include it under Crop
Farming?
        One of my favorite questions is this: Is there any cultures
better at agriculture than others.  I'm compiling some tables on
which K/S Areas should get similar bonuses as described for
Heka-generating K/S Areas in an appendix in the Epic of AErth book.
Are some cultures better at agriculture than others?
 
        Well, have at it...
 
        Lucifer >:} hurumph!
=========================================================================
Date:         Tue, 5 Oct 1993 10:37:38 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Beastiary
 
John -
 
The only reason I suggested that the Mythus book be re-released and revised
was to attract new players and to boost sales.  Mythic Masters is the best
thing we've got right now, but it isn't widely available.  A guy who doesn't
own a computer (or isn't online here) might have bought the Mythus books in
Idaho, and got frustrated with the game then went to something like Rifts.
He has no way of knowing the Mythic Masters Magazine even exists because it
isn't being distributed to gaming stores, et al.  So we lose a group of
players.  I'm sure this scenario is duplicated throughout the country.
 
Of all the people I've talked to, everyone who has only read the books once
hate the game, but if they've taken the time to go back and re-read it, they
love it, or at least think it is a good game.
 
If GDW were to republish the books and immediately stop printing the older
ones, they're likely to get some more favourable response out of the public.
Just post a little sticker on 'em or put it on the back cover blurb:
Completely compatible with 1st Ed. Mythus!  Streamline rules, revised and
expanded blah blah... etc, etc...
 
See what I mean?  Then GDW would see the marketing & profit potential and
start churning out supplements.  Sure, they can go ahead and publish the
Mythus Bestiary and Ascalon, because they're already finished;  GDW is just
sitting on them for some reason.  They can begin work on the 2nd Ed. right
now and still have those two books to publish.  Unhallowed is nearing
completion, or so I've heard...
 
You see, it isn't Gygax.  It's GDW.  Gygax is a writing machine:  he churns
out more stuff than Ballatine would like to print for one person!  I've heard
a BUNCH of stuff was cut out of the original Mythus books to trim them down
to size.  (I don't see why - look at the GURPS 3rd Ed. book & the Champions
book;  they're both HUGE!).  Anyway, GDW isn't making as much money on Mythus
as they are on TNE & Twilight, so they're putting Mythus on the back burner.
 
 
Now, let's say that guy from Idaho goes back and starts re-reading Mythus
because Rifts just didn't cut it for his group.  He decides, "Hey this isn't
that bad!"  So he goes down to the gaming store and sees that the only books
that are in there are the same ones (not necessarily the SAME copies) that
was there before.  He asks the clerk, "Hey, has anything new come out for
Dangerous Journeys?"  The clerk replies, "Nope, not since December of 1992."
 
How would that sound to you?  The guy thinks, "Man, now THIS is a game
without support!"  Most people fear games without support because plenty of
people don't want to have to create everything on their own.  GDW made too
many mistakes with Mythus.  The format of the books for one, the editing for
another, and the fact that the FIRST and ONLY module released was one of a
VERY advanced nature.   (ie. beginners and small parties just won't make it
through Necropolis without a lot of help)...
 
So, Mythus was kind of doomed before it started...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 5 Oct 1993 10:47:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re-doing the Magick system
 
Well, I think that the Magick system is great, but you can almost SEE where
GDW cut much of it out.  I think when GDW cut stuff out of Mythus, they
foresaw great sales and thus many Companion books & supplements to expand on
what we've got.  I guess it didn't work out that way...
 
Anyway, what I'm doing to Mythus is very small.  For one, concerning Magick,
I've invented a new K/S Area called Battle Magick.  It is basically something
stolen directly from RuneQuest.  It is all Charms & Cantrips useful DURING
combat situations.  (A Cantrip in combat you ask?  Well, I've revised the
combat round, too).  If you've ever played RuneQuest 2nd Ed., you'll know
what kind of magick I'm talking about.  I was scared it might overbalance
play, but it hasn't.  Since I limited Battle Magick, not everyone runs around
with it.  (Certain churchs, soldiering outfits, and mercenary groups teach
Battle Magick).
 
I've revised the combat method based on what I've seen at SCA.  I'm sorry,
but I doubt ANYONE could swing a heavy claymore 3 times in 3 seconds...  Nope
nope nope.  So, I looked at the Optional Spacing of Initiative rules and
expanded upon that.  Instead of a combat round lasting EXACTLY 1 CT, it lasts
ambigiously, based on whoever attacks the slowest.  I've made each initiative
point = 1 second (in theory).  Thus, a practitioner casts his first Charm at
3, it'll go off at 6.  If the last guy doesn't attack until 12, he can get
off some more Charms...  (at a price, that is...)  If you guys are
interested, I'll expand on this combat system.  (For our group, it made
combat a bit more deadlier, and about 100% more fun - it added a tactical
feel to it... at the same time, things like Attack Rate no longer have
meanings, you can attack as many times as you can before the slowest guy
attacks once!  Thus you get more parries too).  It turned out to be a much
more realistic system.
 
Also, right now, I'm going through the process of adding actual material
components to castings, using the herb & mineral lists.   Instead of
REQUIRING something like witch hazel for a particular casting, it relies on
what the material does.  If you can find something that does the same as
Witch Hazel, it works just as fine with that casting.
 
I'm not one for complexity, necessarily, but I am one for depth of
role-playing...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 5 Oct 1993 11:21:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Re-doing the Magick system
 
In message "Re-doing the Magick system", you write:
 
> Anyway, what I'm doing to Mythus is very small.  For one, concerning Magick,
> I've invented a new K/S Area called Battle Magick.  It is basically something
> stolen directly from RuneQuest.  It is all Charms & Cantrips useful DURING
> combat situations.  (A Cantrip in combat you ask?  Well, I've revised the
> combat round, too).  If you've ever played RuneQuest 2nd Ed., you'll know
> what kind of magick I'm talking about.  I was scared it might overbalance
> play, but it hasn't.  Since I limited Battle Magick, not everyone runs around
> with it.  (Certain churchs, soldiering outfits, and mercenary groups teach
> Battle Magick).
 
Care to expand on this ?  It sounds very very interesting.  Unfortunately,
I've never played RuneQuest 2nd so I'm not sure what you've done.
 
E-mail would be fine if you don't want to clutter up the list.
 
> If you guys are
> interested, I'll expand on this combat system.
 
yes, yes please do.  I'm also unhappy with "4 longbow shots" in 3 seconds
or "8 shortbow shots" !!
 
>
> Also, right now, I'm going through the process of adding actual material
> components to castings, using the herb & mineral lists.   Instead of
> REQUIRING something like witch hazel for a particular casting, it relies on
> what the material does.  If you can find something that does the same as
> Witch Hazel, it works just as fine with that casting.
 
Care to post this when you're done ?  A buddy of mine  did some of this for
based on Celtic/Amer-Indian culture that I'll post if he lets me take a look
at it.
 
>
> Randy
> cerebus000@aol.com
>
 
Looks like you've had more time than I to mess with the system.  The only
think we have really played with was the RuneQuest/CoC skill advancement
system over the AP method (I posted a couple articles last week about this).
 
Randy, is MMM really worth the $60 ?  I'm all for supporting Mythus but $60
for a year's subscription ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 5 Oct 1993 10:39:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Re-doing the Magick system
In-Reply-To:  <9310051505.AA19587@cec_userfs>
 
This is how I'm thinking of handling the Magick system:
This system that I'm thinking about depends heavily on the setting I'm
creating.  This is a setting where everyone has learned Magick in school
(like our schools where attendence is manditory).  I decided that while
the K/S's that are presented in Mythus are good for a wide variety of
magicks with different backgrounds, I needed a more organized homogenious
system for my starting HP's.  This is what I came up with.
 
I seperated all magick related K/S's into two categories, Skills and
Knowledges.  The Skills deal with how a casting is made (cast).
Knowledges are the background material needed as a basis for a casting.
Here is my list:
Skills               Knowledges
------------------------------------------
Spell Casting        Earth
Alchemy              Air
Rune-Magick          Fire
Magick-Forging       Water
Focused Magick       Physical
Spell Singing        Mental
Scroll Writing       Spiritual
                     Nether
                     Astral
                     Dark
                     Light
                     Animal
                     Plant
                     etc.
I need to consolidate my list of knowledges (which is too large at present).
I'm also trying to decide how to incorporatethe different types of Magick:
conjuration/summoning, aportation, alteration, divination, protection,
life/death, charm/control.
Anyway the idea is that HP's select a few skills they know how to use and
then they select some knowledges (and types) that their castings will be
based off of.  This way even though the party will all be Magick users,
there will be a variety in their magick.
 
I'm also planning on allowing castings on the fly to de-emphasize the huge
lists of castings (even for PP) that the players usually don't understand.
The problem with Mythus Magick's system is that it's too complicated
(which can be fine and realistic, but it doesn't do what I wanted).  So
I'm thinking about assigning a number to represent the base cost of an on
the fly casting for each level (roughly 3 times the normal base cost).
Then the players can lower that cost by lengthening the time it takes to
cast and by using material components.  I like this idea because it will
be up to the players to come up with ways to lower the Heka costs.  The JM
(me) will have to determine whether the HP has enough STEEP in the
appropriate knowledge to accomplish what they want (maybe a roll for
important things) and also the JM has to determine what grade the proposed
casting is.  It gives the HP's a very wide range of spells (since they can
make one up to fit the circumstances), but I think the increased costs
will keep the game balanced (high grade castings would be too expensive
without lots of time and components).
 
That's my system that I'm going to use.
Of course once the HP's leave their normal surroundings and venture forth
into the "real world" (though not Aerth) they will find that magick isn't
as common and that the people who do know how to use magick are limited to
the normal ways (normal K/S's).
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Tue, 5 Oct 1993 17:19:29 PDT
Reply-To:     johns@netlink.nix.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Stanton <johns@NETLINK.NIX.COM>
Organization: NIX - The Network Information eXchange, San Diego CA
Subject:      MMM status?
 
I sent off for an electronic subscription last week. I was wondering what
number the magazine is on and if anyone has recieved a copy yet.
Thanks,
John
 
--
INTERNET:  johns@netlink.nix.com (John Stanton)
UUCP:   ...!ryptyde!netlink!johns
Network Information eXchange * Public Access in San Diego, CA (619) 453-1115
=========================================================================
Date:         Thu, 7 Oct 1993 11:26:22 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Re-doing the Mag...
 
Wayne almost choked on bread when he wrote:
 
>>Care to expand on this ?  It sounds very very interesting.
>>Unfortunately, I've never played RuneQuest 2nd so I'm not sure >>what
you've done.
>>E-mail would be fine if you don't want to clutter up the list.
 
Nah, I *like* cluttering up the list.
 
Anyway, the way RuneQuest 2 & 3 did Battle Magic (called Spirit Magic in RQ3)
is fairly interesting.  I liked Perrin's idea of resisting from the same pool
you cast from, thus making mages think twice before hurling off a volley of
fireballs.  At the same time, there weren't any fireballs so it didn't
matter.
 
Battle Magick for Mythus concerns itself mainly with what a fighter needs in
the midst of combat.  It requires a few things, though.  It requires being
attuned to the "Tabulature" of a weapon, so it can be used as a focus
(materia:  wand-substitute) for the casting of cantrips, etc.
 
Some of the castings one might find in the Battle Magick listing is the same
as was in RuneQuest 2 (and perhaps 3):  Dullblade Charm, Bladesharp Charm,
Countermagick Cantrip, Fantacism Cantrip, Fireblade Cantrip, Invisibility
Cantrip, Healing Charm, Firearrow Charm, etc, etc...
 
They're divided into Grades almost as per the chart in RuneQuest 2, based on
the number of points it takes to activate in THAT game.  Also, I've added
about 30 or so other CT-helpful castings to the list, for sneaking around,
enhanced ambushing, basically things a fighter would need.  The K/S is called
Battle Magick, and it is a Physical K/S, that is modified by (PMCap + PNCap)
x 0.5.
 
After I get through with the entire write up, I'll see if I can't upload it
to the list once I get my education account.  Right now I'm typing this
through AmericaOnline which can't transfer files thru Internet...
 
>>yes, yes please do.  I'm also unhappy with "4 longbow shots" in 3 >>seconds
or "8 shortbow shots" !!
 
This one's a lot easier.  I invented a new term (hooray!) called the Combat
Round (pretty original, eh?).  Well, unlike the CT-based combat, the CR has
no theoretical limit.   It lasts as long as it needs to last.  Everything
else is pretty much the same, as written under Optional Spacing of Initiative
in your Mythus book.  But, I've allowed for more realistic spacing.  It isn't
fair, again, that a fast guy with a dagger can only swing as fast as a slow
guy with a claymore.  So, instead of a standardized 10 point spread, I've
opted for your speed factor with that weapon, modified by your PMSpd (or
PNSpd)...  That helps for realism.
 
Also, I've allowed for casters to lob more than one casting in a round.  It
takes skill and practice though.  Normally there's a mandatory 10 "second"
pause between each casting whilst the practitioner re-aligns/attunes himself
to his Heka.  If the caster wants to forego this, he can attempt to just lob
one Charm after the next.  Each successive casting is at one DR harder than
the previous.  The total number of castings you can manage per round is
governed by the "Extreme" DR;  when a casting reaches a DR of "Extreme" no
further castings are possible that round, without the 10 second wait...
Also, each successive casting requires a multiplier of Heka based on its
posistion in line.  Thus, if you're casting nothing but Grade I Charms, the
first will cost you 20, the second 40, the third 60, the fourth 80, etc,
etc...
 
Also, I follow the exact casting times.  Charms take 1 CT or 3 seconds.
Thus, in a CR, you cast a Charm at initiative 5, and it'll go off at 8.  At
18 you can begin another, if possible, or you can forget re-attunement, and
try to get the next one off at 11 at one DR harder and twice the Heka...
 
It seems to work real well.  If there happens to be a slow guy in the melee,
that's great.  If you get your initiative at -12, and this guy doesn't attack
until 20, then you might have time to throw a Spell in combat!  (Cantrips
take 15 seconds, Spells take 30).
 
Oh yeah, and a special ruling on Eyebites:  works almost like the rest.
There's the normal 10 second re-attunement, but it can be foregone, but
there's always a 2 second space between Eyebites, regardless of skill.  So,
you can Eyebite on 5, 7, 9, 11, etc, etc...
 
RE:  Casting Components
 
I haven't actually begun work on this one yet.  Check pages 6-7 of Mythus
Magick to see where I'm going from though...
 
>>Randy, is MMM really worth the $60 ?  I'm all for supporting >>Mythus but
$60 for a year's subscription ?
 
Yeah.  I haven't subscribed yet, but I just started working at a comic/gaming
store (again!), so I'll be able to.  The MMM preview that was uploaded to the
list and to AOL was just incredible.  More stuff in there per issue than can
be expected in three years of Journeys!
 
Have fun...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Thu, 7 Oct 1993 13:09:18 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Jiles Mccoy <JMCCOY@ASNTSU.ASN.NET>
 
Hey,
     Have any of you ever heard of or played Duelmasters? Also, have any of
you ever heard of a list dedicated to Duelmasters?
 
                                                 ----   Sir Jiles
                                             -----  jmccoy@asntsu.asn.net
=========================================================================
Date:         Fri, 8 Oct 1993 10:04:52 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
 
Sir Jiles cluttered up the list by saying:
 
>>Have any of you ever heard of or played Duelmasters? Also, have >>any of
you ever heard of a list dedicated to Duelmasters?
 
I've never heard of Duelmasters, unless that's the new game coming out by
Crunchy Frog (I think).  Oh well, nope.  Never heard of it.  Not here.  This
is Mythus.  Nope.
 
Cerebus
=========================================================================
Date:         Sun, 10 Oct 1993 15:16:47 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Opinions on monster wanted
 
Well, that's not exactly the best choice for a subject line, but hey.
It works.  Sort of.  And even sort of says what I want it to say :-)
 
I am a JM (as you old-timers know), but so far I've only run Mythus
Prime.  As something of a kick-off, we are playing in Darokin, in the
Known World, and the party will be travelling through the Malpheggi
Swamps.  While there, I wanted to run them into some Lizard Men (although
I won't be calling them by name ;-) ), something that would be moderately
challenging but not slaughter the party.
 
The party will consist of around 5 HP's, all freshly rolled, including
a Poet/Musician (Spellsinger), an Alchemist, a Cavalier (or two), and
a priestcraefter of some sort.  They won't be real high on weapon
power, but unusually powerful magickally (given the setting).
 
Not having run Advanced Mythus before, I dunno how the numbers balance
out, and the last time I just winged it, I slaughtered the party with
what seemed to be really low-powered bandits.  So, I am seeking the
advice of the JM's who have run more and perhaps have a better feel for
what is balanced in the Advanced rules:
 
Here are the stats I came up with while bored in a CS class:
 
Lizard Men:
 
physical description: very powerful humanoids w/scaly, dark green skin,
reptilian eyes, and lizard-like heads
 
M = 39               P = 50               S = 50
MM  24               PM  50               SM  25
MMCap 8              PMCap 20             SMCap 10
MMPow 8              PMPow 15             SMPow 10
MMSpd 8              PMSpd 15             SMSpd  5
MR  15               PN  50               SP  25
MRCap 5              PNCap 20             SPCap 10
MRPow 5              PNPow 15             SPPow 10
MRSpd 5              PNSpd 15             SPSpd  5
 
K/S Areas:
Stealth (Ambush)
Combat, Hand Weapons  20 + (PMSpd + PNSpd) x 0.5 = 35 (40 for leader)
 
I notice I made a typo under Physical trait -- it should be 100 not 50
(I can't go up lines in this lousy editor).
 
Do you think 8 of these would impress such a party with the need for
cooperation and planning?  Might it possibly be too much, and only use
6?
 
Thanks for your time!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 10 Oct 1993 15:07:33 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Mythus: Opinions on monster wanted
In-Reply-To:  <9310101914.AA07696@cec_userfs>
 
I haven't played enough to really tell how tough those monsters would be,
but a good compromise type strategy would be to throw the smaller number
at the party and if that is not challenging enough for them bring in some
"reinforcements".  That way you can more easily control the difficulty of
the encounter (by determining how many reinforcements to bring in).  I
think it's easier to underestimate and add monsters than to overestimate
and try and figure out a way of believably decrease the number of monsters
(so you don't destroy the entire party unintentionally).
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 10 Oct 1993 15:11:20 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Monsters
 
Speaking of monsters...
I have been thinking of what sort of monsters to add to my campaign world.
I've decided to create a sort of generic "goblin" type creature except
make them rather resistant to magic.
But while I was brainstorming I came upon the realization that D&D
Mind-Flayers would make very interesting (though dangerous) monsters in
Mythus.  They would have various powers to allow them to combat victims
mentally and since this is their main form of attack it would make sense
for their attacks to be better than the regular castings, either by making
their powers act quicker (link and damage in same CT) or by allowing them
to make link easier.  It almost seems like mental combat was made with
creatures like this in mind...
 
Just and interesting thought.
What other interesting creatures have you guys thought of?
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 10 Oct 1993 20:20:59 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      More Monsters
 
I haven't done much in terms of "monsters" for Mythus, primarily because
I like watching the players deal with the clashings of cultures and beliefs,
so, outside of the Lizard Men presented earlier (which have their own
culture, even if it is rather primitive), I haven't done much with
monsters.
 
On the other hand, I *have* done a lot of thinking about the magick system,
which should probably be tailored a little (at least in terms of the
castings available) to each culture.
 
What about some sort of Heka-seeking or Heka-devouring monster?  Something
like the old thought eater of D&D fame?  A Full Practitioner might have his
hands full, so to speak, dealing with the excessive drain on his Heka.....
 
Or a Heka reflector, completely immune to Heka effects, and reflecting them
back on the caster.....  :-)  Or put this into an isolated human culture,
and see how they deal with Heka-users, 'cause they wouldn't believe that
magic could occur, 'cause they've never seen it used effectively :-)
 
Hmmmmm...... something could be worked up around *that* one.....
 
Oh, and for all you who want a little help delving into the realm of the
Phaeree, may I suggest that you lay your hands on a copy of PC1
Tall Tales of the Wee Folk, which concentrates on the faerie of D&D?
Although all the details are not perfectly translateable, they can be
used or helpful until a Phaeree Bestiary finally is available.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 10 Oct 1993 21:02:16 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Panthieries and Deity-specific Castings
 
Has anyone done much development on the Castings specific to any particular
deity?  It is mentioned at least once in the Mythus book, and there are hints
that each priesthood would have internal Castings.  Does anyone have any
such Castings already developped?
 
Also, I know that in Mythic Masters they are doing a list of the deities,
are they tacking on the Castings?  What are the plans for the panthieries
(those of you "in the know" ;-) )?
 
I just don't want to do a lot of re-creating  if the stuff already exists
out there.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 11 Oct 1993 11:58:44 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: Opinions on ...
 
Mike;
 
I had the same problem, wondering about power levels for monsters, and I've
finally figured it out.  Treat 'em like they were HPs.  Consider that an
average long sword can deliver up to 24 x 4 points of damage in one strike.
You can make monsters that are easy to kill but deliver a lot of damage (ie.
Physical TRAIT of 75, but a BAC of 60 or so).
 
Anyway, for beginning characters, I wouldn't give your Lizard Men any more
than a BAC of around 30-40.  That's still a really good chance to hit.  The
Physical TRAIT is right though.  90-100 is always a good number.  Make the
equivalent to the party.  If most of the party has Physical TRAITS of 90-100,
then so should your monsters.  That way, you can throw an equal amount + 1 or
2 against the HPs.  That should be quite even.
 
But, for fun, give one of the Lizard Men some kind of funky quirk.  In one
game, there were a number of koldrins (unique monster to my world), and one
of them reeked of coffee grounds and rotting meat, but was almost impossible
to kill.  The little bugger was wearing a pair of shiny golden bracelets that
gave him an overall armour protection of factored 40 (40 on U, 30 on S, 20 on
V, 10 on NV) on EVERYTHING with no SF penalty.  Since koldrins are extremely
agile, this one had a really hefty dodging ability, too.  After the other
koldrins were dead, this was still dancing around, attacking and damaging.
 
The party ran!  It chased 'em.  It ran fast because of its agility.  This
went on for about three gaming sessions.  The HPs think they've gotten away,
then suddenly they start smelling coffee grounds when they're in a tavern,
etc.  They finally killed it, and when it died, the smells went away.  They
tried to remove the bracelets but couldn't.  They cast detection dweomers and
finally figured out what it did (the armour protection, but *not* the smelly
counterquirk).  In trying to get them off, they broke one of the bracelets,
ruining the both.  (I did that - I didn't want one of the HPs running around
smelling like coffee grounds and rotting meat...)  <grin>
 
Oh well, enough babbling for me.  If you're in the midst of combat, and these
Lizard guys seem to be winning too easily, just adjust their scores.  Lower
the BAC or Physical TRAIT, whatever.  It doesn't have to make sense with the
rules.  If you want your guys to have a low BAC and/or initiative, don't
worry about the ATTRIBUTE modifications from the book.  Do what ya want!
 
Hope this helped...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:04:46 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Monsters
 
Heh.  I love creating monsters.  (BTW, all the monster names mentioned in
this text are copyrighted actually!  My world might be published one day, so
I took the pains to have this stuff bonded to my name!)
 
Anyway, I knew I'd need typical monsters, so there's the Dinchlings (cross a
ptyreodactyl with a very small elephant - some with wings, some without;
they're not too intelligent until it comes to combat, very tactical).
 
There's the koldrins;  these guys are goblin-equivalents, basically.  Stupid,
easy to bully around, fun in combat.
 
Khaydruns aren't really monsters to fight, they're more like wild animals.
They're like small winged furry "dragons" ridden by the warriors of
Lishangra.  Like cats, they're either wild or tamed.
 
Speaking of cats, the royalty of Namathnamera love to death the catiris,
which is like an intelligent monkey-cat.
 
And undead?  I love creating undead.  The Embryotic Death is a VERY nasty
monster that has yet to be playtested.  In theory it is nasty.  It is covered
with a thick "armour" of slime that, upon a successful vital strike,
transfers some of itself to the opponent.  It causes anyone to lose much
agility, halfing STEEPs, etc, etc, as if dazed!  The slime is very flammable.
 The Death is immune to fire, so many times it will try to light itself on
fire to damage opponents.
 
Then there's Detetherers and other nasty unliving creatures.
 
Monsters are just too fun!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:09:34 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: More Monsters
 
Well, I avoid Aerth & Phaeree.  I run my own world.
 
Back to Mind Flayers & Heka-eaters, I think they'd work great in Mythus.  Use
the Psychogenics out of the back of Mythus Magick.   There'd be some really
great powers for Mind Flayers and others of their ilk.  I have a Heka-eater,
which looks like a big tiger that just walked through a huge wall of sweet
and sour sauce.  It is called a Taghra, and it drains Heka *naturally!*
without concentrating on it.  Taghras are NASTY creatures, but many emperors
of the south keep one near the throne to protect themselves.  Anyone within 1
chain of the thing loses 50% of their Heka per BT!  They aren't very potent
in combat.  They have minimal attack ability which delivers HEAVY damage.
They have a high Physical TRAIT but they've got near-to-zero armour.
 
I haven't thought about many AD&D monsters yet though.  I've got the old
Monster Manuals I & II and the Fiend Folio, and I've planned to do
conversions as soon as I run out of monster ideas...
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 11 Oct 1993 12:12:52 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Panthieries and Deit...
 
Mike;
 
If you're expecting any publications from GDW soon, you might as well forget
it!  I suggest for all JMs to go ahead and develop their own ideas, because
GDW has admitted that they're going to be very slow with releasing Mythus
stuff.  They're going to concentrate more on TNE.  (This is because TNE sells
better, and it does use GDW's House System, too.)
 
I've come up with a very involved religious tone for my world, and each diety
gives certain castings based on his major influence on the world.  I used
RuneQuest 2nd Ed. as an inspiration on how to deal with religions and
specific castings for dieties...
 
I haven't actually developed any actual castings to go with the religions
yet, but I've got plans for it!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Tue, 12 Oct 1993 17:56:01 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Some Nordic Thoughts
 
Greetings!  Having put pen to paper (or fingers to keyboard, as the case may
be), I propose a pair of Specific Castings to be used by Priests of Thor.
Thor (Donner, Donar) is, roughly, the Norse god of thunder and battle.  Feel
free to tailor these two to any other deity that may be appropriate.  I have
"adapted" them from GAZ7 - The Northern Reaches, where they are special spells
for use by Clerics of Thor.  Note that the first one can also be cast by
priests of Odin (Wotan).
 
Grade II:
BERSERK
Time: 10 CT's                   Other Heka Costs:
Area: 1 subject                     R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Affects one HP touched, or self.  The subject gains one additional
attack per CT for 10 CT's.  Then the spell ends, the subject is exhausted for
3 BT's.  (I don't recall rules for exhaustion in Mythus, so I would use the
following: attackers gain an effective +10 to their FAC for the duration, and
the subject is unable to parry or use a shield to parry, movement halved -- if
there are rules, please enlighten me!)  Penalties for a berserk-exhausted
subject are temporarily deferred by use of another berserk spell, but each use
causes a full 3 BT's of exhaustion.
 
FIST OF THOR
Time: 2 CT's per 10 STEEP       Other Heka Costs:
Area: 1 weapon                      R&D: Nil
Distance: Touch                     Other: 10:1 further BAC enhancement
E/F/M: This Casting allows the Priest to add a +5 to the BAC of the wielder
of a weapon (this includes a fist), or a +20 if it is a war hammer (a weapon
sacred to Thor).  Consider the weapon to also cause an addition die of damage
of the appropriate type.  For the duration of the spell, the weapon (or fist)
will glow with an eerie light.
 
To be continued with some (original!) thoughts for a couple of old stand-bys,
the Greco-Roman pantheon!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Mythus Rules!  Now, if they would stop changing the contents with each
printing.....
=========================================================================
Date:         Tue, 12 Oct 1993 17:58:54 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Textual changes in Mythus?
 
I purchased a Mythus book around last February, and recently, my gaming
group purchased an additional four such books (so we could get a discount
from the gaming store).
 
Recently, as I breezed off one of my JM's rulings, stating that since they
were in a low-magic area they started with the spells per K/S that were
listed in Mythus, I got a strange look.  Turns out that Alchemical Castings
are included in my printing, and they are NOT included in the newer printing.
On the other hand, a couple additional Castings are added.  I intend to
catalog these differences to the best of my ability, but I was wondering
if anyone else had already noticed such changes?
 
And no, they haven't cut Mythus Prime out of the book yet.....
 
Just a wondering Mythus JM,
 
    Mike Phillips
    msphil@birds.wm.edu
 
BTW, thanks for the thoughts on the Lizard Men :-)
=========================================================================
Date:         Tue, 12 Oct 1993 17:02:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Textual changes in Mythus?
In-Reply-To:  <9310122157.AA00313@cec_userfs.wustl.edu>
 
I didn't know there was more than one version out there.
What is this new version (with changed spell lists).
 
By the way if you want the full lists you should get Mythus Magick.
 
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Tue, 12 Oct 1993 19:08:55 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Textual changes in Mythus?
 
<grin> I have Mythus Magick.  I was just surprised that the Castings
included in Mythus (later printings) were different from those in
Mythus (earlier printings).  More specifically, the entire Alchemy
set of Castings vaporized (which is doubly interesting, as there is
a duplication in the older version of Decryption as both Grade II and III,
when it is clearly Grade III), Protection from Fire, Alchindus' Sigil, and
Protection from Curses were added to the Apotropaism lists.
 
I will be making a more in-depth study as time permits.  The reason it
was relevant to me is that I use the Mythus book as the base castings
given to each HP created in a non-magick-intensive area.  That way, I
don't have to create lots of new Castings to keep them happy (they just
keep stumbling across already existing ones), and they have a lot less
book-keeping to do.  And until they are dedicated Heka-users, they
don't have to even get Mythus Magick!  (both me and the Alchemist's
player are that dedicated now)
 
Gotta run, I'm running a variant on the Sceptre of Amun-Ra from Journeys
#4.....
 
One last post forthcoming before I vanish.....
 
    Mike Phillips
    msphil@birds.wm.edu
 
I'll let y'all know how it goes sometime tomorrow!
=========================================================================
Date:         Tue, 12 Oct 1993 19:11:45 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: some Castings from the Priests of Bacchus
 
Time to set pen to page again, and suggest a couple of additional Castings
specific to worshipping a particular deity.  Today, we're going to cover
Bacchus (known to Greeks as Dionysus).
 
Priests of Bacchus are given to drunkenness and revelry, and their services
(which are more festival-like than anything) are hedonistic examples of self-
indulgence, intensified examples of the wisdom and madness that drunkenness
imbues the drinker with.
 
Note: Priests of Bacchus are required to take Agriculture (Viticulture), as
well as any other appropriate wine-making, wine-tasting K/S Areas in the
campaign.
 
Grade I:
ENHANCE INTOXICATION CHARM
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest of Bacchus to enhance the effects of an
intoxicant already in a subject's bloodstream.  In other words, if the victim
had been tasting wine and was slightly tipsy, he is now roaring drunk.  If
roaring drunk, he is now even more so, only just this side of stupor.  This
Casting will never cause someone to fall into a coma, although its effect is
generally to increase by 50% the current level of intoxication.  Note that the
victim must already be slightly intoxicated.
    This Casting is often used at festivals celebrating wine-making in order
to ensure that the celebrants are getting maximum useage out of their
drinking.
 
SPIKE BEVERAGE CHARM
Time: Permanent                 Other Heka Costs:
Area: One drink                     R&D: Nil
Distance: 1' per 10 STEEP           Other: Nil
E/F/M: This Casting will cause a beverage the size of an average drink to go
from being non-alcoholic to highly-alcoholic, with minimal commensurate change
in the taste of the beverage.  Note that this will not work on an alcoholic
beverage, and the priest does not need to touch the beverage.  Consider the
effects to be as if someone replaced a quarter of the beverage with a 25 to 50
proof beverage.  Note that someone taking special note of their drink will
probably notice, but if they aren't specifically taking note, it will not be
noticed.  This will only work on a single glass or mug full.
 
Grade II:
RESIST INTOXICATION CANTRIP
Time: 1 BT per STEEP            Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 10 : 1 additional BT's
E/F/M: This Casting allows the priest to resist intoxicating effects from
drinking by dividing the effective amount of alcohol entering his bloodstream
by ten.  Note that this can be a dangerous Casting, as only a portion of the
blocked alcohol is dissipated by the Casting.  Upon the expiration of the
Casting, the current alcohol level in the bloodstream is doubled.
 
SPIKE DRINK CANTRIP
Time: Permanent                 Other Heka Costs:
Area: One bucketfull per 10 STEEP   R&D: Nil
Distance: 1' per 10 STEEP           Other: Nil
E/F/M: This Casting is identical to SPIKE BEVERAGE (above), except that it
works on larger quantities (such as a punch bowl).
 
Grade III:
FEAST OF BACCHUS FORMULA
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One specially blessed set of eating utensils/plate/
    glass worth a total of 1,000 BUCs
E/F/M: This Casting causes the creation of a hedonist's dream meal, although
the meal is heavily laced with alcohol.  It is intended as a sumptuous yet
non-fattening and non-nutritionally unhealthy meal.  This Casting may not be
called down more than once per week, and the consumer will end up heavily
drunk (regardless of any resistance to intoxication) at the end.
 
Grade V:
FESTIVAL OF BACCHUS RITUAL Time: Permanent                 Other Heka Costs:
Area: 1 person per 10 STEEP         R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One specially blessed dining set, with one full layout
    per diner, at 1,000 BUCs per diner
E/F/M: This Casting, which requires a full hour of meditation and prayer, will
cause a sumptuous and delicious, if alcohol-laden feast to be laid out for a
number of persons to not exceed 1 per 10 STEEP possessed by the caster.  Each
meal will resemble a Feast of Bacchus (q.v.), and it is intended to incite
revelry and great enjoyment of a wonderful meal.  If the setting is
particularly apropos, then the meal will be accompanied by light and enjoyable
dance music and punctuated by the occasional, bodiless drinking song.
 
Hope these help out with your campaigns!  Comments are of course welcome.
Also, I noticed while working on these that I left the types of Castings off
of the previous posting:
                Berserk is a Charm
                Fist of Thor is a Cantrip
 
    Mike Phillips
    msphil@birds.wm.edu
 
Next up: a couple more from the Greco-Roman pantheon!
=========================================================================
Date:         Tue, 12 Oct 1993 20:36:03 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      FTP site!!!!!
 
I don't remember if this was ever posted or not, but in a kinda
off-the-wall attempt to see if there was a mythus site via archie,
I discovered:
 
sunbane.engrg.uwo.ca
/pub/mythus
 
in which there is a mythus.faq, and some other early list-generated works!
 
(If anyone knows who to contact about putting stuff on it, I would be more
 than happy to consolidate some of my stuff into a couple of text files and
 put them there!)
 
     Mike Phillips
     msphil@birds.wm.edu
=========================================================================
Date:         Tue, 12 Oct 1993 20:31:19 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "James L. Norman" <jn690560@MBCR.BCM.TMC.EDU>
Subject:      Re: FTP site!!!!!
In-Reply-To:  "Mike \"Kurgan\" Phillips" <msphil@birds.wm.edu> "FTP site!!!!!"
              (Oct 12,  8:36pm)
 
According to the README file from that site:
 
"any problems/suggestions email to ftp-owner@engrg.uwo.ca"
 
BTW, it looks like a very interesting site.
 
James Norman
jn690560@mbcr.bcm.tmc.edu
=========================================================================
Date:         Wed, 13 Oct 1993 16:51:11 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus-l: Huntresses of Diana
 
The scribe sets pen to page for the third time, working on the priesthood
of Diana, known to Greeks as Artemis.  Yes, I know I just over-simplified,
there were other oddities associated with the "conversion" from one pantheon
to the other (not to mention overlap with other deities, including Selene).
She started as a goddess of childbirth, and then came to be associated
with the moon, and then hunting.  I think that was the right order.....
 
Anyhow, most of the historical details would be lost by this point in the
campaign anyways, so we shall simply assign her the traditional portfolio
of archery and hunting (especially nocturnal), the moon, childbirth, and
defenseless animals (this is speculated to derive from the childbirth
aspect).  She is virginal, and so must be her priestesses.
 
Priestess of Diana are often known as "Huntresses", for that is one of
their duties, and occasionally they are also known as "Archers".  In
certain circumstances, they are used instead of, or in addition to,
normal Midwives, as they are closely associated with childbirth and the
protection of small children, despite their chaste state.
 
Grade I:
ANIMALTRACK FORMULA
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting imbues the subject touched with the capability to
track perfectly a single animal, whose spoor must already have been
tracked.  It is typically used in conjunction with hunting, but like all
such capabilities, Diana will not allow this to be over-used, nor will
her Huntresses *ever* use this or any other hunting skill for sport.  They
hunt only for food and natural selection as needed.
 
EASE BIRTH PANG CANTRIP
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will dull any pain associated with childbirth for
the duration, making what is typically described as searing pain into
a fairly dull, low-grade pain.  Basically, though imperfect relief,
compared to what was experienced before, this is certainly one Casting
in great demand by expectant mothers!
 
Grade II:
EASE BIRTH CHARM
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting assists the mother going through childbirth by helping
the natural processes along and encouraging that little bit extra that can
make everything easier on the mother.  When combined with the Ease Pain
Casting (q.v.), it makes childbirth considerably more painless than it
was before the development of these Castings.
 
SUREFLIGHT ARROW EYEBITE
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: 1 arrow                       R&D: Nil
Distance: Touch                     Other: 10:1 additional arrow
E/F/M: This Casting allows the priest to specially bless arrows so that
they are more certain to strike the target (resulting in a bonus of 10 to
the BAC).  Note that one additional arrow can be so blessed for every
10 additional Heka points spent, to a maximum of 1 arrow per 10 STEEP
possessed.  These arrows lose their blessing automatically if they are
being used for a purpose against the tenets of Diana, and they will, in
fact, be cursed instead of blessed if so mis-used (the Priestess placing
the Casting on the arrows may be taken to task as well!).
 
Grade III:
NURTURE ANIMAL RITUAL
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting causes an animal, typically an abandoned animal, to
automatically receive one day's nourishment per 10 STEEP of the Priestess.
Note that this will work only on smaller animals, the children of such
great beasts as elephants may require multiple such Castings for similar
yield.
 
Grade IV:
SURETARGET ARROW CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One arrow                     R&D: Nil
Distance: Touch                     Other: 20:1 additional arrow
E/F/M: This Casting, a more powerful version of Sureflight (q.v.), grants
a similar bonus, although it is a bonus of 25 to the BAC, and the first such
arrow will automatically strike home if it is used in special service to
Diana.  One additional arrow can be so blessed for every 20 additional Heka
expended, to a maximum of one arrow per 10 STEEP possessed.
 
VACCINATION SHIELD RITUAL
Time: Permanent                 Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is another reason why the Priestesses of Diana are in
fairly high demand as midwives (in addition to other duties), for this
will protect a small child, typically an infant, against certain child-
hood diseases.  More specifically, it will lay a low-level resistance to
these diseases on the child, meaning that if or when such diseases strike,
their impact will be lessened (so that what might be a fatal outbreak of
smallpox, for instance, will result in merely a moderate to bad case).  It
is intended to build an initial resistance to these diseases, without
causing complete immunity.  A Special Failure of this could be disastrous
for the child receiving the Casting, though, for that means one of the
"vaccinations" got out of control and the child is now infected by one
of these diseases!
 
Grade V:
NOCTURNAL TRACKING FORMULA
Time: 6 AT's per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the Priestess to track at night as if it were
the brightest of days (although this vision is useful only for tracking),
and, in addition, brings the other senses to a preternatural state,
allowing the sense of smell, touch, hearing, and taste to be heightened
such that they also can be used for tracking.  If following a blood trail,
for instance, the recipient will be able to smell the blood on the air
and follow it.
    This Casting only works on clear nights, under the moon.
 
Hope these continue to be of use to you, and comments are, of course,
welcome!
 
    Mike Phillips
    msphil@birds.wm.edu
 
 
(Requests for particular deities will also be honored.
 Up next: Venus and Mars)
=========================================================================
Date:         Wed, 13 Oct 1993 21:24:09 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Venus
 
It's time for Yet Another Installment of the Massive Specific Castings
list.  First, an error: the Sureflight Arrow Eyebite should be a Charm
instead of an Eyebite.  Thanks to john@crete.ucdavis.edu for pointing out
to me that really only Witchcraefters use Eyebites!  After a quick paging
through Mythus Magick, I discovered that there is quite a bit yet to
learn.  Thanks!
 
This time, we turn to the priestesses of Venus, the goddess of love and
beauty.  In Greece, she was called Aphrodite, and in both cases she
embodied True Love and Beauty in all its forms.  The following sample of
Specific Castings from her Priestesses amplifies upon this.
 
By the way, her priestesses (and occasional priests) are under no
compunction whatsoever to be chaste, although they are required to be
fairly attractive.  After a certain amount of flirting, they will often
settle down with someone they believe to be their One True Love, to whom
they will be faithful unless a stronger True Love comes along.  One could
get quite cynical about this, but the priestesses generally don't, nor do
Venus' worshippers, as they understand that Love can occasionally be
fickle.  Priests and Priestesses would have a predilection against
violent combat, although they could certainly defend themselves if
necessary.
 
I would like to point out that a couple of the following are simply there
to assist the priestesses and priests in maintaining an impeccable
appearance before their congregations, and the rest are to assist in the
Quest for Love.
 
Grade I:
COIFFURE ASSURANCE SPELL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, the priest or priestess ensures that
his or her hairstyling will stand up under rigorous conditions (such as a
breeze, or sweating, or whatever).  Consider it to be a strong form of
the modern hairspray, although it does not leave any sort of gooey mess
in the hair afterwards.
 
DETECT TRUELOVE CHARM
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will cause a quick evaluation of another persona by
the priest or priestess.  All that will be returned is a feeling that
either no, this person would be an unsuitable match, with no hope for a
relationship, yes, this person seems to be a great match, possibly even a
truelove, or maybe, this person could mean something but doesn't seem to
fall into either of the previous categories.  All that is felt is a brief
"yes, no, maybe" feeling, although sometimes strength comes into it.  It
is most often used by priests and priestesses when evaluating potential
lovers, as they place a great deal of emphasis on the internal feelings
as well as the stimulations.
 
PERFECT MAKEUP FORMULA
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will automatically straighten up any smudges in the
makeup or other cosmetics currently being worn (this will even fix any
sort of misdying of hair, especially if a section was missed).  However,
it has no protection against future disasters, and it will not provide
cosmetics where none already exist.
 
Grade II:
ENHANCE ATTRACTIVENESS FORMULA
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: See below
E/F/M: This Casting will cause the subject's Attractiveness to be
temporarily boosted.  The cost, in Heka, in addition to the base
activation, is five times the resultant Attractiveness.  It cannot be
raised more than one point per 10 STEEP, and in no way will it ever raise
Attractiveness beyond 18.  Such raises can only be done by means of a
special ritual.
 
DETECT LOVE CANTRIP
Time: One AT per 10 STEEP       Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: Nil
E/F/M: Once woven, this Casting allows the priest or priestess to
actually look into a metaphysical plane and "see" the love flowing
between two or more people.  It is often useful when interrogating
lovers, to make certain that neither is lying to the other before a
marriage is agreed upon.  This is often performed at the request of
wealthy individuals seeking to know if their own feelings are returned.
 
Grade III:
ENCOURAGE LOVING SPELL
Time: 5 AT's per 10 STEEP       Other Heka Costs:
Area: One small room                R&D: Nil
Distance: Special                   Other: Nil
E/F/M: This Casting causes an otherwise mildy romantic setting (such as a
small chamber, or an intimate dining room) to incite greater passions
than would normally be caused.  It is not as strong as any "forced" love,
nor will it encourage love to exist where none is, but it will basically
encourage natural feelings already present.  It is sometimes used by a
priest or priestess who has accidentally offended their lover, to
reignite the old feelings.  The environment does need to be tailored to
the individual or individuals to be so influenced, although it does not
need to be obviously so.  For instance, if a couple had a serious
disagreement, and this was to be the remedy, then some already
sentimental occurance would be subconsciously recreated from a few props.
Perhaps they had enjoyed a candlelit dinner, with a musician playing in
the background, so with candles and a harp standing in the corner, they
can be turned from their anger and disappointment back unto the love that
they already share.
 
IMPROVE FIGURE RITUAL
Time: Permanent                 Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: 5:1 per pound
E/F/M: This Casting is rarely used, as it takes some time to perform (a
number of AT's equivalent to the number of pounds to be shed), and a
special bath that has already been consecrated to Venus.  In addition, as
it can only be used for or by a priest or priestess of Venus, and they
rarely let themselves become unattractively overweight, it is not in
great demand.  The effect is that a number of pounds will be removed from
the body, never in such a way as to damage attractiveness, at a cost of 5
Heka and 1 AT per pound.  Once completed, the bath water must be tossed
somewhere (such as over flowers), where the stuff that has been shed into
it can be used to further beauty, or else the pounds will be returned by
a rather displeased Venus.
 
Grade IV:
LOVEBIND RITUAL
Time: Permanent                 Other Heka Costs:
Area: One couple                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Priests and priestesses of Venus are often called upon to bless
both marriages and betrothals in such a manner as to encourage the love
of the couple, and they do so by means of this Casting.  The effect is
permanent, and it is nothing more than a subtle dweomer that will
"monitor" the ratio of love to problems between the couple, and if enough
obstacles to the continuance of the love seem to arise, then this will
cause subtle "reminders" to the couple of their one-time great love to
occur (such as all of a sudden, if the moon played a great role in their
early relationship, it appears even more beautiful and romantic than
normal, maybe reminding them).  Outside of encouraging relationships to
continue if the love is still there, it has no other effect.  Most
marriages feel stronger to the couple, however, if they have been so
blessed.
 
Grade V:
IMPROVE ATTRACTIVENESS RITUAL
Time: One AT per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
Special Materia Cost: One golden tub, worth at least 80,000 BUCs, made
    in the image of a shell, to be filled with 20,000 BUCs worth of
    exotic and rare waters, bath oils, and other skin lotions
E/F/M: This Casting re-enacts the birth of Venus, and it will cause the
subject's Attractiveness to be raised by 1, permanently.  This ritual may
never be performed more than once on any given recipient.
    The Ritual itself takes a full night to perform, as it begins at dusk
with the recipient shedding his or her clothing and accoutrements before
entering the warm and foaming bath, to be carefully ministered to by a
bath attendant or three (often acolytes in a Temple to Venus), and raised
from the frothing water at sunrise, more attractive than before.
    This is never performed for any amount of money, it is always a gift
to oneself or to someone who has performed especially well in the service
of Venus.
 
Thus ends another rather lengthy post.  I hope I'm not flooding anyone's
mailbox, but I felt that since I was on a roll I would continue to toss
things out for the list's enjoyment.....
 
    Mike Phillips
    msphil@birds.wm.edu
 
Up next: Mars, and then on to the Big Three: Jupiter, Pluto, and Neptune.
=========================================================================
Date:         Wed, 13 Oct 1993 21:55:44 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: mythus-l: Venus
In-Reply-To:  <9310140126.AA29176@cabell.vcu.edu>; from "Mike \"Kurgan\"
              Phillips" at Oct 13, 93 9:24 pm
 
Mike, please, keep it up!!!!  I love the stuff you're doing...its
almost got me ready to do some stuff for AEgyptians...
 
Lucifer >:} butdon'tholdyerbreath...
=========================================================================
Date:         Thu, 14 Oct 1993 09:43:33 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: mythus-l: Venus
 
Mike;
 
Yeah, keep up the great work.  We need more people like you whom are really
willing to put forth an effort to remind that Mythus is a great game.
 
Re:  Differing Rulebooks?
I'm gonna have to check that out at work today...  Didn't realize that.  I
have 2 of each book (M & MM), but they're all pretty old editions.  I know
that GDW was supposed to fix the Heka Chart because that one's messed up
pretty bad, but nixing and fixing spell lists?  Didn't know!
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Thu, 14 Oct 1993 10:50:58 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: The Warriors and Myrmidons of Mars
 
And now, the Master of Warfare and Combat, heeeeeere's Mars!  Known to
the Greeks as Ares, he was excellent at hand-to-hand combat, and his
preferred weapon was the spear (some people theorize that he was the
epitome of maleness, and thus uses the spear).
 
Many of these castings rely heavily on the JM's judgement of what
personas are devout followers, and what battles are heroic.  If the
players are in disagreement, hear their arguments, they may consider this
a significant battle in need of these blessings, and there is a lot of
subjectivity to these judgements!  Just don't let them lean too heavily
on these, or they may not work.
 
In some areas, the priests of Mars call themselves Myrmidons, although
that word has connotations they do not like in other areas, where they
are simply called Warriors.
 
Grade I:
ASSIST STRIKE CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This quick prayer to Mars to guide the strike will result in a
bonus of 10 to the BAC for a single blow, which must be struck within the
time limit of the Casting, and it must be struck by a weapon already
consecrated to Mars.  The Priest weaving the Casting must be the one
striking the blow.
 
SWIFTSPEAR CHARM
Time: 1 CT                      Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: 25:1 additional CT's
E/F/M: This battle charm will allow the priest of Mars to call upon Mars
to assist him in battle by allowing him, once, a doubling of attacks for
that single CT.  The fighting must be done with a spear consecrated to
Mars, and the Priest asking for the blessing must do the striking.  With
an additional expenditure of Heka of 25 points per additional CT, and the
existence of some great need for this heroic deed, the Priest may extend
this up to a total of one CT per 10 STEEP.  Note that priests who rely on
this charm overmuch may suddenly find Mars unwilling to assist them in
this manner, as they are no longer enhancing their fighting ability and
are instead replacing it with their god's might.
 
Grade II:
ENCOURAGE BATTLE CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One small group               R&D: Nil
Distance: 1 rod per 10 STEEP        Other: Nil
E/F/M: Like many other priests, the Myrmidons of Mars are able to encourage
other personas to a tendency towards Mars' traits.  In this case, they
can encourage those who would otherwise seek a peacable agreement to
attempt to resolve difficulties via battle.  Resistance to the Casting is
based on the SM category, as that indicates faith in oneself.  True
followers of Mars have no resistance, personas who are strongly
pacifistic should be able to use the entire Spiritual TRAIT to resist.
Once started, a battle would follow its normal course.
 
UNBREAKABLE WEAPON SPELL
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One weapon                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: The breaking of the trusted weapon has been the downfall of many
fighters, and so Mars allows his priests to bless their consecrated spear
in such a manner that it will not break regardless of damage done to it
while this Casting is in effect.  In fact, no damage is accrued to the
weapon, even in the case of parrying!  Before calling upon this Casting,
however, the priest must be entering (or in) a battle of great and heroic
proportions, one that has a serious impact if lost, otherwise the energy
is still spent, but Mars does not grant the blessing.
 
Grade III:
SURESTRIKE CANTRIP
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, a priest of Mars will temporarily
increase the non-missile Combat STEEP by 15, assuming that the subject is
a devout follower of Mars and has performed heroic deeds in the past.  If
the subject does not meet these criteria, then the blessing may become a
curse, at the JM's option.  Note that heavy reliance on this Casting,
like most of the others, will result in such blessings being withheld if
they are replacing skill rather than enhancing it.
 
Grade IV:
BLOODLUST CHARM
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting has an effect similar to the Beserk casting described
earlier (cf. priests of Thor), although it lasts longer.  It may only be
lain on a follower of Mars who has a warrior's attitude and approach.
 
Grade V:
BLESSING OF MARS RITUAL
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is used to turn an otherwise middling warrior into a
great warrior before a great battle is to be joined.  Armies may hold
special ceremonies to Mars on the eve of battle, but special soldiers and
champions may seek this ritual before the clang of battle swallows them.
It grants a +20 to the subject's BAC with his primary weapon, and it
confers a bloodlust such that dazing does not normally occur (although
the subject can still fall comatose).  As with Bloodlust (and Berserk),
the subject will be exhausted for a time equivalent to twice the length
of the blessing.  This Casting can be lain up to twelve hours ahead of
time, and will activate only upon the first strike with the chosen
weapon.
 
I just hope all this work is finding a home in someone's campaign :-)
If your players are surprised because that Priest wielding a Spear gets
really nasty all of a sudden, let me know, I *love* it when my ramblings
spark someone else's imagination!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Tune in Next Time, we tackle..... ah, I'll let you find out when I'm
finished ;-)
=========================================================================
Date:         Thu, 14 Oct 1993 10:53:28 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: priests' specific castings
 
Don't worry, folks, I will continue to post as often as ideas spark!
However, please realize that everything I put out is a suggestion, and
the vast majority of it has not even received any sort of play-testing.
<grin> I expect that will change as my own Mythus campaign gets under
way.
 
If you find something is unworkable in actual play, or perhaps should be
adjusted, I would love to hear about it.  Once I've got most of the major
deities of the pantheon covered, I'm going to throw some background and
legends together with it, and then place it on the FTP site at the
earliest convenience  (maybe put it on the listserv too?)
 
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 14 Oct 1993 11:56:25 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Campaign Update (Scepter of Amun-Ra)
 
As promised much earlier:
 
On Tuesday, I was actually able to get enough players together to play
Mythus (yay! we finally *played* a game!).  As mentioned once before,
I was running a variant on the Sceptre of Amun-Ra, from Journeys #4.
 
Pretty fun, actually.  The party immediately rose to the bait and
saved the girl who suddenly appeared in front of them in the Blue
Frog Tavern.  Ruffians nearly immediately appeared, in pursuit, and
the party drew weapons and readied Heka for the girl's defense, only
to have her disappear.  The Spellsinger threw an Acclumsed Ode at
one of the Ruffians, the Cavalier wounded a second, and a third got
two doses of Heka Darts before he started backing off.  The fourth
got away unwounded.  Incidentally, the Clumsy One dropped his weapon,
and, in the process of recovering it, promptly landed on his face and
broke his nose (an inside joke about one of the people here at
the college), and murmured something about "October" and "Ahaz".
I think I'm gonna have fun whenever the spellsinger sings *that*
particular Ode ;-)
 
Anyhow, the Ruffians fled, and the owner wandered over, glowering at
the mess that was made (scuffing up the recently waxed floor,
bloodstains here and there), and he was preparing to throw them out
(although he mentioned something about clean-up costs), and two
of the three, the Alchemist and the Cavalier, handed him a few
BUCs to shut up.  The Spellsinger, who was acting as if she were
innocent of any wrongdoing, was also glowered at, and she finally
muttered something about not paying for someone else's mess, and
the innkeeper gave her a bucket, and a low-class insult.  She
sped Dreamhaunter Melody after him, so he will probably have a
restless night.
 
When they finally left the bar, they were accosted by a merchant
who was protected by ruffians similar to those they tussled with
in the bar, and escorted to a nearby alley, where he first
cajoled, then threatened them to get IT from the mysterious girl.
 
Unfortunately, one of the players was fighting sleep by this point
(it was 11:30, we started at around 9:00), so we called it a night.
More later!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 14 Oct 1993 20:30:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Morpheus Unbound - Dare to Chase Your Dreams
              <PROGERS@ALBION.BITNET>
Subject:      Re: Some Nordic Thoughts
 
why wait for GDW to publish anything?
if you want them to publish materials and know that the players/loyal
customers care then submit monsters/characters/personalities/etc to
them.
 
how?
 
GDW publishes Challenge magazine.
 
P.O. Box 1646
Bloomington, IL ..... (hmm, i don't have the zip code on me right now,
but it's bloomington alright).
 
the managing editor is named Michelle Sturgeon.
 
p
 
progers@albion.bitnet
=========================================================================
Date:         Fri, 15 Oct 1993 08:30:03 CDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Eddie Ironsmith <emironsm@EDDIEI.B17C.INGR.COM>
Subject:      Re: Bloomington
 
Here is the zip as well as the marketing direstors name.
 
If you want to complain about lack of support, late releases, and
the need for reprints, etc here is the guy to call/write.
 
Michael Kraus
GDW Marketing Director
P.O. Box 1646
Bloominton, IL. 61701-1646
 
 
The phone number for both The editor and marketing is
 
(309)452-3632
--
-----------------------------------------------------------------
|Eddie Ironsmith               *                                |
|Senior Software Analyst       *  If you find any *answers* in  |
|Intergraph - Huntsville, AL   *  something I have said, then   |
|(205)-730-1729                *  you have misunderstood me.    |
|emironsm@eddiei.b17c.ingr.com *                                |
-----------------------------------------------------------------
=========================================================================
Date:         Fri, 15 Oct 1993 11:47:23 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Some Nordic Thou...
 
Morpheus;  (PROGERS)
 
The only problem with THAT is that Challenge is a Sci-Fi mag for GDW's TNE &
Twilight, etc, etc.  Journeys is their magazine for DJ.  If you really want
to get in touch with hard core gamers, and you're tired of Journey's sporadic
publication and flimsy content, send any submissions to Mythic on
AmericaOnline (in plain ASCII format), or by snailmail to Mythic Masters
Magazine:
 
TriGee Enterprises Corp.
P.O. Box 388
Lake Geneva, WI 53147
 
Mythic is really the one and only Frank Mentzer (who has done some work for
T$R in the past);  he's the guy behind Mythic Masters Magazine.  This mag is
available only through subscription and thus only loyal Mythus fans'll see
it.  Definitely worth it, too!  I've got stuff coming up in the next issue or
so maybe...!
 
Randy
Cerebus000@aol.com
=========================================================================
Date:         Sat, 16 Oct 1993 13:32:37 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Mariners of Neptune
 
(The next couple are going to be slow, I'm in a crunch period and
 only able to type a little at a time -- these may be a little
 rough, but I didn't have a lot immediately at hand to work with
 while writing -- comments/criticism/corrections are welcomed!)
 
The ever-dutiful scribe, who has so far touched upon relatively minor
deities, now turns his pen to one of the major deities: Neptune, known
to Greeks as Poseidon.  When they were dividing the realms amongst the
three sons of Saturn (Kronus), Jupiter chose the sky, Neptune took
the sea, and Pluto took the under-earth.
 
The worship of Neptune (or at least his appeasement!) would be of
high priority to sailors and sea-going merchants, and fishermen
would probably be holding services to him to enhance their harvest
of the sea.
 
Neptune's priests are required to be able to swim, boat in some form
or another, and they are permitted to ride horses (the horse is an
animal sacred to Neptune).  Most will use either nets or tridents.
In some areas, his priests are known as Mariners.
 
Grade I:
BRING FISH FORMULA
Time: Instantaneous             Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting grants the priest casting it great success in
fishing endeavours, causing a greater harvest than would ordinarily
be possible.  It requires that a net be specially consecrated to
Neptune, and, of course, that there actually be fish in the water.
It is intended for use as emergency sustenance, or as a demonstration
of Neptune's power (in which case, the fish should be freed
afterwards).  Repeated use of this in too short a time period will
result in the fish no longer coming.
 
FISHFOLLOW RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting is most useful for those priests who assist
the fishermen, for it allows the priest to "sense" where the fish
schools are.  Although the range is fairly long, realize that, like
most such sensation Castings, as the priest approaches a school, it
becomes more obvious to him exactly where it is.  Thus, at the extreme
range, the priest will be aware that there is a school of fish
"in that direction", but as he approaches, it will become more of a
"about 20 yards off the starboard bow".  This Casting does require
a small sacrifice to be made to Neptune before reaping the benefits
of his blessing.
 
Grade II:
SEALOVE CHARM
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: Like most priests, Mariners are able to encourage the traits
of Neptune in others, and this is their primary means of doing so.
Most personas, somewhere at the base of their being, have an
appreciation for the beauty and savagry of the sea, and this little
charm will bring it forth.  It will often (but not always, in the
case of hydrophobics) bring forth fond memories of the water, and
raise a slight to strong desire to see the water again.  As the
Casting wears off, the desire decreases, but it can still be brought
forth with but a small reminder until such a time as the sea (or
other appropriate body of water) is sought out and viewed for a
while.
 
UNDERSEA BREATHING FORMULA
Time: 1 hour                    Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting allows the subject of the Casting to breath underwater
if water is not already the natural environment of the subject.  That is
to say, it cannot be used to "drown" a fish or other water-breathing
creature by altering its respiration.  The Casting does not otherwise
provide any sort of protection or movement, just the capability to
"breathe" water as if it were air.  It may be extended an additional
hour for every additional 20 Heka spent, up to a maximum of one hour
per 10 STEEP.
 
WAVERIDER FORMULA
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting is intended to keep the subject afloat for a
while.  Although it does not provide any sort of motion, it will keep
a body afloat for a while, which can certainly be useful at times!
The time may be extended one hour for every additional 20 Heka
spent, to a maximum of 2 hours per 10 STEEP.
 
Grade III:
WAVESTRIDER SPELL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: 20:1 additional hour
E/F/M: This Casting will allow the priest to walk through and with
the waves.  Often, people think it will allow walking on water, but
this is not a good assessment of the effects, for a more proper
description would be that the priest walks *with* the waves.  The
hand of Neptune buoys the persona, and though he may get a little
wet, he is carried on the foam and through the waves, his head
never dipping below the surface.  He may walk at his normal rate,
and the Casting may be extended one hour for every additional
20 Heka spent, to a maximum of two hours per 10 STEEP.
 
Grade IV:
WATERSTEED RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: One steed                     R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: By means of this Casting, the Mariner is able to summon a
watter-based steed which will serve the Mariner for the duration
indicated above.  The steed will be waterborne, so that the
priest may travel across water at a rate greater than all but the
fastest of ships.  What kind of steed is available will be
partially dependent on the area, but it will always be of a
suitable size to carry the priest.  The steed will not engage in
combat for the priest, nor can it be forced into combat.
 
Grade V:
SPRINGWATER RITUAL
Time: 1 day per 10 STEEP        Other Heka Costs:
Area: One rock                      R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: When this Casting is woven, the priest has called upon
Neptune to succor him and possible others through a harsh, dry
time, and the rock touched (it must be of a reasonable size,
as in no less than a small boulder) will crack, and water will
flow from the rock for one day per 10 STEEP possessed by the
caster.  Note that the same rock cannot be used more than once,
and attempting to sustain the life of a community, while noble,
will eventually result in the withdrawal of this Casting (as
Neptune was never one to coddle humanity, especially away
from the water).
 
As mentioned before, I am consolidating all of these posts into one
rather large file, which will also include some details on the
priesthoods (as soon as I have time to do some more research ;-) )
and some suggestions on which areas a particular priesthood would
probably be prominent in.
 
Feedback is always welcome!
 
    Mike Phillips
    msphil@birds.wm.edu
 
Guess I ought to work up the other two of the Three Big Brothers.....
=========================================================================
Date:         Sat, 16 Oct 1993 19:25:12 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Textual changes (continued)
 
I mentioned that there were differences between the two printings of
the Mythus book.  Here are the differences in the Sample Castings
section.
 
Sample Castings section:
(additions)
Dweomercraeft Additions:
  Trigger Effect Formula (p.278)
  Implant Spell (p.279)
  Cloud of Magick Spell (p.280)
Priestcraeft Additions:
  Produce Meal Ritual (p.282)
  Enhance Spiritual Power Formula (p.283)
  Word of Command Charm (p.284)
Apotropaism Additions:
  Protection from Fire Cantrip (p.284)
  Alchindus' Sigil Formula (p.285)
  Protection from Curses Spell (p.286)
Astrology Additions:
  Star Chart Place Formula (p.287)
  Know Truth Charm (p.288)
  Arago's Influence of the Sun Cantrip (p.289)
Herbalism Additions:
  Auraread Spell (p.289)
  Resist Disease Formula (p.291)
  Healing Infusion Formula (p.292)
Mysticism Additions:
  Fakir Cantrip (p.293)
  Mystic Skill Bonus Formula (p.293)
  Mystic Missile (p.294)
 
Sample Castings Dropped:
  The entire Alchemy list
 
For the record, the Heka gained from K/S Areas has not been fixed yet
to agree with the text, there is no difference in the two editions of
the tables.
 
I haven't had time to compare the weapon/armor values in the two, much
less against the GM's Screen, so I can't check to see if they fixed
those yet.  On the other hand, given the changes made so far, it's
pretty likely they haven't been changed.
 
(I'd do the comparison now, but my eyes are too tired)
 
The reason I was surprised by this is that I ruled, back when we were
using Mythus Prime, that only the Castings listed in the back of the
book were available to Mythus Prime Heka users.  However, as Alchemy
is still included in the list, but all the Castings were yanked, it
makes it a pretty poor choice of things to drop.  I would have left
that section alone and fixed the durn Heka table!
 
Anyways, I hope this information is of use to someone :-)
 
    Mike Phillips
    msphil@birds.wm.edu
 
Don't worry, more Castings for deities to come.....
(BTW, the Produce Meal casting above does not conflict with the
 Bacchian Casting mentioned a while ago -- Produce Meal appears
 to produce what is essentially an adequate meal, whereas the
 Bacchian Casting creates an epicurean feast, liberally lace with
 alcohol)
=========================================================================
Date:         Thu, 21 Oct 1993 12:26:31 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      This is a test.  I'm trying desperately to post with info and
              input.
 
Hope this works.
Doyce
=========================================================================
Date:         Thu, 21 Oct 1993 21:13:56 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Scott Cokely <tcokelys@TUS.SSI1.COM>
Subject:      Unsubscription request
In-Reply-To:  <9310211859.AA10895@relay1.UU.NET>; from "Doyce Testerman" at Oct
              21, 93 12:26 (noon)
 
Please unsubscribe me from the Mythus mailing list.
 
Thanks.
=========================================================================
Date:         Fri, 22 Oct 1993 00:07:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Hellooooo!!!!
 
Okay, now listen, dammit.  I just found this listserv and it (and the DJ
system aren't goint to fold on me now. Let's get motivated guys.  Yes, I'm
new. Greetings all, and stay tuned.
dt
=========================================================================
Date:         Fri, 22 Oct 1993 19:20:43 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Brother Tyrus <C9108613@CC.NEWCASTLE.EDU.AU>
Subject:      mythus:how long was gary thinking about Mythus?
 
Greetings all!  I am usually a silent observer ofthis list, because although i
own mythus and mythus magick, i cant get a group togetherto game and so
thebooks have been sittig on my bookshelf fdor quite some time.
 
Anyway, I was reading Night Arrant by Gary Gygax, a book of short stories
revolving around Gordthe Rogue, in the World of Greyhawk.  It is copyright
1987.  Anyway, in the second story, titled "The weird occurence in Odd Alley",
i came acorss a remarkable passage, that made me wonder how long Gary had been
working on Mythus for.  In the story, Gord and his companion go through this
portal in Greyhawk, which leads to a city type place which is the centre of a
series of gates from hundreds of different prime material planes.  People from
all time periods and worlds can be found.  Well anyway, Gord's companion says
something sacuy to a woman they see, and she informs them where she will be,
and tells them to join her, saying, and i quote, "Ask for Zenobia of
Aerth."!!!!!
 
Food for thought, I think...must be morethan coincidence.
 
Anyway, enoughfor now, i hope i havent wasted anybdys time.
 
Ciao!
 
--
'I stood at the gates of Eternity, looking forward.  Fear gripped my heart, I
turned away, and ran.  Can you see beyond the horror of the void?  Tell me
what's out there, lest the terror drive me insane...'
                                                 - Brother Tyrus Hellbane
Hate mail to : c9108613@cc.newcastle.edu.au  <-- fastest reply
               natwoo@scorch.apana.org.au
               Nathan.Woodcock@f400.n622.z3.fidonet.org
=========================================================================
Date:         Fri, 22 Oct 1993 09:14:22 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: mythus:how long was gary thinking about Mythus?
 
>something sacuy to a woman they see, and she informs them where she will be,
>and tells them to join her, saying, and i quote, "Ask for Zenobia of
>Aerth."!!!!!
>
>Food for thought, I think...must be morethan coincidence.
 
It *is* more than coincidence.  He's been working on Mythus in general
since 1986, and, according to hints dropped in the Necropolis introduction,
AErth was the original world he campaigned in (with Greyhawk being the TSR
adaptation to fit on two poster-sized maps).  Also, note that in the last
of the Gord books, there is an advertisement for "Epic of Yarth" and
"Necropolis", said to be written "generically" for use in "any gaming
system".
 
I think a lot has been planned for a very long time, so I do take him
seriously when he comments in places that the other genres are pretty well
mapped out.....
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 22 Oct 1993 10:57:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Beastiary
 
G'day,
 
  Well its almost the end of October.  Anybody heard anything about the
supposed October release of The Beastiary ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Fri, 22 Oct 1993 14:42:28 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: mythus:how long ...
 
Yeah - I've read Gygax interviews and the like.  Rumours persist that the
reason why T$R kind of "booted" the man was that in 1985 he presented the
Board with the idea of upgrading AD&D with what eventually would later become
Mythus.  They said, "Nah, let's stick with what sells and what is standard.
Everyone loves AD&D, why should we change it?"  Gygax probably responded,
"It'll be out of date in two years!"
 
Anyway, they kind of edged him out anyway.  He had been working around on
creating a better system since 1986, and it was entirely based around
Necropolis.  That was the testing ground for just about every aspect of
Mythus in the early days.  He saw Mythus as a chance to publish is true
campaign world, Aerth, too.
 
When Gygax was removed from T$R, they signed an agreement that Gygax could
not publish another FRPG for 5-7 years (not exactly sure).  When the deadline
had passed, GDW almost immediately announced plans to release Dangerous
Dimensions, Gygax's new state-of-the-art RPG.  Well, T$R went apeshit.  They
didn't know *WHAT* to do... so they went with their natural instincts;  they
called up the lawyers.   And the court case began.
 
Gygax hadn't played/DM'd any AD&D since 1985 - he had begun working on Mythus
and designing that.
 
And you better believe that Gygax has been working hard on it since '85.
He's known to be very prolific and somewhat of a workhorse.  As he once put
it, he goes to work on whatever project is at hand for about 8 hours
(including lunch, etc).  Then, when he wants to relax, he works on the
project some more.  He sleeps about 3 minutes a night and JM's for Ernie and
his friends once a week or so.  GDW has said that a lot was cut from Mythus,
with plans to include it later in a Companion book.  Gary had supposedly
presented them with three or four reams of stuff for DJ, a lot of it
concerning other genres, etc, etc.
 
Unfortunately, GDW blundered the packaging and editing of DJ and that is what
is causing it to suffer.  The book is horribly edited, out of order, and
difficult to read.  But, that may be fixed next year, because the idea of a
2nd Edition has already crossed GDW's minds...
 
C'ya...
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 22 Oct 1993 14:45:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Hellooooo!!!!
 
Welcome, Doyce!  This listserv gets busy for a week or so, then dies down,
then gets busy again.  Stick around, it often gets good.  In fact, get the
archives, if you can.  Mr. Mike Phillips has been doing some excellent essays
on Specific Castings for dieties...  In fact, Mike is one of the most
prolific writers on this list.
 
Anyway, welcome to the list, and don't worry;  even tho we are getting nearly
0% support from GDW, we've definitely got each other, and we're not going to
fold.  For some reason, Mythus fans are incredibly loyal to the system.
Also, you might want to see about subscribing to Mythic Masters Magazine,
published by Frank Mentzer (& Gary Gygax, too).   I'm sure someone can post
the info on subscriptions (unavailable in stores) here if you're interested.
 
If you have any questions, post 'em here, or leave me e-mail.  I check this
list & my mail at least five times a week...
 
Welcome!
Randy
cerebus000@aol.com
=========================================================================
Date:         Fri, 22 Oct 1993 14:11:41 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Whoops, need some more valium in the coffee...
 
Just a quick post to apologize for my outburst on the listserv last night.
It was late and I had just gotten through all the archives, which end on a rather sour note, with people unsub-ing and everyone talking about the death of
Mythus.  I was a bit fagged out and frustrated (after trying to unZip Eddie's
post--I got it out today) and shot off a stupid missive (though not nearly
as uselessly long as this.  At any rate, I hope to contribute positively in
the future and help this amazing system grow.  To quote (the late?) Lucifer
(just before a "rather large foreign host"logged him off, Vive le Mythus.
Good Fortune
Doyce (DT).
"Are all men from the future loud-mouthed braggarts?"
"Nope. Just me, baby. Just me."  --Army of Darkness (sig kept small on purpose)
=========================================================================
Date:         Fri, 22 Oct 1993 15:49:11 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Whoops, need some more valium in the coffee...
In-Reply-To:  <9310221940.AA20210@cabell.vcu.edu>; from "Doyce Testerman" at
              Oct 22, 93 2:11 pm
 
>  To quote (the late?) Lucifer
> (just before a "rather large foreign host"logged him off, Vive le Mythus.
> Good Fortune
> Doyce (DT).
> "Are all men from the future loud-mouthed braggarts?"
> "Nope. Just me, baby. Just me."  --Army of Darkness (sig kept small on purpose)
 
 
Oh...I'm still around...and still trying to get people to scream
their heads off at GDW to keep publishing Mythus...
 
Don't worry...I'll ALWAYS be here...
 
Lucifer >:}
=========================================================================
Date:         Fri, 22 Oct 1993 17:19:32 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      DJ dead?  Not bloody likely.....
 
<grin> Actually, I don't think very many people are leaving, except those
who wandered by without really wanting to be here.  Me, I *refuse* to give
up on this system, 'cause I finally found *my* system, the one I'm gonna
stick with for a while, and nothing's going to deter me :-)
 
Can you say loyal?  ;-)
 
The Specific Castings lists will continue early next week, now that most of
the hectic things have cleared up (three computer projects, two mid-terms,
and a job).....
 
No game this week either <pout>, although now that the apartment mate is
moving out we'll be able to game around the kitchen table now ;-)  So
forward ho, DJ fans!
 
Anyone know what the plans are for DJ mixing with cyberpunk?  Just
wondering, because I've been playing with ideas for it, and wouldn't want
to put in a lot of work that'll be "corrected" in a couple years ;-)
 
Anyhow, back to work and studies, and sometime Sunday, more Castings.....
 
Have a nice week-end!
 
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 22 Oct 1993 23:10:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310222122.AA03182@cec_userfs.wustl.edu>
 
I just got my first two issues of Mythic Masters Magazine and I love them.
If you haven't subscribed yet I suggest you do.  They contain commentaries
by Gary Gygax (entertaining to read) addition rules and clarifications,
new vocations, sample personas, and other neat stuff (huge list of
Greco-Roman dieties).
 
Also in MMM is a chapter (per issue) detailing a new setting for DJ called
Changeling.  This is called a Weird Science/Fantasy setting, though it
seems to me to be like a regular science fiction setting (though a little
far fetched).  So far it sounds like a lot of fun.  What do you guys think?
It also mentions cybernetics, though I haven't seen any rules dealing with
them yet.
 
Nathan Brazy
ndb1@cec.wustl.edu
=========================================================================
Date:         Sat, 23 Oct 1993 00:36:13 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Wendy <wliaw@MAGNUS.ACS.OHIO-STATE.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310230416.AA18913@quark.magnus.acs.ohio-state.edu>; from
              "Nathaniel David Brazy" at Oct 22, 93 11:10 pm
 
> seems to me to be like a regular science fiction setting (though a little
> far fetched).  So far it sounds like a lot of fun.  What do you guys think?
> It also mentions cybernetics, though I haven't seen any rules dealing with
> them yet.
 
I have no access to MMM, so I haven't seen this article. What's so far
fetched about it?
=========================================================================
Date:         Sat, 23 Oct 1993 07:57:46 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: One more AErth ref. in Gord the Rogue
 
Out of curiosity, sparked by a comment earlier, last night before I
went to bed, I dug out my copy of the Gord the Rogue books and
skimmed the last chapter of Dance of Demons.....
 
'"Is it true that all five of the Kings of Avillon are to be here?" one
 of their number asked.
'The steward ticked them off by rote: "Albon, Caledonia, Cymru, Hibernia,
 Lyonnesse -- yes, all of them, and soon too.
'....."All the way from those strange kingdoms to Hy Brazeal!"'
 
Guess Gellor became Demiurge of H.B., ya think?  :-)
 
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sat, 23 Oct 1993 11:50:08 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         The Outsider <mms48@UNLINFO.UNL.EDU>
Subject:      mythus-l
 
get mythus-l log9310A
=========================================================================
Date:         Sun, 24 Oct 1993 15:59:33 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus-l: Jupiter's priests
 
The ever-dutiful scribe is turning his attention this installment to
Jupiter, the so-called "King of the Gods".  Known to the Greeks as
Zeus, Jupiter (improperly also called Jove, from the Latin Iupiter,
Iovis) was essentially soverign over the other Greco-Roman gods,
after deposing Saturn (Kronus), his father.  Jupiter married his
sister Juno, although this was in no way a commitment to fidelity,
as he was known to have affairs with many beautiful mortals and
even the other goddesses.  By agreement with Neptune and Pluto,
Jupiter was given dominion over the sky and storms.
 
Jupiter's priests (no priestesses allowed) often learn the spear,
although after much service they may be granted special weapons or
command over lightning.  Though sometimes married, they are not
required to be chaste.  Unlike their patron, they are often unable
to escape the full consequences of infidelity, however.
 
Grade I:
WEAPONSPARK CHARM
Time: 1 CT per 10 STEEP         Other Heka Costs:
Area: One object                    R&D: 10:1 per additional D3
Distance: Touch                     Other: Nil
E/F/M: This Charm allows the priest of Jupiter to add a slight spark
whenever the weapon strikes an opponent.  The sparking will cause an
additional D3 of electrical damage, and this may be increased to a
maximum of 1D3 per 10 STEEP possessed by the Caster, at a cost of 10 Heka
per additional D3.  The weapon should be appropriately consecrated to
Jupiter.
 
ROLL OF THUNDER CHARM
Time: Instantaneous             Other Heka Costs:
Area: See below                     R&D: Nil
Distance: See below                 Other: 10:1 per addition thunderclap
E/F/M: By means of this Casting, the priest is able to cause a
thunderclap to sound, as if there were a storm approaching or already
upon the area.  The sound can be heard normally, as if the storm really
were there, yet there need not be a cloud in the sky.  This is
occasionally used by priests of Jupiter when coordinating something, or
when demonstrating that they really are priests of Jupiter.  The Casting
will cause most normal animals to immediately seek shelter from the
"approaching storm", regardless of other indicators, and it has been
known to spook some particularly easily frightened animals.
    Additional thunderclaps can be summoned at a rate of 1 per 2 CT's, at
an additional cost of 10 Heka per additional thunderclap.  The Caster has
control over the sound of the thunder (i.e. if it is a deep, rolling
sound or if it is a sudden, cracking sound, or somewhere in between).
Multiple thunderclaps do not need to have the same sound.
 
Grade II:
ENCOURAGE INFIDELITY CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will allow the priest of Jupiter to break down normal
inhibitions concerning fidelity and infidelity in marriage, and even
encourage it if the natural inhibitions are not particularly strong.
While originally intended to mimic one of Jupiter's natural tendencies,
some priests have used it to assist them in bedding any female they
choose, regardless of current state.  The priesthood is working on
supressing the Casting in order to not make their reputation any worse
than this Casting has made it.
 
THUNDERVOICE CANTRIP
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest to make someone's voice as loud as
thunder, deep, rolling, and capable of being heard over great distances
(although with some delays due to the speed of sound!).  It has been used
to allow generals to speak to the entire army, or priests to speak to
really large gatherings.  It has no significant effect on those nearby
the speaker, although some people's ears will ring for some time
afterwards if they stand too close.
 
Grade III:
MASK ADULTERER FORMULA
Time: 1 AT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: The Priest using this Casting can make an adulterer temporarily
appear as someone else, a stranger, thereby making an escape easier, or a
search more difficult.  There is rumored to be a higher-grade version of
this Casting, intended to be used to mask someone intending to perform
adultery as an appropriate person (such as the woman's husband) for the
evening, not unlike the legend of Uther and Ygraine.  Note that this
disguise, while very good, lasts barely long enough to make an escape and
can not be placed on the priest performing the Casting.
 
LIGHTNINGSTRIKE CANTRIP
Time: Instantaneous             Other Heka Costs:
Area: 25 yard long, 2 yards wide    R&D: 20:1 per additional D6
Distance: 1 chain per 10 STEEP      Other: Nil
E/F/M: This Casting causes a lightning bolt to fall from the sky at a
designated target, and then speed along the ground for a distance of up
to 25 yards.  The bolt is around 2 yards wide, and can be summoned to any
point up to 1 chain per 10 STEEP away from the Caster.  The base damage
is 1D6 points of electrical damage, which can be increased to a maximum
of 1D6 per 10 STEEP at a cost of 20 Heka per additional D6.
 
Grade IV
RAINCALL RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: Special                   Other: Nil
E/F/M: By means of a lengthy ritual that takes half an hour to perform,
and includes many acts taken from legends and myths, a priest is able to
cause a goodly rainstorm in the region that will last at least one hour
per 10 STEEP.  If the area is particularly prone to rain, and was on the
verge of raining anyways, this time may well be tripled, and if in an
area that is very much not prone to rain, it may be halved.  The Casting
is capable of easing the effects of droughts, and often can restore
normal weather patterns to an area that is experiencing unusual weather
(JM's option), although the rain gathered will not be enough to make a
very dry area bloom into a very wet area.  The Casting is fickle, though,
and repeated use in the same area may result in the storm's effects being
malevolent instead of benign, or perhaps a drought extended.  The ritual
is completed by sprinkling specially-blessed water over the area that
will serve as the center of the storm.
 
Grade V:
THUNDERSTORM RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: Special                   Other: Nil
Special materia cost: 10,000 BUC consecrated water vessel, plus other
    special accoutrements amounting to an additional 5,000 BUCs
E/F/M: This Ritual, which requires a full hour to work to maximum
potency, is much like Raincall (q.v.), but it causes a full, raging
thunderstorm to sweep across the area.  This deluge will relieve droughts
of up to two months long, and can provide enough water for a desert
settlement to last for several weeks.  In areas particularly prone to
storms (such as semi-tropical coastlines), this can build to a full
hurricane that could take weeks to run its course.  It will never disrupt
the normal weather patterns for an area, but it has been known to restore
them to their normal cycle after being tampered with or in an unusual
year, perhaps because of a metaphysical "cleaning" effect.
    No priest of Jupiter can call this Casting forth without adequate
justification, because it is releasing a significant amount of Jupiter's
fury upon the world for a time.
 
Feedback is of course welcome, and if these little tidbits find a home
in your campaign, do let me know!  I love mail!  I also love hearing that
my modest efforts are useful to others.
 
    Mike Phillips
    msphil@birds.wm.edu
 
Time to do the last of the Big Three.....
=========================================================================
Date:         Sun, 24 Oct 1993 15:35:46 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Many varied subjects.
 
Although I'm interested in the "Future of Mythus/History of Mythus" thread, I'd
like to interject a few questions/comments of my own on various subjects.
        How has everyone done as far as character development? I've found the
depth of character I've witnessed developing in my (two) campaigns to be
several orders of magnitude greater than anything else I've ever done (that's
including OP/EP characters as well).
        i've read all (and adopted some) of the house rules I've seen in the
archives, namely the trigger rulings--i.e.: triggers cast at the same level as
the triggered spell and the caster's max Hed(k)a lowered bu the amount invested
in the triggers.  This last point has served as a logical (to me and my
players) and useful mechanic and reign/control for spellcasters and on one
spellcaster in particular (one Ultavarios by name--a 60 year old PP Elemental
Dweomerstefter(don't ask) w/80's in Magic/&/Dweomer when beginning play, thanks
to those hefty age bonuses (of course a fall down a short flight of stairs
could possibly kill him.) The player is a very inventive former past master of
Champions who has seen the possibilities in the flexibility of the Magic
system.  He also acts as a great "litmus test" for loopholes in the rules,
since he's always pushing the outer limit of what can be accomplished with the
system.  Want an indoor toilet?  Forget those Dwarven pipelayers. Use Pitfall
Charm (Grade 9(?)). Diameter about 9 inches. making it about 400+ feet deep.
When it starts filling up, cause it to cease to be, and the contents either are
destroyed (10%) or just teleport somewhere (some great opportunities for plot
twists there..) Also the source of the Spec. Casting "Ultavarios's Stones of
bathing Comfort"--again, don't ask.
        I know from the Archives that everyone is using the "correct" Heka
generation formulas from the skill description--not the table, though I noted
that no-one ever asked E. Gary or Dave about this. (Or posted it, at least..)
I asked Dave Newton about this at Gen Con.  He explained that the editor had
decided 1) the dweomercraefters needed more Heka and 2) there needed to be a
table, so they put the increased Heka generation into on a table, and left
everything else alone.  (An explanation in the tes(x)t would have been nice,
Dave.
Oh well..)  Also, we had a hang-up over the lack of notation regarding Heka
production in some skills that give spells (such as Fortune Telling). What we
finally figured out is that those skills give a character spells, **but no
Heka**.  i.e.: you have to have Heka from some other source, otherwise the
skill's just a skill, which means we don't have every sailor on the planet
walking around with a couple dozen Heka (or a couple dozen + major Trait, if
you use that option) <Sigh of Releif.>  Also explains why the sailors in the
back of the book have no Heka.
        Has anyone seen/developed rules for disarming and other combat special
manuvers? I've been using a skill/vs./skill contest, as in Unarmed Combat:
Attacker wins=sword goes flying, Defender wins=nothing happens, Attacker wins
and defender crit fails=sword goes flying and defender takes damage. Defender
wins and attacker crit fails= sword of attacker goes flying -or- attacker takes
damage, defender's choice. I also use this mechanic for corp de corp (spelling?
It's pronounced "cor-de-cor") and other tricks.  This is an important subject
for one player, playing an Explorer with **NO** Heka powers (except Endurance)
and damn proud of it! Master swordsman (former self-propelled sandbag for
damage absorbtion) looking for greater flexibility in combat. Has anyone seen
MMM#2 yet? (He also wants a groin cup.)
        Lots 'o stuff. I'll let everyone chew on this for now.
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
;
=========================================================================
Date:         Sun, 24 Oct 1993 16:12:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Skill Specialization
 
G'day all,
 
  Anybody unhappy with the results of K/S specialization ? I am.  I'm
begining to think it seriously unbalances the game.
 
  Take the case of hand weapons.  It is not unconceiveable to start a
warrior type with near or over 50% in Combat Hand-Weapons (take a look
at the monster created using "primative warrior").  If you allow the
player to specialize in one weapon (say longsword).  The character ends
up with a skill up around 70% and a BAC of 80%.  If or when they get
the rest of the sub-classes proofed, they will naturally proof shields.
This gives them a 51+ in that k/s.
 
  So, now you have a fighter who attacks 3 times a round (at 80+ to hit)
does mucho damage (thanks to the skill level of 70+) probably has
strength bonuses and still parries twice a round and since parrying is
"moderate" the fighter has better than 100% of parrying.
 
  Now, some people might not think that is too bad and I'll agree combat
can still be very dangerous for the fighter, but....
 
  Turn that fighter into an archer and you have some guy with a long
bow who fires 4 arrows a round at 80+% chance to hit and he is probably
still better than most with a sword.  4 arrows a CT turns into
120 arrows a minute.  Even if the archer had access to that many arrows,
his fingers would be ribbons after that many shots.
 
  Anybody want to comment on their experiences and solutions. I'm considering
just not using that optional rule.
 
Thanks,
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Sun, 24 Oct 1993 17:49:48 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: specialization
 
I think I wrote about this a while ago, but here it is again anyhow.
I handle specialization like this:  I break the K/S Areas with
subareas into separate K/S Areas, sort of.  That is to say that they are
still grouped together, but the STEEP levels and subareas held are
a function of cross-feeding rather than some arbitrary number of them
are automatically known.
 
In other words, a warrior starts out with a Combat, Hand, of whatever,
and they choose a sub-area.  One.  No more.  They are given reasonable
bases for the others that they would know (given background), so
that someone starting with a STEEP of 40, would probably take One-Handed
Swords.  The result, IMO, would be a STEEP of 40 for 1-H Swds, a
STEEP of 30 for Shields (the result of training with shields when
learning swordplay), 20 for 2H swds, Axe, and Dagger/Knife, and probably
10 in Pole-arms (Cutting), and Spear/Thrusting Polearms, and club.
Then, as they spend AP's, they can advance ONE of these each time, at
the normal cost, or add a new subarea by finding a teacher and
spending the appropriate AP's to get it.  Note that they will not
incur the 5 AP cost to "create" the new K/S slot, so all AP's spent
on the subarea of an already possessed skill would go straight into
a STEEP rating.
 
It's a little funky, and it prevents initial specialization, but
for long-term development, it makes sense to me to separate them.
If that's not clear, mail me and I'll try and explain further :-)
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 24 Oct 1993 17:32:42 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Skill Specialization
 
What I have done with specialization in Weapons skills is do away with the
proofing rule and the "you get all the rest of the skill slots at 51 STEEP
rule." To counteract this loss, I lessened the penalty to non-specialized weapons.  Example: Sebastian, an Explorer with Combat, Hand Weapons STEEP at 56 and
specialized in one handed swords has STEEP (effective) in that sub-area of 78.
His three remaining slots (since he's only getting one sub-area/10 STEEP now)
are in daggers, spears, and whip (he trains horses for a living--and you have
to be good with a whip not to hurt them with it) are at 39. (Which is 75% of thebase skill rather than 50% (or 50% of the specialized sub-area--the numbers are
the same)).  It works so far and I haven't heard too many groans from the
warriors.  Input appreciated.  Incidently, I don't use this rule with other skills, since I really haven't any problem with the mechanic in any other situation.Good Fortune
DT
=========================================================================
Date:         Sun, 24 Oct 1993 19:27:40 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Pluto's Priests
 
Pluto was known as the god of the underworld, the place where spirits
went when people died.  The Greeks worshipped Hades as the god of the
underworld and the dead, and he was said to reign supreme there, with his
part-time bride.  The Romans, seeking, it is theorized, to appease this
terrible god lumped him up with money as well.  Pluto was said to
jealously guard the hoards of minerals under the earth as well as the
spirits of the departed.
 
Pluto's priests often officiate at funerals, and their blessing is sought
for the soul's passage into the afterlife.  The few offerings that seem
to have meaning to Pluto are those which seek to return "his" riches back
to him, such as gold and gems.
 
A side note on undead/unalive: To Pluto and most of his priests, the
undead/unalive would be an abomination, to be destroyed, for they have
attempted to cheat Pluto of their spirits, and unnaturally extend their
"life" beyond the normal limit.  Priests will go out of their way to lay
the undead/unalive to proper rest.
 
Grade I:
FEAR OF DEATH CHARM
Time: 1 BT per 10 STEEP         Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest of Pluto to instill fear in the
subject, a fear of the priest.  Creatures that have no concept of death,
or who would never have had any fear of death, are immune, and
undead/unalive are, of course, completely immune and often amused by
attempts to use this Casting on them.  Then again, this has proven to be
an effective test to see if a human is alive or not.
 
HOUND OF CERBERUS RITUAL
Time: 3 hours per 10 STEEP      Other Heka Costs:
Area: One dog                       R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting will temporarily transform a normal dog into a
particularly effective and supernatural guard dog immune to the need for
sleep, with preternaturally excellent senses, and physical enhancements.
Take the subject's physical TRAIT, and double it, then double the combat
damage, and that will be the new effects.  Double all armor as well, and
consider the Hound to take only half damage from any attack involving
fire.  The Hound undergoing this transformation will be much larger than
normal (half again in size), and it will be limned with a supernatural
aura.
    This may not be Cast on a given dog more than once in their lifetime.
If attempted, the Casting will simply fail, at the full cost in Heka.
 
Grade II:
FUNEREAL BLESSING RITUAL
Time: Special                   Other Heka Costs:
Area: One corpse                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priest to bless the corpse of some slain
individual such that they will receive slightly better treatment in the
afterlife -- if the priest speaks truly on their behalf.  This will also
prevent the corpse from rising as undead or unalive, simply because the
spirit's journey to the underworld is sped up, and the corpse has been
blessed.  The ritual takes as long to perform as it takes for the priest
to think of good things about the deceased, and if these are lies (for
instance, it is to console the departed's relatives, but the departed was
a lousy person), the blessing will have no significant effect.
 
UNDEREARTH FREEDOM
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Self                          R&D: Nil
Distance: 0                         Other: Nil
E/F/M: By means of this Casting, the priest is able to survive quite
handily under the earth's crust, and also allows normal movement over
"normal" obstacles, such as fissures, rubble, or even through a cave-in.
Although this allows ventures into and back from the Underworld, it will
not allow the priest to delve into Pluto's realm in any way.
 
Grade III:
CHARIOTRIDE RITUAL
Time: 1 hour per 10 STEEP       Other Heka Costs:
Area: Special                       R&D: Nil
Distance: 0                         Other: Nil
E/F/M: This Casting causes an unearthly chariot to rise from the ground
and bear the Caster forward on a quest of high passion.  It will resemble
the legends of Pluto's ride that were learned by the Caster, so it is
possible for this chariot to take on different appearances, depending on
the Caster.  The Chariot may never be called more than once per year, and
it must always be used for a purpose that echoes something of importance
to Pluto.  One such valid use would be to seek a bride.
 
Grade IV:
SEEDBIND CHARM
Time: 1 AT                      Other Heka Costs:
Area: One object                    R&D: Nil
Distance: Touch                     Other: 20:1 additional AT
E/F/M: By means of this Casting, the priest paralyzes an individual,
holding them to a particular spot by hitting them or touching them with a
specially-blessed, consecrated, and enchanted pomegranate seed.  The
normal length of this Casting is one AT, but that can be increased by
spending 20 additional Heka per additional AT, up to a maximum of 1 AT
per 10 STEEP possessed by the Caster.
 
Grade V:
EARTHSWALLOW FORMULA
Time: Instantaneous & special   Other Heka Costs:
Area: One creature                  R&D: Nil
Distance: One sword's length        Other: Nil
Special materia cost: golden, consecrated sword worth 80,000 BUCs
E/F/M: By means of this Casting, the priest of Pluto can strike the earth
at the foot of an opponent with a specially consecrated golden sword, and
as the strike lands, the earth will sunder beneath the opponent's feet
and the opponent will be swallowed within.  The sword must be specially
made, and it must be specially blessed.  Unfortunately, the sword is also
required to seal the earth back, and that will consume the sword.
 
 
As always, comments are invited, and if you have any thoughts on refining
the definitions or additional Castings, let me know!  I am putting
together a net.pantheary for the Greco-Roman pantheon, and would love
contributions, including Castings, rituals, brief descriptions of legends
to round out priesthoods, priestly descriptions, worship descriptions,
and items that would be used by and/or manufactured by the various
priesthoods!
 
    Mike Phillips
    msphil@birds.wm.edu
 
And that completes the Big Three.....  onwards and upwards!
(Nope, sorry, no more spoilers for now ;-)  Let's let the next one be a
 surprise)
=========================================================================
Date:         Sun, 24 Oct 1993 19:19:32 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: DJ dead?  Not bloody...
 
Mike Phillips was saying:
 
>>Anyone know what the plans are for DJ mixing with cyberpunk?  >>Just
wondering, because I've been playing with ideas for it, and >>wouldn't want
to put in a lot of work that'll be "corrected" in a >>couple years ;-)
 
Might as well be prepared to become corrected.  Due to the fact that so far,
Gygax & GDW have only mentioned Unhallowed and Changeling, and the fact that
Unhallowed was supposed to be out this week, who knows when (or if) they'll
ever get around to it.  What I would do is wait for Unhallowed, and check out
his K/S Areas and weaponry rules for modern-day, and then modify them as you
see fit.  Two great sourcebooks to help you create this genre would be SJG's
"Cyberpunk" and ICE's "Cyberspace."  They're both great infobooks if you're
interested.
 
Randy
Cerebus000@aol.com
=========================================================================
Date:         Sun, 24 Oct 1993 19:55:57 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Skill Specialization
 
I ditched it and re-wrote it.  Firstly, if you really think about it, K/S
Areas end up merely being a neat method of classifying the myriad amounts of
Sub-Areas.  The only way to make Sub-Areas useful is if one were to
Specialize in them, thus giving them ungodly power.  (Following the rules,
one could Specialize in a DCraefter School - how'd ya like your DCraefter to
start off with a STEEP of 70+?)
 
Anyway, there's two ways to better handle it, the easy way, and MY way...
The easy way was suggested by Kelthar and is just lowering the bonus from 1.5
to 1.2.  Works much better.
 
My way is to use a more Shadowrun-esque system for handling 'em.  I can't
post all of the details yet, cuz they're not done and it'd take me forever to
type it in (the current document is in WP6.0 format).
 
Anyway, instead of forcing players to choose Sub-Areas, it allows you to take
Sub-Areas in K/S's you only care about.  (Saves mucho time during HP
generation, too).  When they do decide to "specialize" in a Sub-Area, there
are three levels of "specialization" in:  Focusing, Concentrating, and
Specializing.  Each is more in-depth than the previous.  Focusing gives a
free 10% bonus to each Sub-Area, without detracting from anything else.  You
get 1 Focus per 20 points of original K/S STEEP (you have to keep a running
total of the K/S).  Concentration gives you a cumulative 20% bonus to that
(previously Focused) Sub-Area, and takes 20% off of your overall K/S STEEP.
You get one of these every 50 points of original K/S STEEP (see why the need
to keep track of the original total?).  Specializing is the biggest, and
gives you a 50% bonus (yep, cumulative too) to the previously Concentrated
(and thus Focused) Sub-Area, but detracts 50% from your overall K/S STEEP.
You get 1 Specialization per 100 points of original K/S STEEP.
 
When generating HPs though, the rules vary slightly, in that you may pick as
many Focuses as you would normally get, but if you decide to Concentrate, you
must use one of those Focuses.  A Specialization, on the other hand, requires
no previous Focusing or Concentration.  So, a person with a beginning STEEP
of 40 would get 2 Focuses, one of which could become a Concentration, and 1
Specialization, for a total of 3 Sub-Areas.  This is definitely a great way
to do things, and works out incredibly well.  (Yes, it has been playtested,
and my players much prefer it.)
 
You may think that, yes, it is possible to eventually end up with a total
bonus of 80% in a Specialized/Concentrated/Focused Sub-Area, but due to the
fact that when one brings a Sub-Area from Focused to Concentrated, and from
Concentrated to Specialized, the bonus is derived from the CURRENT K/S STEEP,
not the current Sub-Area STEEP, and not the original STEEP.  Thus, if one
just concentrated in a Sub-Area, lowering their K/S STEEP by 20%, it may
lower it to where a Specialization might only garner around 10 STEEP points.
It really works out.
 
There's a lot of if-ands-n-buts in there too.  I may post the whole article
here sooner or later, if anyone is interested.
 
Hope this helped,
Randy
cerebus000@aol.com
(Feel free to E-mail me;  I love DJ-related E-Mail)
=========================================================================
Date:         Sun, 24 Oct 1993 23:59:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Skill Specialization
 
Cerebus, I'm going to disagree with afew things you use as a premise for needinga different specialization skill. One: Sub areas are more than useful without
being specialized, Two: Specialization doesn't mean ungodly power, Three: you
can't specialize in Dweomercraefter--the sub-areas aren't "normal" not inter-
connected, Four: There's nothing particularly horrible about having a Dcraefter
start out with a 70+ steep. One PP in my campaign (60 yr old age Steep bonus
of +100) started out with a Dweomercraefter and Magic skill at 84.  No big deal.There are always check and balances. (Fall down a short flight of stairs could kill him, for example.)
Regards,
DT
=========================================================================
Date:         Mon, 25 Oct 1993 00:31:00 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: MMM and new DJ setting
In-Reply-To:  <9310230436.AA09480@cec_userfs.wustl.edu>
 
On Sat, 23 Oct 1993, Wendy wrote:
 
> > seems to me to be like a regular science fiction setting (though a little
> > far fetched).  So far it sounds like a lot of fun.  What do you guys think?
> > It also mentions cybernetics, though I haven't seen any rules dealing with
> > them yet.
>
> I have no access to MMM, so I haven't seen this article. What's so far
> fetched about it?
 
I'm going to describe the Changeling setting.  If you are a player, you
may want to check with your JM before reading this (your JM may not want
you knowing some of it)
Description is below.
 
 
 
 
 
 
 
 
 
 
Changling is set in a the future of another parallel world called Urth.
In this world science advanced much quicker and with it greater spiritual
and ethical standards, so the world never had any world wars and there was
world peace.  Humans began to colonize space starting with Luna (Moon) and
spreading to Marz and Venuz (I think that's how they're spelled).  Along
with this, a large central computer was set up to run things efficiently
on Urth, which turned into a natural paradise.  Everything was going fine
until a cosmic dust cloud was seen approaching the solar system.  Bad
things were going to happen when the dust cloud hit the sun, so humanity
had to prepare itself.  The central computer in charge of Urth decided it
would be best for Urth to isolate itself, so it did.  THe other colonies
wanted back, but they weren't allowed to land, so a war resulted.  (By the
way androids and robots are quite common).  Anyway, Urth successfully kept
all the colonies out (the computer did all the fighting, so none of Urth's
inhabitants were directly involved in the war).  The dust cloud hit.  The
colonies were unprepared, but Urth was.  The reaction caused large amounts
of radiation.  The result of which the colony on Venuz is heavily mutated
(and continues to do so), the robots and androids gained sentience and
also started to develope psychosis, so on Luna they revolted (the robots
and androids) and took over.  On Marz they were more prepared and I don't
think they were majorly affected (can't remember anything in particular).
So the result is:
Venuz is a planet of mutants (lots of them)
Luna is base to a large number of robots who want to eliminate humans
Marz is a recovering colony fighting Luna
Urth is under total control of the central computer which has divided the
humans into specially prepared "reserves" where they are kept at the
levels of different historical periods.
 
That is a summary of the Changeling setting.  I think it sounds neat.  And
for whoever was interested, it was mentioned that Marz used cybernetics.
I haven't seen any hard rules yet, just this setting.
 
Have Fun,
Indy Bee Won
ndb1@cec.wustl.edu
=========================================================================
Date:         Mon, 25 Oct 1993 14:34:51 EDT
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Cerebus' K/S Stuff
 
Surely Specialization doesn't mean unGodly power, of course!  What it does
represent is when one concentrates entirely on that singular aspect of
something.  If you're into Mathematics, and you like Trig more than anything
else, you're "skill" in that would be much higher than in other facets
(although, through interrelation, you'd be able to apply some of your Trig
knowledge to others;  which brings in another optional rule I'm pounding out
(stolen from GURPS) called Prerequisites)...
 
It really works out, because it creates a checks & balances system within
itself and presents a much more varied range of HPs, because it more
accurately affects the way people learn and how their interests guide them
into narrower and narrower fields of knowledge.
 
The Sub-Area & Specialization rules as written are incredibly unrealistic
(the "proofing" and "automagickally" gaining Sub-Areas?  No thanks).
 
My idea definitely isn't for anyone, but after playtesting it over the last
few months, it works and works really well.
 
Randy
cerebus000@aol.com
=========================================================================
Date:         Mon, 25 Oct 1993 15:11:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Cerebus' K/S Stuff
 
In message "Cerebus' K/S Stuff", cerebus000@aol.com writes:
 
>
> The Sub-Area & Specialization rules as written are incredibly unrealistic
> (the "proofing" and "automagickally" gaining Sub-Areas?  No thanks).
>
> My idea definitely isn't for anyone, but after playtesting it over the last
> few months, it works and works really well.
>
> Randy
> cerebus000@aol.com
>
 
I think (ok I know) I agree with Randy. If you decide to use specialization,
you must eliminate "proofing" and "automagickally" gaining sub-areas.
It still doesn't address the nasty combo of specialized archer and above
average swordsman but that could be addressed by a simple "you can't possibly
have had time to study with a sword that much" kind of statement.
 
Thanks for the comments.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 26 Oct 1993 12:05:51 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU>
Subject:      Re: Specialization and Changeling
 
        I also agree that specialization has the potential to disrupt game balance, so when I JM'ed our first MYTHUS game recently we simply didn't use the
optional specialization rules.  After following this discussion however I think
I'll implement the 1.2 instead of 1.5 rule, leaving the other rules as they are. I don't see any need to complicate things further than that.
 
        The changeling setting certainly sounds more original and interesting
than AEarth, although I wish they'ed give up these slightly altered Earth names, they just don't have the right atmosphere to them.
 
 
        Tony "gecko slayer" Martin
        u9349901@uow.edu.au
        University of Wollongong, Australia
=========================================================================
Date:         Tue, 26 Oct 1993 16:51:43 U
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         zz Alex Gowen <zz_alex_gowen@MACMAIL.BOND.EDU.AU>
Subject:      Re: Unsubscribing
 
I would like to unsubscribe and have tried a number of time in the
past......Please unsubscribe me from you list.
_______________________________________________________________________________
=========================================================================
Date:         Tue, 26 Oct 1993 13:33:40 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Specialization a...
 
Tony,
 
The 1.2 method over the 1.5 method works great.  It was what we used up until
I went ahead and complicated things further.  I'm not one who is scared of
complications - I enjoy the depth the generate.  It isn't really that
complicated once you sit down and either examine it or use it, whatever.  It
works, too.
 
Otherwise, I'd definitely go with the 1.2.
 
Hope I'm helping here...
Randy
 
cerebus000@aol.com   <- LISTSERV (&E-MAIL) address
randy.schoen@arvos.cvl9.com  <-BETTER E-MAIL address
=========================================================================
Date:         Tue, 26 Oct 1993 13:31:30 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Cerebus' K/S Stuff
 
Wayne shouted:
 
>>It still doesn't address the nasty combo of specialized archer >>and above
average swordsman but that could be addressed by a >>simple "you can't
possibly have had time to study with a sword >>that much" kind of statement.
 
What exactly do you mean by this?  If it is by what I think, then I think I
have an answer.  When you Specialize (in my system), it is like choosing a
major in college;  you still study other things, Minors (Concentrations), and
whatever other classes you like (Focuses).  I've always hated that
Shadowrun-esque barrier, which read, "You can only Specialize once in a
Skill" or whatever.  Using my rules, if you managed to get your accumulated
STEEP above 100, then you can grab another Specialization.  It reflects time
spent on another aspect of that subject.
 
You see what I mean?  Or am I answering the wrong question?
 
:)
Randy
cerebus000@aol.com
randy.schoen@arvos.cvl9.com  <<- BETTER E-MAIL ADDRESS  !FREE!
=========================================================================
Date:         Tue, 26 Oct 1993 11:22:32 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Heather I Oksman <heathero@TITAN.UCS.UMASS.EDU>
Subject:      Re: Unsubscribing
In-Reply-To:  <no.id> from "zz Alex Gowen" at Oct 26, 93 04:51:43 pm
 
I would also like to be unsubscribed from Mythus
                            Thank you.
=========================================================================
Date:         Tue, 26 Oct 1993 14:08:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Cerebus' K/S Stuff
 
In message "Cerebus' K/S Stuff", cerebus000@aol.com writes:
 
> Wayne shouted:
>
> >>It still doesn't address the nasty combo of specialized archer >>and above
> average swordsman but that could be addressed by a >>simple "you can't
> possibly have had time to study with a sword >>that much" kind of statement.
>
> You see what I mean?  Or am I answering the wrong question?
>
> :)
> Randy
 
Ok here's the senerio.  Mister fighter with a decent P trait (over 100)
chooses to be a "archer".  So as a JM I allow him to swap "hand weapons"
for "missle weapons" in the intial skills.  After adding points, specializing
etc.  The archer ends up with
 
Combat Missle Weapons  Bows: 80%
Combat Hand Weapons  Swords: 38%
Combat Hand Weapons  Shield: 38%
 
Ok so now you have a guy who is incredibly dangerous with bow (and I do mean
dangerous) and no slouch with a sword.
 
I see what Randy is driving at.  If dude gets Bows > 100% then he can specialize
in thrown daggers or something.  That sounds ok.
 
What about multiple specialization.  ie. specialized in bow and in sword ?
Any takers ?  I personally don't allow it at the start but I would allow a
player to spend mucho time and money to obtain a second speciality.
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Tue, 26 Oct 1993 17:45:52 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: cross-genre stuff
 
I have been working, sort of brainstorming, really, on a couple
things for a cyberpunk module (yes, it will also include some
extensions for Shadowrun fans -- i.e. the feel and flavor without
the overly simplistic mechanics ;-) ).  Since I am eventually
planning on crossing my Mythus campaign with the Changeling module,
and possibly onto higher-tech from there, I would like to test
the rules, but not spoil the surprise for my players.  Anyone
care to look at what I've done so far (very rough) and try 'em
out with me?  (Also, if Changeling has Matrix-styled combat,
I'd love to know about the rules -- it looks like at least another
month before I can afford to subscribe to MMM <sigh> unless they
start doing the Internet distribution thing).
 
I'd rather not post to the list, primarily because it has great
bearing on DJ, but so little on Mythus.....
 
Now, for the second thought -- I also really like the world
described in Vampire: The Masquerade (although Werewolf and
Mage, and the eventual Wraith and Changeling (I wonder if
there's gonna be a lawsuit over that one ;-) ) are making it
a little silly), and figured out a couple ways of handling those
game mechanics in DJ terms.  I just don't like the basic
Storytelling mechanics, but the setting's cool.  Anyone else
played with translating it?  (I can see it now -- although
Omega Helios will probably never do it, we can have a couple
of net modules for DJ: DJ/The Masquerade etc :-) )
 
I already figured that the "Humanity" rating can actually be
handled as either the Spiritual TRAIT or a subset thereof, and
as Humanity drops, so does the effective level of that TRAIT
(although the original score should be noted).  That way, a
holy item presented by someone can be handled by a couple of
rolls vs. that TRAIT, and the older and less human, the more
susceptible the vampire would be.....
 
In fact, given a little work, it could also be used as a villain
in Mythus -- complete with maybe a modern handgun or something.
Now *there's* a surprise for a group of Mythus HP's!
 
Anyone actually tried the cross-genre stuff yet (even though
officially nothing else has been released)?  I remember at least
one member of the list has been playing with Unhallowed for a
while, or a pre-release version of it.  I was just wondering how
well they all interfaced.....
 
And now I'm rambling, so it must be time to go home.  Ciao
for niao!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Tue, 26 Oct 1993 17:39:13 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: cross-genre stuff
 
Mike, send me your stuff. Email address is "dtesterm@charlie.usd.edu"
Doyce
=========================================================================
Date:         Tue, 26 Oct 1993 22:49:08 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Mythus: cross-genre stuff
In-Reply-To:  <9310262207.AA00798@cabell.vcu.edu>; from "Mike \"Kurgan\"
              Phillips" at Oct 26, 93 5:45 pm
 
Kurgan,
     I'd be interested in looking over your material...
 
     Lucifer >:}
 
     p.s. I need to talk to you, anyway, via private e-mail...
the address is csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Wed, 27 Oct 1993 00:13:50 EDT
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mythus: cross-ge...
 
I'd love to see what you've written, especially concerning a Cyberpunk-world.
 Although I don't plan to do a campaign in that genre, I'd like to see how
other people are tinkering with DJ.
 
Send it to randy.schoen@arvos.cvl9.com...  that's a temporary mailbox for a
month, but it is easier on me cuz I can use an OLR to access it rather than
AOL...
 
Randy
cerebus000@aol.com <- Listserv & Mailbox
randy.schoen@arvos.cvl9.com <-Mailbox
=========================================================================
Date:         Thu, 28 Oct 1993 15:18:05 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      What's up?
 
Two questions real quick:
 
I'm having trouble with the listserv. Seems as though some people on the mailer aren't getting my postings, can anyone explain.
 
Second.  Judging from my feedback (ahem) on my recent post, NO-ONE is getting
my postings.  Can someone talk to me? Anybody? Please? ;)
DT
=========================================================================
Date:         Thu, 28 Oct 1993 18:48:12 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: What's up?
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 28, 93 3:18 pm
 
I'm here, and listening, though I don't remember your post...
 
Lucifer >:}
=========================================================================
Date:         Thu, 28 Oct 1993 18:56:23 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: What's up?
In-Reply-To:  <9310282243.AA08900@cec_userfs.wustl.edu>
 
On Thu, 28 Oct 1993, Doyce Testerman wrote:
 
> Two questions real quick:
>
> I'm having trouble with the listserv. Seems as though some people on the mailer aren't getting my postings, can anyone explain.
>
> Second.  Judging from my feedback (ahem) on my recent post, NO-ONE is getting
> my postings.  Can someone talk to me? Anybody? Please? ;)
> DT
 
I got your posts (at least some of them).  I just don't have anything to
say right now.
 
Nathan
=========================================================================
Date:         Thu, 28 Oct 1993 20:29:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Roll call.....
 
Well, it seems that we're in for a roll call time :-)
I'm checking the logs and seeing what post he's referring to, and will
probably respond whenever the durn files get here (listserv must be slow
tonight, the request is a couple hours old now).....
 
In the meantime, well, I'm here, and working away on two simultaneous
projects  :-)
 
Don't worry, more priesthood stuff is forthcoming, just other commitments
have taken their share of my time again.....
 
'Sides, I get to play Mythus tomorrow night <bounce>
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 28 Oct 1993 21:39:20 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Changeling
 
I know I probably shouldn't throw a one-liner out, so I'm gonna ask this
question more lengthily than normal.....
 
Has anyone who has seen MMM compared the Changeling setting to the
world of Earth described in Chalker's four-book "Rings of the Master"
series?
 
Just wondering, because the more I hear the more probable the connection.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Thu, 28 Oct 1993 23:20:25 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Mythus etc. (Repost)
 
I'm going to post this again, if it turns out that everyone already has this, I
apologize
 
 
        Okay, I was wondering, if I could get some input on a few things.
        Has anyone read My proposed rules for disarming? I'e': opposed skill
roles as in Unarmed Combat, Non'lethal?  What are your responses to this idea,
(which I think   I posted about a week ago and can post again if I need to.)
Does anyone do this differently? Does everyone else have a group full of
spell-tossers who couldn't care less about mellee combat? ;)
        Incidently, I was wondering if anyone could give me a run down on
Necropolis. I read the archives on this subject, but I was wondering if anyone
could tell me what they think of it in retrospect.  I'll be sending an
incredible swardsman, assassin, an FP grey school dweomercraefter, and an
egyptian preist of Osiris. Theyre fairly experienced and I'm bored enough with
them (I have a different campaign with a storyline and characters that i really
like (please don't bother telling me I shouldn't be running something I do n't
like or be in a campaign I don't like, I know, I know..._)that I'd consider
running a pre-fab module just to kill time (and maybe the characters...).
        I deserve to be flamed for this attitude, I know, but I can't help it.
        Finally, has everyone stopped telling the tales of their various
campaigns? I found them very entertaining (and somewhat inspirational) when I
was perusing the archives and I wonder why I haven't seen them so far in the
mailings. that's all for now, feedback is much appreciated.
Doyce
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
=========================================================================
Date:         Fri, 29 Oct 1993 07:29:23 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Mythus etc. (Repost)
 
(1) Disarming hasn't come up so far in my group's campaign.  Heck, we're
    barely gaming at all (although we will actually *Play* tonight!
    YIPPEE!).  Anyhow, I don't remember seeing anything wrong with the
    rules you posted for it.
 
(2) Can't help you with Necropolis, 'cause I haven't run it, just read it.
    It looks pretty tough, but since you and your gamers appear to have a
    fair amount of Mythus experience, I think you both can handle it.  Just
    make certain you've read the module carefully!  It's pretty loopy in
    places, and seems to require a lot of familiarity.
 
(3) I'd post some campaign stories if I had any to post.  My group keeps
    socializing rather than gaming, although we all have taken the time to
    learn the important rules too....  Plus the setting we're using.
    That's why I'm so excited about tonight, we're gonna *play* not
    chat.....  A post will be forthcoming on how it goes :-)
 
L8r,
    Mike Phillips
    msphil@birds.wm.edu
    Happy JM at large, 'cause we're gonna *game*..... :-)
=========================================================================
Date:         Fri, 29 Oct 1993 10:27:27 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Gonzalez <gonzalez@NETCOM.COM>
Subject:      Re: Mythus etc. (Repost)
In-Reply-To:  <199310290412.AA02996@mail.netcom.com>; from "Doyce Testerman" at
              Oct 28, 93 11:20 pm
 
--
 
I haven't seen your disarming rules, I'm a newbie around here.  Could you
perhaps send them or tell me how to get the archives.  I was just thinking
about disarming rules for my world, and the next thing I know, you say you
have some.
 
 
                                Thanks
                                john gonzalez
=========================================================================
Date:         Fri, 29 Oct 1993 12:35:07 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Disarming
In-Reply-To:  <9310290410.AA17450@cec_userfs.wustl.edu>
 
I haven't actually played much at all (though I hope to change this for
Thanksgiving and Winter breaks), so it never occured to me to look up
disarming rules, but I did now that you have mentioned it.
In the regular rules and in the JM Screen (which contains many fixed
charts, incl. weapon charts) the only mention of disarming is for certain
weapons can make a DR roll to disarm.  This isn't very helpful.
In the second MMM with revised combat rules they specify that the attacker
may use an attack in an attempt to disarm using his/her FAC with a DR of
Extreme.  It also states that a disarm attempt can be made after a
successful parry (instead of using an attack).  Also if you manage a
Special Success, you get an automatic disarm.  That is for weapons that
are marked (by the letter E on this chart).  Such weapons include:  chain,
military fork, nunchaku, and some new whip variants.
I also just noticed another category of disarm rules:
These rules are for (marked J) weapons such as:  feather staff, manopele,
trident and some pole-arms.
In these cases the attacker rolls the FAC at a DR of Difficult.  If a
Special Success, then the opponent is disarmed and the weapon is
destroyed.  Otherwise there is a PMPow vs PNPow contest (attacker vs
defender) to disarm and/or damage the weapon (destroy at a DR of Easy for
regular parrying rules I guess).
 
That's all I found.
 
I think there should be rules for disarming without these special weapons
(though it should be very rare to succeed unless the person attempting to
disarm is very skilled).  I'll look back at your suggestion (can't
remember it right now).
Hope this helps.
If you haven't subscribed to MMM yet, I would recomend it.
 
Nathan
=========================================================================
Date:         Fri, 29 Oct 1993 11:07:26 PDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         John Gonzalez <gonzalez@NETCOM.COM>
Subject:      Calculating Heka
 
--
 
 
Being a newbie here, this question may sound idiotic, but here goes:
 
How in the heck did the heka numbers for the characters in the back
of the first Mythus book get calculated?  There are partial practicioners
with 800 heka points and I can't, for the life of me, add up any but one
or two of the magick practicioners' heka.
 
                                Thanks
                                john
=========================================================================
Date:         Fri, 29 Oct 1993 23:34:37 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: campaign update
 
(See, I *told* you we'd play Mythus this evening! :-) )
 
Okay, the HP's were hired as barge guards for a shipment of porcelaine,
to be taken from the port city of Athenos, through the Athenos Canal
to the Streel River, up the Streel to Darokin City, and from there to
Akorros.
 
Well, we haven't gotten that far yet.....  after HP's introduced themselves
(we have one Alchemist, one Cavalier, one Cavalier adapted into a
Swahbuckler, one Poet/Musician = Spellsinger, and one Philosopher (OP)),
they got aboard the barge to head up the canal.  Two nameless sailors
joined them (though they've already received the joking names of Jim and
Spock).  The trip through the canal locks was uneventful, as was most of the
journey up the canal.  We kept getting distracted (okay, I was over-
socializing, but outside of computers, this is what exists of my life ;-) ),
so the only thing that was run was a trip into the Malpheggi Swamp.
 
The grasses gave way to stunted growth, which in turn gave way to various
trees, and the water continued to become muddy.  The Alchemist was in his
cups by this point (having brought a wineskin), and was feeling pretty
good.....
 
.....as a stone axe embedded itself in one of the crates.  A quick glance
around indicated no attacker, so the Cavalier that the axe missed looked
around then raised the alarm.  The Swashbuckler ran over, the Spellsinger
started playing her instrument, the Alchemist sort of roused himself (it
would be a couple CT's more before he could do anything ;-) ), the
Philosopher was keeping a steady course, and one of the crewmen dropped
his macrame to defend, while the other roused himself from a nap.
 
And then the dark, scaly hand appeared at the edge, and three big,
nasty looking vaguely human-shaped lizards pulled themselves up.  The
motion on the barge knocked the Swashbuckler over, and the Cavalier
barely kept his balance.  The crewman who was standing remained standing,
of course ;-)
 
They attacked with clubs, and an Acclumsed Ode took one out and overboard,
while a second one traded blows with the Cavalier until, frightened by a
drunken display of Heka Darts, he dove backwards.  Just before this, the
one attacking the Swashbuckler (who had climbed to her feet and drew her
blade) had a Special Miss and promptly hit the fourth nasty on the top
of his head as he was drawing himself up.  The clobbered nasty grabbed the
fumbling nasty's foot and tripped him before dragging him overboard.  The
Swashbuckler got in one blow before that happened though.....
 
The Alchemist, now half recovered, summoned an Invisible Sentinel (who is
now patrolling the area that the barge vacated a while ago, 'cause the
Alchemist forgot that the area covered is stationary ;-) ) who is informing
the Alchemist about all Full Physical Manifestations within 66' of the
center of the casting.....  so the Alchemist is receiving lots of reports
about the insect life of the area, as well as a few fishies.....
 
Anyhow, given that all of the players had to vanish at that point, well,
we called it a night.....
 
And next time, a little further down the Canal and into the swamp!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 29 Oct 1993 23:38:02 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      mythus: Mysticism K/S
 
The question rose in the game this evening about how the Mysticism K/S
"meditate" feature would be used.  After all, one can gain some AP/G's
through this.....
 
How do y'all interpret this rule?  Just wondering, as I'm a little too
tired to think it through.....
 
Thanks,
 
    Mike Phillips
    msphil@birds.wm.edu
 
(Oh, and if Dave's still listening, you can give us your interpretation
 too ;-) I like hearing from the authors ;-) )
=========================================================================
Date:         Sat, 30 Oct 1993 02:09:06 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Mythus Mass Combat
 
Mythus Mass Combat
 
        What follows is a sort of primer on the Mythus Mass Combat
system, which I create myself.  Its mostly just my notes on the
subject.  If someone reads it to any detail, please _post_ all
questions to the list, and I'll answer them there.  What follows is
copyrighted by myself, Rodney W. Morris, 1993.  Only the Mythus
Listserver has rights to copy this material and ONLY for archival
purposes only and ONLY if those purposes are non-profit.  NO
publishing rights of any sort are given.  Those who transgress this
will be punished to the fullest extent of the law.  Sorry to have to
say that, but there's a real chance this may be published someday
(at least, I hope the chance is real).
        What follows is meant for PERSONAL usage only.  If you wish
to add it to the rules of a Club, please inform me.  If you use it
in your campaign, please inform me, as I want to know how well it
works for you (and if it _actually_ gets published some day, you'll
be included as a playtester!).
        Have fun!  And remember, these are my NOTES, not complete
rules...most of the ideas still exist in my brain...
 
Unit Types
     Archer
     Cavalry
     Cavalry, Archer
     Cavalry, Crossbowman
     Crossbowman
     Hobilar
     Infantryman
     Pikeman
 
Unit Descriptors
     Militia
     Regular
     Elite
     Shock
 
Unit Types
     Archer
     Move: 1/2 or 1
     Descriptors: Regular, Elite, Shock
     Row Effectiveness: 2 (4 for longbowmen)
     Archers consist of soldiers armed primarily with bows.  If
an archer unit enters melee combat, they must change unit type to
infantry, with the necessary command roll.
 
     Cavalry
     Move: 1 (Special: movement of mount)
     Descriptors: Regular, Elite, Shock
     Row Effectiveness: 1
     Cavalry are soldiers on horseback.  They are the only unit
that can actually ride through another unit, unless a pike or
shield wall is successful in repelling the cavalry attack.  If
they are successful in entering another unit, that unit must
immediately make a "moderate" DR Rout Check or flee, unless the
unit being infiltrated is also a cavalry unit.  If the unit
remains intact, all units touching an enemy unit (within both the
intruding cavalry unit and the defending unit).
 
     Crossbowmen
     Move: 0 or 1
     Descriptors: Militia, Regular, Elite
     Row Effectiveness: 1
     Crossbowmen consist of soldiers armed with crossbows.  These
units will usually have a row of infantrymen in front of their
firing line who are essentially shield-bearers.  Before the
crossbowmen fire, the front line pulls up their sheilds to form a
shield-wall for the crossbowmen to fire over.  Units with an
Infantry row are designated as such by an (I) after the unit
type.  A tactic of medium and heavy crossbowmen is to have the
first row step back after firing its bolts to load while the
second row steps forward to fire and so on.  For medium
crossbowmen, this will allow for an attack every round, instead
of one every two.  For heavy crossbowmen, this will result in two
attacks every three rounds, in stead of one every three (a third
row could not assist in this manner).  Only regular and elite
crossbowmen trained in this Special Tactic could perform this
task.
 
     Hobilar
     Move: 1 or 1(special: movement of mount)
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 0
     These troops are basically infantry who use horses to ride
into combat and dismount to fight (where they become normal
infantry).  It takes 1/2 of their infantry movement to dismount
their steeds.  Usually, 25% of the unit remains behind to keep
the steeds in order; otherwise, the steeds will flee (unless
intelligent, whereas it becomes the GMs perogative.
 
     Infantry
     Move: 3/4 or 1
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 1
     Infantry are units which carry melee weapons, such as swords
and maces.  They are the backbone of any army.  An infantry unit
need not a commander to fight, though it tends to be inefficient
without one. These units are the cheapest to train and equip.
 
     Pikemen
     Move: 3/4
     Descriptors: Militia, Regular, Elite, Shock
     Row Effectiveness: 2 to 3
     Pikemen include any pole-arm using unit, including
Halbadiers.  They have proven themselves throughout history as
the best and cheapest defense against cavalry and fairly
effective against infantry as well.  Pikemen utilizing pole-arms
with a reach of 4 or less have a row effectiveness of 2.  Those
with a reach higher than 4 have a row effectiveness of 3.  In
melee combat, only the third row can attack.
Unit Descriptors
 
     Militia: Little to no training.  After gaining four AP/B
points, this unit becomes regular, regardless of how those points
were spent.
          Base Morale: SM Category x 0.75
          Base Discipline: MR Category x 0.75
          Raw Weapon STEEP (w/o WP added): 0 - 15
          Special Tactics: None
 
     Regular: Minimal training and/or combat experience.  After
gaining fifteen AP/B points, this unit can opt to become Elite.
If the training for Elite status fails, the unit can try again
every five AP/B points thereafter.  At least three special
tactics will have had to be learned and a weapon STEEP of 20 is
minimum.
          Base Morale: SM Category
          Base Discipline: MR Category
          Raw Weapon STEEP (w/o WP added): 10-25
          Special Tactics: Formation (automatic), Charge
(automatic), Rally (2AP/Bs), Shield-Wall (3 AP/Bs),
Pike-Wall (3 AP/Bs), Formation change (4 AP/Bs), Controlled
Retreat (3 AP/Bs), Push (4 AP/Bs), Row Switch (3AP/Bs,
only for medium or heavy crossbowmen)
 
     Elite: Special training and/or extensive combat experience.
After gaining thirty AP/B points, this unit can opt to become
Shock.  At least two new tactics must have been learned from the
"Elite" category, Raw Weapon STEEP must reach 20, and at least
five AP/Bs must have been earned in battle.  If the unit fails to
upgrade, the unit can try again every ten AP/B points thereafter.
          Base Morale: SM Category x 1.5
          Base Discipline: MR Category x 2.0
          Raw Weapon STEEP: 20 - 35
          Special Tactics:  Rally (automatic if not already
known), Double Push (5 AP/B; only if trained for Push)
 
     Shock: Extensive training and combat experience.  There is
no higher level of martial excellence.
          Base Morale: SM Category x 2.0
          Base Discipline: MR Category x 4.0
          Raw Weapon STEEP: 30 - 50+
          Special Tactics: All "regular" tactics, if not already
known, are automatic; Triple Push (6 AP/Bs), Quadruple Push
(10 AP/Bs)
 
 
Unit Description
     Type: Elite cavalry, regular pikemen, etc.
     Move: The P Trait of the unit divided by 10, rounded down.
     Move Multipliers: see unit types and descriptors
          March (Move + 50%):
          Forced March (Move + 100%):
          Irregular March/Retreat (Move + 200%):
     Attack Chance, per weapon: The WP of the weapon plus the
average STEEP of the unit in that weapon, excluding any
Special Commanders and individuals whose STEEP exceeds
20% of the average.
     Damage: Weapon's average damage
plus unit bonuses.
     Unit Damage Capacity: Damage multiplied by number of
individuals in unit capable of dealing said damage.
     Defense: Average damage reduction from armor; determine only
pierce, cut and blunt.
     Morale: Determine base by unit descriptor, roll 3D6-10 for the
modifier, if it has not already been determined; add the commander's
Command Rating and any special considerations.
     Formidability: Factor of fear capable of causing to other units,
results in a subtraction from Morale.
        Discipline: Based upon descriptor of unit.
 
 
Attack Procedures
     When a unit attacks, roll against the STEEP of the unit.
Subtract the STEEP from the number rolled.  If the number is
positive, the damage the unit has dealt will increase.  If the
number is negative, the damage will decrease.  Refer to the
following chart for details.
 
     Difference     Damage Multiplier
           50+      Eight
        46 - 49     Six
        41 - 45     Five
        36 - 40     Four
        26 - 35     Three
        16 - 25     Two
       -15 - 15     One
       -20 - -16    0.75
       -25 - -21    0.5
       -35 - -26    0.25
       -50 - -36    0.1
     -51 or less    0
 
Damage
     Damage dealt by an attacking unit is equal to the Damage
Capacity (damage of any single individual multiplied by the
number of individuals capable of attacking) of the unit
multiplied by the Damage Multiplier.  The Defense value of the
defending unit is then subtracted from the Damage.  Divide the
remainder by the P TRAIT of the individuals within the unit and
remove that many units from the battle field.  Keep a record of
percentages in smaller battles.  In large-scale battles, it is
permissable to round to the nearest integer for damage.
 
 
Unit Description
     Unit Name: _________________________________________________
     Unit Commander: ____________________________________________
     Type: ______________________________________________________
     Move: _____
     Move Multipliers:
          March (Move + 50%):                       _____
          Forced March (Move + 100%):               _____
          Irregular March/Retreat (Move + 200%):    _____
     Attack Chance, per weapon:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Damage:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Unit Damage Capacity:
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
          ___________________ _____     ___________________ _____
     Defense:
          Pierce:   _____
          Cut:      _____
          Blunt:    _____
     Morale:        _____
     Formidability: _____
     Discipline:    _____
     Statistics:
       Mental TRAIT: _____ Physical TRAIT: _____ Spiritual TRAIT: _____
        MRCategory: _____   PMCategory: _____     SMCategory: _____
        MMCategory: _____   PNCategory: _____     SPCategory: _____
Special Abilities/Invulnerabilities/Suceptiblities: ________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Tactics Known: _____________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
 
 
        Okay, there it is...its not extremely complex, but it will
be, including AP/Bs (Advancement Points/Battalion) for battle and
long-term military campaigns (read the real-world definition of
campaign here, not the game definition) and effects of war on a
nation and an individual.
 
        Lucifer >:} csc3rwm@cabell.vcu.edu
                Snail Mail:
                        Rodney Morris
                        4440 Hollywood Dr.
                        Richmond, VA  23234
=========================================================================
Date:         Sat, 30 Oct 1993 04:26:46 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Disarm Repost
 
Here's a repost of the specific rules I set up for disarms, since a few people
wrote and asked...
 
        Has anyone seen/developed rules for disarming and other combat special
manuevers? I've been using a skill/vs./skill contest, as in Unarmed Combat
(i.e.: roll until *somebody* wins):
 
        Attacker wins=sword goes flying
        Defender wins=nothing happens
        Attacker wins and defender crit fails=sword goes flying and defender
                                                   takes damage.
        Defender wins and attacker crit fails= sword of attacker goes flying
                                                -or- attacker takes damage,
                                                    defender's choice.
 
        I also use this mechanic for corp de corp (spelling? It's pronounced
"cor-de-cor") and other tricks.  This is an important subject for one player,
playing an Explorer with **NO** Heka powers (except Endurance)and damn proud
of it! Master swordsman (former self-propelled sandbag for damage absorbtion)
looking for greater flexibility in combat. Has anyone seen MMM#2 yet? (He also
wants a groin cup.) ;)
 
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English (TA)
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ Married to a beautiful
 in the heavenly realms."                        \  woman and generally
                                                 \  estatic about everything.
                     --Ephesians 6:12            \ dtesterm@charlie.us d.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
;
=========================================================================
Date:         Sat, 30 Oct 1993 11:44:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         AN ELECTRIC ELK <TOBYWILLIAMS@ACM.ORG>
Subject:      DMI questions
 
Dan here,
 
      I was wondering how you handle Disposable Monthly Income?
Do you dispense with it entirely or do you just give it to the
HPs without having worked for it.  Do you make the player choose
a job to get paid.  I figure that, unless the HP has lots of
property to live off of they must define a job and then spend
1/3rd of their time doing it and not adventuring.  They get money
from properties at a rate of 15% of the worth of the property.
So if you buy enough property you could live off the rent people
pay you.  But that hardly ever covers the HPs given DMI.  Do I
make them work to get it or what?  What do you think about this,
or do you just not care.
 
Happy Mything
 
Dan Williamson
 
tobywillams@acm.org
Kensington, MD
=========================================================================
Date:         Sat, 30 Oct 1993 13:00:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: DMI questions
 
An electric elk writes:
>Do you dispense with it entirely or do you just give it to the
>HPs without having worked for it.  Do you make the player choose
>a job to get paid.  I figure that, unless the HP has lots of
>property to live off of they must define a job and then spend
>1/3rd of their time doing it and not adventuring.  They get money
>from properties at a rate of 15% of the worth of the property.
>So if you buy enough property you could live off the rent people
>pay you.  But that hardly ever covers the HPs given DMI.  Do I
>make them work to get it or what?  What do you think about this,
>or do you just not care.
 
 
Well, on page 114 of Book One (unfortunately there are no catchy
acronyms such as "D.M.G." for it)  there are two relevant footnotes
to the "Initial HP Finances" box. (btw, I have the second printing
of book one, if it makes a difference)
 
For SECs 1-3 it gives a nil DMI, and says "This not only means no
spending money, but insufficient BUCs to survive from day to day
without gainful employment after Cash on Hand is gone!" So a
character with SEC 1-3 must be employed or forage or something
in order to simply eat.
 
For SEC 4 (petty landowner) it gives a nil DMI, and says "If the
GM wishes, this sort of individual can be assumed to have a
sufficient monthly stipend to live most frugally without employment--
in an unheated loft on stale bread and boiled vegetables at best!
Some form of employment is recommended for this lowest of the
freeman class."
 
For SECs 5+ there's a range of possible DMIs. Such characters
probably can avoid work entirely and still receive DMI. Although
as GM you might have their commercial or land interests break down
to some extent if not given attention for a while.
 
just my $0.02.
 
Andrew
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Sat, 30 Oct 1993 14:45:31 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: mythus mass combat (fwd)
 
I decided to post this to the list, just in case anyone else was
curious...I hope you don't mind, Andrew...:)
 
Forwarded message:
> From ANDREWH@EARLHAM.EDU Sat Oct 30 11:39:54 1993
>
> Nice set of rules.
 
Thank you.
 
> Not to sound like a whiner, as I'm very impressed, but, are you
> thinking about adding magickal combat? How about siege weapons?
> Terrain modifiers? Tactical modifiers?
 
Absolutely.  The rules I posted were only the backbone of a skeleton
of a very large creature.  Eventually, I'm going to include castles,
seiges, and _definately_ magickal combat with new spells that
directly affect the mass combat rules.  I'm trying to stay as
realistic (historically) as possible and still have magick and
playability...as soon as I have something (which may not be for a
while), I will post further...
 
> I know you have already thought about this stuff, of course, but
> I'm just following the rule of my favorite econ prof: "State the
> Obvious. State it Loud. State it Often."
 
        Hey, if you think of any more 'obvious' stuff, please ask...
 
> thanks,
 
Thank you.
 
> Andrew
> andrewh@earlham.edu
 
Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 14:51:37 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "AN ELECTRIC ELK" at Oct 30, 93 11:44 am
 
> Dan here,
>
>       I was wondering how you handle Disposable Monthly Income?
> Do you dispense with it entirely or do you just give it to the
> HPs without having worked for it.  Do you make the player choose
> a job to get paid.  I figure that, unless the HP has lots of
> property to live off of they must define a job and then spend
> 1/3rd of their time doing it and not adventuring.  They get money
> from properties at a rate of 15% of the worth of the property.
> So if you buy enough property you could live off the rent people
> pay you.  But that hardly ever covers the HPs given DMI.  Do I
> make them work to get it or what?  What do you think about this,
> or do you just not care.
 
I'm a little more strict.  If the character is noble (SEC 7, 8, or
9), his money comes from the taxes of the poor, but only if he's the
ruler himself, which tends to put a dampener on adventuring.  If
he's the son of a noble, he usually has someone else ruling his
little parcel of land, and lives off of those taxes and a percentage
of what his father makes.  If the HP actually has a job (necessary
for SEC 4, 5, and 6...I don't remember, but I don't think 1, 2 and 3
get DMI...), he or she must work for approximately thirteen to
fourteen hours a day for the whole month to get the whole amount.
If they work a percentage of that or have hired people to do the
work for them, they only get a percentage, dependant upon how well
his people are paid or how much time invests in the business.  This
tends to put the rift between the working middle class and the
ruling class necessary in any feudal society.
 
> Happy Mything
 
oooooh...I almost mythed that one...;)
 
> Dan Williamson
>
> tobywillams@acm.org
> Kensington, MD
 
Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 14:02:37 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I generally treat the DMI as money earned for activities performed "off stage"
when the players have a certain amount of down time between episodes.  A
suitable story for the income is generally worked out, and the income source
gets worked on when everyone is taking a break. I don't generally make the
players spend x amount of time on the activity per month.
Doyce
=========================================================================
Date:         Sat, 30 Oct 1993 14:36:25 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
The income from actually ruling a piece ofland available to a Count or such
would be far in excess of what the character is receiving for DMI. In the cases
of SEC 7-9, a son/daughter of a noble is assumed who is either 1) receiving an
allowance from the folks or 2) has been given  a smallish portion of land to
do with as they please and, AS PER THE HISTORICAL PRECEDENCE of the time, most
of the actual day-to-day drudgery of running the farm/whatever is taken care of
by a supervisor (forget what the term for such a person was). The benefit of
the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME. A
fourteen hour a day job is not heroic literature. This stuff is meant to be
offstage for the most part, except when something can be done with to make it
into an interesting story: the kid's father wants a little payback for the moneyinvested in the kid--time to visit the family, sabotage of the property by
enemies made during other portions of the campaign, or something as short and
colorful as stopping by the barn to watch "Gunder" birth a new foal, which
develops complications which require the finely clad noble to help out in order
to save the colt (picture the scene from City Slickers with someone dressed for
the shooting of Dangerous Liasons in Billy Crystal's position--damn, I'm going
to have to _use_ that :)   ).
=========================================================================
Date:         Sat, 30 Oct 1993 14:37:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: DMI questions
 
Doyce Testerman writes:
>The benefit of
>the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME. A
>fourteen hour a day job is not heroic literature.
 
 
I agree with / appreciate  everything you said. It was my understanding,
however that in the European middle ages peasants worked many hours
fewer than 14 per day. Plus there was larger number of holidays (including
"St. Mondays")  There's probably a good deal of variation between times
and regions of course. And what I said assumes only Europe. Other
cultures did things even more differently I'm sure.
 
 
Andrew
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Sat, 30 Oct 1993 14:55:55 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I used 14 hours as the number of work hours because that was the number
used in a previous post to which I was replying.
:^)
DT
=========================================================================
Date:         Sat, 30 Oct 1993 20:29:37 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 30, 93 2:02 pm
 
> I generally treat the DMI as money earned for activities performed "off stage"
> when the players have a certain amount of down time between episodes.  A
> suitable story for the income is generally worked out, and the income source
> gets worked on when everyone is taking a break. I don't generally make the
> players spend x amount of time on the activity per month.
> Doyce
 
        Doyce,
                What do you do if an 'episode' lasts for more than a
month...or just two days shy of a month...or just five days shy...Do
they still get the same amount?
 
        This isn't meant to be offensive, I'm just wonderin' how you
work it out with this system...
 
        Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 20:56:50 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Doyce Testerman" at Oct 30, 93 2:36 pm
 
> The income from actually ruling a piece ofland available to a Count or such
> would be far in excess of what the character is receiving for DMI. In the cases
> of SEC 7-9, a son/daughter of a noble is assumed who is either 1) receiving an
> allowance from the folks or 2) has been given  a smallish portion of land to
> do with as they please and, AS PER THE HISTORICAL PRECEDENCE of the time, most
> of the actual day-to-day drudgery of running the farm/whatever is taken care of
> by a supervisor (forget what the term for such a person was). The benefit of
> the upper classes (by which I mean even 4-5 and up) is MORE FREE TIME.
 
        4-5 and up as upper class...hmmmm...according to the Mythus
book (sorry to have to look up rules, here, but...), the social
levels 4-6 inlcude everything from forester, tradesman, actor and
under office to a magistrate, merchant, squire, mercenary commander,
engineer, town official.  These people are the equivalent of our
middle class...work, work, work.  Realistically, they'd need to work
14 hours a day just to keep their jobs...but that's boring...so just
do a percentage...:)  My opinions, I know, I'm just suggesting
alternatives...
 
> A
> fourteen hour a day job is not heroic literature.
 
        But isn't it?  Clark Kent has a steady job; so did Peter
Parker; Conan was a thief (but, then again, he took the chances most
HPs _never_ would); in most heroic literature, the heroes have to
deal with their everyday jobs...even King Arthur was a king, with
all the requisite responsibilities.  Given, it was rarely shown that
Arthur actually did all that much ruling.  This had its
consequences, however...Arthur was NOT a very good peacetime ruler.
Balancing a job and adventuring _is_ heroic...especially if you want
to term it 'literature.'
 
>This stuff is meant to be
> offstage for the most part, except when something can be done with to make it
> into an interesting story: the kid's father wants a little payback for the
> moneyinvested in the kid--time to visit the family, sabotage of the property
> by enemies made during other portions of the campaign, or something as short
> and colorful as stopping by the barn to watch "Gunder" birth a new foal,
> which develops complications which require the finely clad noble to help
> out in order to save the colt (picture the scene from City Slickers with
> someone dressed for the shooting of Dangerous Liasons in Billy Crystal's
> position--damn, I'm going to have to _use_ that :)   ).
 
        That's GREAT.  I don't mean that you should role-play
_every_ detail of the day...just like you don't role-play Gunder
going out to take a s**t during that hike to Troyes.  But if a
person neglects his duties, his 'easy money' is lessened...if not
threatened all together...
 
        Just my opinion...:)
 
        Lucifer >:}
=========================================================================
Date:         Sat, 30 Oct 1993 21:06:46 EDT
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: DMI questions
In-Reply-To:  <no.id>; from "Andrew W. Hagen" at Oct 30, 93 2:37 pm
 
> I agree with / appreciate  everything you said. It was my understanding,
> however that in the European middle ages peasants worked many hours
> fewer than 14 per day. Plus there was larger number of holidays (including
> "St. Mondays")  There's probably a good deal of variation between times
> and regions of course. And what I said assumes only Europe. Other
> cultures did things even more differently I'm sure.
 
        Actually, my research (which is quite extensive, I might
add) of the medieval period suggests that peasants worked _all_
day...sun-up to sun-down.  There were various holidays, but these
rarely meant a vacation...the Lord's lands still needed tending and
such...usually, these take up a great deal of time.  If you're a
freeman, you have an even rougher time, because you only answer to
yourself if you can't eat...:)
 
        Lucifer >:} do you remember where you read this?
=========================================================================
Date:         Sat, 30 Oct 1993 20:54:47 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
I'm pretty easy about whether or not the players have had enough down time to do the "requisite" amount of out-of-sight work.  Some months might be really
busy, others might go by with only four or five days of action.  In the long run, things like this tend to work out.  If there was little work done one month,
part of what I might tell the player needs to be done is catch up during the
long month.  This may seem a little slipshod, but with a good group, it's
really not a problem.  It also helps that the characters are heavily based
in a main city, and so are usually close to their interest. :)
DT
=========================================================================
Date:         Sun, 31 Oct 1993 15:00:47 +1000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Martin Anthony Laxton <u9349901@CC.UOW.EDU.AU>
Subject:      DMI and Starting Money
 
        I just wanted to mention that I really like the way money is given out
in MYTHUS during character generation.  The differences between starting assets
really help define and create an atmosphere of the financial differences
between peasants and nobles that is so often ignored in other systems.
( including my own DnD campain before I read MYTHUS ).
        The best use of the system though, is encouraging players to roleplay.
By giving a power gaming/money hoarding player all the money they could
possibly want when their character is generated, (by fudging a class die roll)
the charater is forced to look elsewhere for objectives, hopefully more
interesting ones.
 
                                Tony "The Geckoes are coming" Martin
                                u9349901@cc.uow.edu.au
                                Australia.
i
=========================================================================
Date:         Sun, 31 Oct 1993 02:00:14 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
The thing we need to remember here is difference between historical fact and
historical similarity like that found in Mythus. I make a point of remembering
that the similarities that can be drawn between out modern world and the
setting of Mythus extend farther than the BUC and the cost of items. Due to
the preponderance (hope I'm using the right word ;)  ) of magick in everyday
use (witness the example of everyday spells in the front of the Magick Book),
_most duties will become less onerous to some small degree. It might be more appropriate if, instead of looking at historical examples, we look at examples
from TODAY. SEC 4-6 are not working hellish hours (unless of course they're
to raise a SEC level: see Wall Street brokers ;)   ). The lower class is
still working alot, but most of the characters of these SEC levels in my
campaign are stealing what they need, getting paid for services rendered, or
making money using the rules for Income from K/S Areas by investing money in
some "business" and letting their Vice K/S guide the way, which also nicely
explains their "madam" special contact...  ;).
I've blithered enough, thoughts?
DT
=========================================================================
Date:         Sun, 31 Oct 1993 05:05:01 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: DMI questions
 
Let's take in to account living expenses when developing stinginess of DMI
awards.  The highest SEC level any HP can be generated at is SEC 7, barring
some primitive Vocation, who would be earning money at about SEC 2 once they
hit "civilization." The highest anybody could roll for DMI for SEC 7 is 2000
BUCs a month. There are two Vaocations which can be SEC 7 out of about 40:
Cavalier and White Dweomercraefter. The nest Highest SEC (which out of 12 HPs
in two campaigns, I have One) is Six, which maxes out DMI at 900 Bucs (barring,
of course, age modification, which in many cases will modify this total down,
witness the young noble son squandering wealth...).  Admittedly, there is a possibility of a decent DMI, but consider the fact that HPs at this SEC level need
to pay to live in the manner to which they might logically be accustomed.
They bought land and a manor? Fine, but where do they stay when they're in town?Rent ona nice place, servants (at least a Cook) food, etc. is going to EAT the
DMI and come back for more.
IMHO, the DMI is not really a major unbalancing factor (Incidently, what kind
of vocations are your groups made up of? Out of Twelve HPs, only four have a
DMI in my groups, and three of those are SEC five and getting a couple hundred a month, which they go out to eat on, with one companion, ONCE, at the Aerie--
the finest dining establishment in Haven, per month. (Ever eat at a place in
New York where, the HAMBURGERS are 24 BUCs? Did I say Eat the DMI? I thought
I did. :)
DT
P.S.: i'm not really arguing, I'm just pointing out ways to control the income
of players in ways other than witholding from the beginning, which can start
players trying to get more and more, instead of Roleplaying, again, IMHO. :)
=========================================================================
Date:         Sun, 31 Oct 1993 13:51:42 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Mailer Question
 
Does any one else get back "failure to deliver" messages everytime they send
something to the listserv? Not for the whole group, of course, just for
Winstel@kit.uni-kl.de? I had nine new mail messages today and eight of them
were because I had sent eight messages to the 'list (aren't high-volume debates
great?  :)   ) and they all bounced of this address. It says his mailer's
been disabled.  Maybe his whole service is out. Maybe Cthulhu ate him. Could
somebody check? Maybe through "talk?" Just wondrin.'  :)
DT
(We're playing the All Hallow's Eve Mythus episode tonite! <heh, heh, heh>
=========================================================================
Date:         Sun, 31 Oct 1993 13:36:18 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Calculating Heka
 
John;
 
Well, it has been admitted by GDW that the Heka values for the characters in
the "Condemned as Galley Slaves" scenario are wrong.  This is partially due
to the fact that, at the last minute, the editor decided that HPs didn't get
enough Heka and changed the Heka charts to reflect this.  Thus, the Heka
charts in both Mythus and Mythus Magick are wrong.
 
The best thing to do is either figure 'em out by hand, or just shrug and say,
"Maybe they've got a Vow!"
 
CEpb
=========================================================================
Date:         Sun, 31 Oct 1993 13:48:57 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mailer Question
 
Wait, check that.  The mail that just came in was a failure notification...
someone shoot Winstel.
=========================================================================
Date:         Sun, 31 Oct 1993 13:48:05 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Mailer Question
 
Yeah, I got the same thing, but I think it has stopped.  I'll find out once I
weed and reply through all these messages... (your message and others were
coming in as I was reading the last 2 days stuff!)  This is great!
 
Mythus forever!
 
CEpb
 
(Sheesh - there's another one...)
=========================================================================
Date:         Sun, 31 Oct 1993 13:54:58 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: DMI questions
 
Well, I make sure the HP has reason for getting the DMI.  And what I say is
that the DMI is what is left after paying all expenses, including workers
wages and other upkeep.
 
For example, my current campaign is following the adventures of a cavalier,
whom gets his monthly stipend from his liege, a Baron.  He has been
"hired-out" by a young mage who is interested in building a tower in a
magick-rich crater.  (The arms are needed because of the high amount of
monstrous activity reported in the vicinity).
 
As plot developed, a scroll was found pointing them to the tiny village of
Aartuat (far removed from Aegypt - there's no Aegypt in my world;  in fact,
Aartuat is no longer in the desert... it is in a lightly forested farmland...
 in fact, Aartuat grew too, and contains a burned down church, a haunted bell
tower, a well house that leads to a bunch of underground caves [doesn't THAT
sound familiar], etc, etc)...
 
His DMI remained the same, because what was lost from the Baron is now picked
up by our young, rich wizard.  He still gets his money because he's still
working for both the Baron & the Wizard, but he doesn't get it actually
because the money is waiting for him back at the construction sight.  When
(and if) he returns from Necropolis, he'll have a small stash of BUCs waiting
for him.
 
In a now-gone Mythus Prime campaign, one Thief persona ran a clock shop as a
front for his criminal operations, which consisted mainly of stealing as many
clocks and antique furniture, and then re-selling it.  [He was later caught
and hung... /worry not, this happened after the campaign ended, I tend to
keep writing about the HPs even after play has ceased/]
 
Anyway, to make a long story short, I make sure that players have REASON for
getting their DMI.  A SEC 6 guy who loses his job also loses his DMI and must
pay for all monthly bills out of his own pocket.  [Let's say his DMI was
$550.  I'll say he was being paid $800/month, which leaves him with $250
worth of bills each month...]
 
It works out!
 
CEpb
=========================================================================
Date:         Sun, 31 Oct 1993 14:30:00 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Calculating Heka
 
NONONONONONONONO!
The Heka for the characters in the "Condemned as Galley Slaves" adventure is
right. The table is wrong in both the main book and the magick book because the editor wanted the spellcasters to have more Heka, so they put the expanded
generation in this table and left it the same everywhere else because they
didn't agree with him. You will be able to figure character's Heka correctly is you use the notations in the skill descriptions themselves. Note also: some
K/S areas which give a character spells, DO NOT GENERATE HEKA. Fortune Telling
is one, I _think_ Herbalism is another. Rule of thumb: if no Heka generation
rule is mentioned in the text description of the K/S area, then there is no Heka generated. This is FTMOD (From the Mouth of Dave (Newton)) and is (I hope)
definately the way to do it. (Unless, of course, you don't want to...)  ;)
DT
=========================================================================
Date:         Sun, 31 Oct 1993 13:59:51 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Nathaniel David Brazy <ndb1@CEC.WUSTL.EDU>
Subject:      Re: Calculating Heka
In-Reply-To:  <9310311919.AA24188@cec_userfs.wustl.edu>
 
I thought HP's were getting quite a lot (for being partial practitioners).
Has anyone compiled a corrected list of Heka generation?
I like the idea of skills generating less.  That way resevoirs and such
are much more important, which means that HP's will have to prepare for
big spells ahead of time.
 
Nathan
ndb1@cec.wustl.edu
=========================================================================
Date:         Sun, 31 Oct 1993 15:14:43 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Calculating Heka
 
As I recall, a corrected list was posted to mythus-l quite some time
ago, sometime back in February or March.  Unless someone else has it
handy, I'll dig it out for a repost.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 31 Oct 1993 15:18:45 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus-l: Heka Generation Chart
 
I know this is a repost, and it's available on the FTP site as
heka.generating, but I'll save y'all the time of getting it or
compiling it:
 
Date: Thu, 25 Feb 1993 07:30:59 EST
From: Mark Boone <mboone@NSWC-WO.NSWC.NAVY.MIL>
To: Multiple recipients of list MYTHUS-L <MYTHUS-L@BROWNVM.brown.edu>
 
   The table used to calculating the heka generated by K/S is grossly
wrong.  The table rarely agrees with the descriptions given for each
K/S.  The heka generated by HP's in the back of Book 1 go by the K/S
descriptions and not the table.
   Below is the table as based on the K/S descriptions.  Some of the
descriptions don't even mention how heka is calculated (Fortune Telling,
herbalism, Mediumship).  I dropped the Music K/S from the table since
it does not generate any heka.  Also, when an average of two stats is
needed, this is rarely shown correctly in the book, so beware.
 
K/S Area        Heka Generated
------------------------------------------
Apotropaism     STEEP + (MMCap + MRCap)*.5
Astronomy       STEEP
Demonology      STEEP + MMCap
Dweomercraft    STEEP + MMCap                           (part)
Dweomercraft    STEEP*10 + Magick STEEP + M Trait       (full)
Magick          STEEP + MRCap
Spellsongs      STEEP + (MMSpd + MRSpd)*.5
 
Endurance       STEEP
Gemsmith/Lapid. STEEP
Heka-Forging    STEEP + (PMPow + PNPow)*.5
 
Alchemy         STEEP + SMCap
Astrology       STEEP + SPCap
Conjuration     STEEP + (SMPow + SPPow)*.5
Divination      STEEP + SPCap
Exorcism        STEEP + SMCap
Fortune Tell.   STEEP + SPCap   ?no ref
Herbalism       STEEP + SMCap   ?no ref
Mediumship      STEEP + SPPow   ?no ref
Metaphysics     STEEP
Music Comp.     STEEP
Mysticism       STEEP + SPCap
Necromancy      STEEP + SMPow
Occultism       STEEP
Pantheology     STEEP
Poetry/Lyrics   STEEP
Priestcraft     STEEP + SMCap                           (part)
Priestcraft     STEEP*10 + Religion STEEP + S Trait     (full)
Religion        STEEP
Sorcery         STEEP                                   (no pact)
Sorcery         STEEP*Pact + Demonology STEEP + S Trait
Witchcraft      STEEP                                   (no pact)
Witchcraft      STEEP*Pact + SM Category
Yoga            STEEP
 
 
 
 
 
 
 
 
 
Hope that helps!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Sun, 31 Oct 1993 16:10:44 -0400
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Wendy <wliaw@MAGNUS.ACS.OHIO-STATE.EDU>
Subject:      Re: Halloween Episode
 
In message Sun, 31 Oct 1993 13:51:42 -0600,
  Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>  writes:
 
> (We're playing the All Hallow's Eve Mythus episode tonite! <heh, heh, heh>
 
Us too, we are doing a Halloween speical tonight. :)
=========================================================================
Date:         Sun, 31 Oct 1993 18:42:07 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Calculating Heka
 
I do not have a simple sheet with the corrected table, although I have
taken a pencil to the tables present in the books so that they are correct now.
If anyone is interested, I suppose I could type it up and mail it out by Monday
Night or so. (I can't tonite, we're playing Mythus. :)   )
DT
=========================================================================
Date:         Sun, 31 Oct 1993 18:45:05 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus-l: Heka Generation Chart
 
Those skills that are listed as without notation generate no Heka. :)
=========================================================================
Date:         Sun, 31 Oct 1993 21:25:26 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Priestesses of Juno
 
Having already done some cataloging of Jupiter, the ever-prolific scribe
turns his hand to a good choice for balancing out the adultery -- Juno,
known to Greeks as Hera, Jupiter's wife, and the goddess of marriage, the
home, children, and childbirth (one shared with one view of Diana).  Juno
was known to have a temper regarding Jupiter's little "excursions", but
then again, he was finding all the nice-looking female maidens and
bedding them, so it's not surprising that she would be jealous.  Beware
the maiden who falls to Jupiter's charms!
 
The priestesses of Juno tend to promote marriage and fidelity, although
they tend to be attracted to followers of Jupiter, especially his
priests.  On the whole, they are kind people, although they can have
terrible tempers when they feel they are wronged.
 
Grade I:
DETECT INFIDELITY CHARM
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This brief Casting will immediately allow the priestess to
determine if the subject of the Casting has been unfaithful.  However,
the definition of "unfaithful" is pretty subjective, and it can only be
used in a marital context.  If the subject honestly feels that he has
done no wrong, then the detection will fail.  Note that this does not
convey any sort of information, other than the subject's being
unfaithful, and the priestess must name a time period when weaving the
Casting, so that the spell may function.
 
LOCATE SPOUSE FORMULA
Time: 1 hour                    Other Heka Costs:
Area: One Subject                   R&D: Nil
Distance: One mile per 10 STEEP     Other: 10:1 additional hour
E/F/M: This Casting allows the priestess to locate her spouse, giving her
a general sense of distance and a fairly precise sense of direction.  It
will only work for the priestess, and then only on her own husband.  The
duration may be extended by one hour per 10 additional Heka spent, but
may not total more than one hour per 10 STEEP possessed by the Caster.
 
Grade II:
ENCOURAGE FIDELITY CANTRIP
Time: 1 AT + 1 AT per 10 STEEP  Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: For the duration of the Casting, the subject will be subconsciously
discouraged from any acts that would be interpreted as being unfaithful to
his or her spouse.  Though the duration is fairly short, it can be just
enough to avoid the possibility of infidelity.
 
MARITAL BLISS RITUAL
Time: 1 day per 10 STEEP        Other Heka Costs:
Area: One couple                    R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This ritual will hover around the recipient for the listed duration,
causing anything that reminds the subject of the good times of their
marriage to remind the subject very strongly, and subtly encourages a
fair amount of forgiveness to assist in smoothing things over.  However,
the ritual requires that both members receive it for it to work, and those
who need it would not submit, and those who would submit rarely need it.
With a little sibterfuge, though, the ritual could be disguised as a
simple blessing of sorts, and be cast upon a troubled couple without
their knowledge.  Such activity is hardly precluded from priestesses of
Juno!
 
Grade III:
PUNISH TRANSGRESSION FORMULA
Time: Special                   Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This is a (relatively) fast Casting, to be used in the heat of
passion (or anger) against someone who has been maritally unfaithful.
Ideally, the priestess should have some appropriate form of punishment
in mind, something suitably vindictive and applicable.  This need not
be cast on the priestess' husband, but may instead be cast on the one
with whom the infidelity was carried out (witness Juno's punishments
of Jupiter's mortal lovers rather than doing anything directly against
Jupiter).  As long as the punishment is appropriate, there is not
much in the way of limits on the duration of the punishment, as the
priestess is asking for the wrath of her goddess to be brought to
bear.  Of course, the punishment must be stated at the time of casting,
and misuse can cause consequences to the Priestess instead of the
subject.
 
Grade IV:
AFFAIR ENLIGHTENMENT RITUAL
Time: Instantaneous             Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This Casting allows the priestess to learn the full details of
an affair that has been carried out by her husband or lover.  The
priestess basically will receive the equivalent to a narrative of
what has gone on between the other two, and names, places, and dates
are revealed as well.  The one thing that must be kept in mind is that
the priestess must already know that the affair is going on, otherwise
the Casting returns no worthwhile information, so it is ineffective as
a method of spying.
 
Grade V:
PUNISH INFIDELITY RITUAL
Time: Special                   Other Heka Costs:
Area: One subject                   R&D: Nil
Distance: Touch                     Other: Nil
E/F/M: This is a more potent form of Punish Transgression (q.v.), as
it allows the priestess to enact retribution similar to that of the
previous Casting, but there is virtually no limit to what can be done
as punishment.  The only requirements are that the punishment must be
particularly appropriate and the infidelity must be a major issue (such
as a couple married for ten years, and the husband was unfaithful for
five of those, and the wife just found out).  The priestess need not
be personally involved in the relationship, a jilted wife or husband
may come to her with the story.
 
 
Of course, if you have comments, questions, insults, compliments,
or whatever, feel free to write me.  Additional Castings will
be placed in the nascent net.pantheary, as will good information
on myths associated with the deities featured so far.  I'm open to
suggestions as to which to cover next.  I know there are many, many
more left to do, and am currently wondering what would be most
useful to others, having covered the ones that are of immediate
use to me.
 
    Mike Phillips
    msphil@birds.wm.edu
 
Yes, I know I've done a lot of them, but can you imagine the quantity
once I'm a subscriber to MMM?  ;-)
=========================================================================
Date:         Mon, 1 Nov 1993 14:21:35 EST
Reply-To:     cerebus000 <cerebus000@aol.com>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Calculating Heka
 
For all hungry eyes & ears, here it is:
 
APOTROPAISM:                   STEEP + ((MMCap + MRCap) x 0.5)
SPELLSONGS:                      STEEP + ((MMSpd + MRSpd) x 0.5)
 
ENDURANCE:                       STEEP + ((PMPow + PNPow) x 0.5)
HEKA-FORGING:                  STEEP + ((PMPow + PNPow) x 0.5)
MUSIC:                               STEEP + ((PMSpd + PNSpd) x 0.5)
SMITHING/WELDING:           STEEP
 
CONJURATION:                   STEEP + ((SMPow + SPPow) x 0.5)
MUSICAL COMPOSISTION:   STEEP
POETRY/LYRICS:                STEEP + ((SMSpd + SPSpd) x 0.5)
SORCERY:                           STEEP
WITCHCRAEFT:                   STEEP
 
All other K/S AReas remain as written in the books.
 
This is [supposedly] a list directly from EGG himself, and was posted to
AmericaOnline by Steve Maggi [formerly] of GDW Games.
 
Have fun!
 
Randy
cerebus000@aol.com
randy.schoen@arvos.cvl9.com
=========================================================================
Date:         Mon, 1 Nov 1993 19:23:12 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Changeling
 
I was wondering if any one had a good overveiw file of the Changeling Milieu.
Someone on the net wanted me to e-mail it to them and I really dont have time toset up a good summary/review/faq sheet for them this week.  I'm not asking anyone to do this work for me, but if anyone already has something like this
at hand...  :)
Just hoping.
Doyce
=========================================================================
Date:         Tue, 2 Nov 1993 00:38:57 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: mythus: campaign update
 
Mike, can you post up the stats for the lizardmen-types you used? Please?
Pretty Please?
:)
=========================================================================
Date:         Tue, 2 Nov 1993 07:06:31 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Call to AEGyptians
 
Could anyone who is gaming in the AEgyptian setting, as published by
GDW in Necropolis and Epic of AErth please contact me via private
e-mail?  I'm running my game there and would like some input.
 
Lucifer >:} csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Tue, 2 Nov 1993 13:16:19 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Lizard Men
 
(I posted a draft of this earlier, but here goes again, now that I've
 made the entry closer to those in the Mythus book)
 
Lizard Men:
 
M     39              P    100             S     50
MM    24              PM    50             SM    25
MMCap  8              PMCap 20             SMCap 10
MMPow  8              PMPow 15             SMPow 10
MMSpd  8              PMSpd 15             SMSpd  5
MR    15              PN    50             SP    25
MRCap  5              PNCap 20             SPCap 10
MRPow  5              PNPow 15             SPPow 10
MRSpd  5              PNSpd 15             SPSpd  5
 
Notes: Lizard men are an apparent crossbreed of men and lizards of some sort
(quite possibly alligators), although some think they may also have
evolved naturally in the swamps.  Their culture is extremely primitive,
as are their weapons (wooden clubs, decorated with feathers, stone
axes).  Any villages of these would include at least one shaman or
witchdoctor, and quite possibly more than one.
 
Physical Description: Lizard men are heavily-muscled, reptilian-skinned
humanoids, their faces resembling a slightly humanized alligator's.
They rarely wear anything, except religious dressings and indications
of war spirit (such as trophies from fallen foes).
 
Joss Factors: 0
SEC: N/A
Prime K/S Areas: 4
  Combat, Hand Weapons 35
  Combat, Missile Weapons 30
  Swimming/Diving: 45
  Criminal Activities, Physical (AMBUSH): 30
Move: 72 yards/BT
Possessions/Resources: None
Quirks: amphibians
Weapons & Armor: Club, spear, or stone axe, natural armor.
Area   Pierce  Cut  Blunt  Fire  Chem.  Stun  Elec.
Ultra    16     16    16     8     8     16    --
Super    12     12    12     6     6     12    --
Vital     8      8     8     4     4      8    --
Non       4      4     4     2     2      4    --
Average  10     10    10     5     5     10    --
(I know these values seem a little high, but they worked for me,
 and impressed the HP's with how tough these critter's hides were
 To be precise, it's double the orc's, with some protection against
 Fire and Chemicals due to the thickness of the skin)
Susceptibilities: Normal
 
 
Oops, I left something out again --
For those who care, add:
Base Scheme (+/-2D6+3) to just before the stats.
 
For shamans, double the M and S various attributes, but knock the
P attributes down by about 30%.
For really experienced warriors, bump the P attributes up to 20 each.
For a chief, double M and S attributes, and bump P attributes to about
20 (unless for some reason he's ill).
 
Enjoy!
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Tue, 2 Nov 1993 15:17:10 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: Lizard Men
 
Kudos on the Lizarim design. (Oops, that's my own spelling :)   ) I've been
wanting to incorprate such into my campaign. Orcs have been pushing out of the
mountains to the east down into the fertile plains of the Ten cites: what noone
knows is that they are pushing out because they're being pushed in turn by Lizarim pushing in from the other side, so making them tougher than orcs is very
good :) ! These guys are probably going to be more sophisticated than your
version, as their thrust onto the mainland (a salt flats and desert region
between two mountain ranges) cut the Old Namori Empire off from its colonies
some 300 years ago and they've held that land (and cut off east-west) trade
through that region) ever since. If you're in Aeropa or the Ten Cities, better
sail to Namori or the Mid-East or the Orient, because the Lizarim don't like
tourists (except in a nice sauce ;)  ). Oops, I'm blithering. Sorry.
=========================================================================
Date:         Sat, 6 Nov 1993 21:35:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      this list
 
This list sure has cooled down in the last few days....
 
If people havnen't checked recently, there are a few new
files at the ftp site, including a module.
The ftp site again is    sunbane.engrg.uwo.ca:pub/mythus
 
Could someone please e-mail the snail mail address for
Mythus Masters Magazine again? Someone sent it to me,
but I accidentally deleted it.
 
I mean, "please e-mail me." Or post to the list.
 
Thanks,
 
Andrew
andrewh@earlham.edu
=========================================================================
Date:         Sat, 6 Nov 1993 21:38:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      MMM cost
 
I got this mail from Frank Mentzer a while back.
Note that he doesn't include an address on where to send the $50! :(
 
Andrew
 
>From:  IN%"mythic@aol.com" 24-OCT-1993 20:02:56.33
>Subj:  RE: MMM
 
>Yah, I'm Frank.
>    MMM is available in paper form for $5 an issue or $50 for a dozen (1 yr).
>    We also distribute in electronic format, ASCII textfiles and Graphic
>Interchange Format (GIF) versions of the cover and other illustrations.  That
>runs $3.50 an issue or $30 a dozen.  BUT there's a catch; we can't send the
>electronic magazine across the Internet Gateway, so it's only available to
>patrons that have accounts here on AOL or on the GEnie network.  (We maintain
>accounts on both).
>    Feel free to zap any further questions, comments, etc....
 
 
 
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Mon, 8 Nov 1993 00:23:42 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Spell Books
 
Can anybody tell where the rules for how big a character's spell books have
to be are at? A few months ago, I was constantly tripping over them, tonite
I couldn't find them. <sigh> Man, tonight was murder. Seven HPs, six nether
beings, ten unalive vampires with quicken cast on them, and one FP spirit
of an evil mage possessing the body of the mage's appretice (making combat...
interesting, to say the least). Oh the mage's apprentice is secretly the
mage's son... _REAL_ interesting...
:)
Doyce
=========================================================================
Date:         Mon, 8 Nov 1993 10:27:23 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      Re: Spell Books
In-Reply-To:  <no.id>; from "Doyce Testerman" at Nov 8, 93 12:23 am
 
> Can anybody tell where the rules for how big a character's spell books have
> to be are at? A few months ago, I was constantly tripping over them, tonite
> I couldn't find them. <sigh> Man, tonight was murder. Seven HPs, six nether
> beings, ten unalive vampires with quicken cast on them, and one FP spirit
> of an evil mage possessing the body of the mage's appretice (making combat...
> interesting, to say the least). Oh the mage's apprentice is secretly the
> mage's son... _REAL_ interesting...
> :)
> Doyce
 
I don't remember the page no., but its in the Mythus magic book, the
chapter immediately before they describe all of the casting, after
it is discussed how many spells can be Known and Recallable.
 
Hope this helps...I don't have my books nearby...:)
 
Lucifer >:}
=========================================================================
Date:         Mon, 8 Nov 1993 12:09:03 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Re: Spell Books
 
Weren't the rules in the sidebar smack dab in the middle of the
Known/Recallable/Studyable Castings?  I'd swear that's where I found
them (but I don't have Mythus Magick with me, just Mythus).....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 8 Nov 1993 11:22:24 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Aquiring new magick.
 
Boy! Did I screw up! Boyoboyoboyoboyoboyoboyoboy!!!!!
When checking out the size of spell books on page 30 of the Mythus Magick book,
(thanks for the help, Lucifer ;)   ) I ran across a notation which I had noticedbefore, but had read incorrectly. The notation mentions the cost of recording
a new spell in a spell book as 100 BUCs per grade. Pretty affordable, makes
sense. Of course, when I first read the thing, I MISread it to say "the cost of
AQUIRING a new spell is 100 BUCs per level." Damn! Shit! Curses! The party roguehas been going down to the Huge Library of Haven and paying the Librarians down
there 200/300 BUCs a pop for a ton of spells (oh, say 12-20). Now, I can
retroactively change the world (I've certainly done it enough times during this
campaign as I corrected my mistakes), but my question is this:
        This is a magically active world (BIG understatement), so I don't want
the "well the mage will give you Magic Missile, if you promise to give him
your firstborn and two wagonloads of gold" syndrome. Spells would be readily
available (within reason) at libraries and such, but what kind of price tag
do I put on them? What does everyone else do? I _need_ some input here. Any
ideas are appreciated. Thanks for listening to me rant.
Doyce
 
p.d.: is anyone interested in the campaign updates for out little group? We play        weekly <Gloat> and have had some pretty interesting things come up.
        Just curious. (Incidently, Mike, I LOVED the update on your group last
        week. Hilarious. Sounded like great fun.
=========================================================================
Date:         Mon, 8 Nov 1993 13:29:13 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Re: Aquiring new magick.
 
                RE>Aquiring new magick.                                11/8/93
> your firstborn and two wagonloads of gold" syndrome. Spells would be
> readily available (within reason) at libraries and such, but what kind of
> price tag do I put on them? What does everyone else do? I _need_ some
> input here.
 
Here's my two BUCs worth:
 
If they're in a big city and looking for that special casting (it's the mage's
birthday or you need a special something to irritate Sutekh), charge 'em
something that goes up quickly. I like starting a little ways into a
fibonacci: Grade I is 5000 BUCs, Grade II 8K, 13, 21, 34, 55, 89, 144 and
233,000 BUCs for Grade IX. Little charms used by tradespeople, etc. are less
(a few hundred per).
 
All that said, Books O' Castings, scrolls et al should be found on adventures!
Few castings should be purchased, it's a waste of everyone's time IMHO. Go
adventuring, ye spell hounds! Most practitioners start off with tons of
castings anyway, and it takes a while to learn what you've got. It also
encourages creativity to make the most of the magick you have. Over time I may
increase the price (or make most cities more expensive). Yes, it's a magick
rich world, but it's usually not that fun to role play shopping to make super
characters.
 
It's also possible to make the personas pay in other ways for the castings
they buy. Hidden defects, thieves who get interested in the Mad Shoppers, etc.
And why not Casting Duties where you go through customs at the gate and have
to pay for any magickal items you bought while in the city. This all applies
to big burgs, of course. Small to medium towns should only have relatively
inexpensive items and castings (Grade I or II) available and meager
selections.
 
Yes, campaign updates, please (Mike's are delightful)!
 
Rick
=========================================================================
Date:         Mon, 8 Nov 1993 16:39:36 EST
Reply-To:     cerebus000@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <cerebus000@AOL.COM>
Subject:      Re: Aquiring new magick.
 
Doyce -
 
Please do give us all the updates!  I love reading them, especially since we
rarely (if ever) play <sniff>.
 
Concerning the prices of Castings, it is mainly up to you.  I doubt that
they'd place Castings in public libraries.  Why?  It would be like handing a
loaded gun to every 18-year-old out there and telling them "have at it."
Would you like your kid to be able to go down and learn the Lockopen Spell?
There'd be thousands of would-be thieves...  Or what about a rich kid paying
a few hundred BUCs to learn Heka Beam, a very devastating Casting.
 
The way I work it is certain Castings are readily available, but never at the
"library."  If you want to learn utility Castings, such as "Season" or
"Preserve Meat" you'd go to a Cooking Class.  Or if you wanted to learn
combat oriented Castings, you'd have to find a Class or school that would
teach them.  No public library in their right mind would give open access to
such horrid Castings such as Fireburst, because no telling what perverted
weirdo might go in there to learn them.
 
They might have them on file, locked away, and one might require a signed
notice from some official or a well-known/respected Mage for permission, and
even then, I can imagine a burly guard would watch over the persona as if he
were fooling around in a bank vault.
 
Powerful Castings, and all morally dangerous Castings, I'd jack the price up
immensely, but for other mundane Castings, 100 BUCs per Grade sounds rather
reasonable.
 
Or, you might charge 100 BUCs per Grade for *INK* alone, then an exorbitant
fee from the library for "copying priveleges."  In my campaign, a Casting
generally takes 1 page per Grade, and most Tomes are only 100 pages long,
although some can be bought at up to 500 pages long or as little as 20 pages
long.  That way it is easy to keep track of how many Castings and Tomes a
player has, and how many pages he has left before he has to go chuck out
another 1,000 BUCs for a 100 page Tome...
 
Also, to make play more interesting, I definitely let my players know that
Tomes are not magickally indestructible unless made so, and due to the low
quality of most inks, getting a Tome wet is most disasterous as the ink tends
to run or get smeared easily.
 
For extra money, and sometimes a lengthy wait, high quality inks can be
obtained, and high quality Tomes can be obtained as well.  (It prompted the
addition of a new Physical K/S called Bookmaking, which allows players to
make their own Tomes, Books, Magazines, etc... [Sub-Areas include Binding,
Printing, Typesetting, etc...])
 
C'ya!
 
Randy
randy.schoen@group1.sccsi.com
cerebus000@aol.com
=========================================================================
Date:         Mon, 8 Nov 1993 17:18:08 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: Campaign Update
 
No campaign update this week, we didn't game (half my players
decided that their plans (like APO, stuff like that) were more
important than mine, but hey, that's life).  Nor do I expect
a game this Friday either, on account of a local SF con.
 
This was also a busy week resulting in minimal work done on Castings
(anyone have any deity requests?), although I have another deity
about half-prepared.....
 
Posting the Lizard Men did give me an idea -- if anyone else has any
ideas for critters that they want gathered in one place (and don't
mind having propogated through the net), I'm willing to put together
the net.bestiary while working on the net.pantheary :-)
 
--------------------------------------------------------------------
 
Back to the original topic (sort of) -- I love campaign updates!
(mine, other people's, all of them!)
 
I am currently working the party into a bit of a bind (just in case
one of the members finds out about this group, I won't mention
*exactly* what it is) -- let's just say that I'm going to have some
bandits trailing them and making nuisances of themselves all the
way up to Darokin city.
 
The party is on a barge headed up a fairly major trade river, out of
a swamp, across some lowlands, then into the capitol, and up another
tributary to another major city.  Does anyone have any ideas for a couple
more swamp encounters? (they don't have to even be monsters or people,
just ideas for the setting, something to bring the locale home to them
and space out the bandits)  Or maybe river encounters......  or anything
else to get this slowly tiring JM's brain working again :-)
 
Thanks, all.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Mon, 8 Nov 1993 16:32:20 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      FWD>Aquiring new magick.
 
Mail*Link(r) SMTP               FWD>Aquiring new magick.
(to augment my earlier posting)
 
Randy and I have a slightly different view on the price tag, but I agree that
personas should have to do more than go to the library. I suspect you'd have
to deal with a significant bureaucracy, at a Magick Guild or a University,
probably, in my campaign. Most magick goodies (books, devices, scrolls) that
you bought at a bazaar would be junk, with one in a thousand a real find.
Libraries could be set up for it, but I would make it a difficult process with
a gougarama price. Food Freshen and similar "trade" charms would be more
accessible,both in terms of cost and location. I would expect small shops to
sell such stuff, and perhaps even be licensed by the state.
 
Copying is also difficult and requires various resources: ink, time, solitude,
perhaps even magickal hedges against mishaps during the process (imagine a
misread Heka Drain casting or whatnot going off accidentally during the
process; although this should be _very_ rare unless the copier is interrupted
or something).
 
Rick
=========================================================================
Date:         Tue, 9 Nov 1993 02:10:08 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: Campaign Update
 
Mike, regarding your river encounters...
Is the boat big enough (or, I guess, small enough) for a groups of lizarim to totip over, THEN attack? (Just my totally evil thoughts on the subject--heh, heh,
heh). :)
Doyce "What is a 'Pantheon' and why is it mad at me?" Testerman
=========================================================================
Date:         Tue, 9 Nov 1993 04:02:46 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Haven Campaign Update
 
I hope this is what everyone want to see, it certainly seems like it. I can't
really do Mike's narrative style, and I apologize if this gets a little wordy
and "storyish" in places. It gets a bit choppy towards the end, but I wrote
that part rather late at night. At any rate, here's the retelling of the First
Mythus Session.
-----------------------------------------------------------------------------
 
 
The month was June.
        Two players got together to try out a new game being run by a friend
who was well-known for trying out new games compulsively. He's had this game
since September 1992, but hadn't played it since he was supposed to start
running a group of mostly inexperienced gamers during that school year and
didn't want to be learning the sustem while teaching is to a bunch of
neophytes.
        School was out, both these players were experienced gamers and good GMs
in their own right. Only the main rule book was available, plus the GMs screen.
        Play began focussed on Sebastian Kalador, explorer. Sebastian is an
easy going fellow with a wanderlust: he's thirty years old and has been
travelling since he turned 18 and left his merchant father's home in the
coastal city of Seki, one of the Ten Cities--a region 800 miles east to west
and 400 north to south controlled by largely independant city states.
        Sebastian was crossing the border back into the Ten Cities from the
east. On foot. The road he followed decended out of the Peace Mountains into a
dusty badlands east of Kandai, one of the Cities although it lay off the beaten
path, having been financially paupered some fifty years ago. The road itself
ran through these bandit-infested lands and over the Peace Mountains into the
vast salt flats of the Lizarim--not particularly useful to a merchant.
        The road was yellow. So were the surroundings. So was Sebastian. Road
dust is all pervasive. This road was very dusty.
        These were the thoughts on Sebastian's mind as he walked. He hoped to
make Kandai be mid-afternoon to evening, as it was only about noon.  He hoped
what he was hearing up ahead wasn't hoofbeats.
        Damn.
        Stepping off the road and behind a rock outcropping he nearly
disappeared, covered in road dust as he was. From around the bend about twenty
yards away appeared four riders. They were wearing studded leather cuirass and
were, like everything else, yellow. They were also dismounting for lunch.
        Damn.
        One moved up to a rise above the bend to watch, while the other three
spread out a meal on a stone. They ate and talked for about a half-hour,
speaking of searching for some object or place "in these accursed hills" and
becoming frustrated by their failures with finding their goal. It became
obvious that they were part of a larger group.
        Eventually, the watcher came down and told the others "the old man" was
coming. The four packed and make their way off the road to the north. Shortly
thereafter, a plate-mail clad figure on a sway-backed nag came around the turn,
walking by without passing. The fully-concealed figure wore plate of a reddish
tinge, looking for all the world like polished rust. The lance was worm-eaten,
the horse was wheezing. The figure rode on.
        Sebastian was begining to think he should turn around and go back to
the salt flats. At least the Lizarim were sane, relatively.
        After waiting around to make sure nothing else was going to show up,
Sebastian continued on. He walked for about an hour as the land around him
flattened (though remained yellow). The focus of his attention for nearly
thirty minutes had been a large outcropping ahead, next to the road.
        It was perhaps 20 feet wide by 50 feet long and was oriented
perpendicularly to the road. The outcropping bore a certain similarity to a
dragon, which some sculptor had, long ago, attempted to accentuate to a small
degree. Great landmark. Great place for a rest break.
        When Sebastian drew up to the stone, he set down his pack and began
rummaging through it for his pipe, finding it, he sat back against a foot and
proceeded to light up.
        That was when he heard a horse move.
        Now, another person may have heard a swishing sound, but Sebastian knew
horses, and that was a horse sound, and it was coming from the other flank of
the dragon. Retaining his pipe, he rose and quietly drew his sword, moving to
peek around the other front leg of the dragon.
        Horses.
        Five, to be specific. All yellow. Beyond those five horses were three
men, rifling trough something on the ground. Moving for a better view,
Sebastian realized that they were going through the packs of two of the horses.
Laying back still farther from the road along the dragon was a man's body with a
nasty gash on his forehead. Sebastian was never a subtle man. Stepping around
the horses (pipe still in the off hand) he spoke:
        "Gentlemen, I was wondering if you'd care to leave that man and his
belongings alone!" He was apparently hoping that the brigands would be yellow
(no pun intended) and would flee.
        They rushed him.
        The second character, a mountebank who had gotten his starting (Gray)
Dweomercraefter up in the 40s, and who had been playing possum, took that
opportunity to begin a casting. (The player, of course, chose one he found in
the GM's screen booklet that was not listed in the main rule book--Negative
Gravity, Grade Four).
        Sebastian, for his part, was learning the importance of parrying and
wishing he'd bought that cuire boille a few months back.
        After a few rounds, one of the brigands suddenly flew into the air
about 30 ft. (I made up the rules for the casting--and have stayed with them as
remarkably in balance with others of the level since the Mythus Magick book
omitted this casting :) .)  and then came plummeting down. I figured the
falling damage on this very rocky terrain, and had just finished when the
Mountebank's player asked if the guy was going to land on one of his
companions.
        "Oh," says I "the chances of that are--" roll the dice: 02.
        Hmmmm.
        "Nevermind. Yes, that's exactly what happened." Stun damage from having
a 200 pound armored man drop thirty feet and land on you? Scratch TWO
opponents...
        Left with only one bandit opponent, Sebastian finished the fight.
        Afterwards Sebastian and Bill introduced themselves and Sebastian relit
his pipe (remember the pipe?). Bill was traveling the road north from another
town with two horses belonging to one Heidl Varrasch of Haven (The
largest of the Ten Cities.), whom he was running an errand for. The two, now
mounted, continued on towards Kandai, and took rooms in the Golden Sheaf. After
washing away the road dust and seeing to a few minor cuts (on both of them) the
two men went down to the common rooms of the Inn to speak of their travels.
                                -=*=-
        Wine flowed...
        While speaking of their current plans, the two men were asked by the
barmaid if they planned to travel on to Haven, where had they travelled from,
etc. She also frequently responded to comments on the fine service in the Inn
with references to "this boring rathole of a town." (The Inn was actually quite
nice.)
        More Wine flowed...
        When asked about the town's history (Sebastian is a curious sort), the
'maid told of the city sinking much of its wealth into a large caravan going
east some fifty years ago. It was lost in the badlands. Eight heroes went out
after it. Four came back.  Two left the area, one remained on the city, and one
became rather unhinged, strapped on his armor, and rode off into the badlands.
        More wine flowed...
        Where was this last survivor? What's his name? Pook? Poot? The city was
offering a 10% of the booty reward and 10% of a city's treasure was still a
great deal, and were they not great adventurers? Off they went to find the
great Pook (Poot).
        On the way to the home of Pook (Poot), the trio ran across a scuffle in
an alleyway. A drunken miscast left Bill blinded by a brightlight casting.
Corwyn and Sebastian managed to drive off the attackers, who were rummaging a
body. (They seemed to want to leave.) They captured one of the men, despite
Bill's help. The alley ended in the city's palisade, which the routed attackers
fled over. They were dressed as the bandits had been. The target of their
malice was Poot (Pook, I mean, Poot). The watch was called (after they had
found a note in Poot's hand telling him to come to this alley to meet about the
"key" with someone who signed the note "Val").
        Later that night, after they had retired to the Inn, Corwyn convinced
the men to try investigating Poot's house. More wine had flowed, and this
seemed like a brilliant idea. They snuck out of the Inn and broke into Poot's
house. After a quick search, they found an old diary, descibing the time of the
caravan disappearance and a fight with a dragon that nearly decimated the
party. They also found an old sketch picture of that group, which Corwyn took,
as one of the character's (other than the young Poot) seemed familiar. They then
crept back to their rooms, narrowly avoiding some guards sent to check out
Poot's house.
        The next morning, three (bleary) people were summoned to speak to
the guard Captain. The Captain, one Valdar by name, had not gotten anything out
of the brigand besides his name (Valkern, obviously the one mentioned in the
still-secret note to Poot) all night and he was in a very bad mood.
        These visitors came to town stirring up the people with tales of the
brigands in the badlands, then they get in a fight, then they find a dead man,
and this morning it appears the dead man's house has been gone through. Valdar
makes it plain that he will be leaving town to check on the welfare of outlying
farms in the area and when to comes back, he wants our heroes gone.
        They were leaving by noon, accompanied by Corwyn, who'd finally found
someone to leave this boring city with...
 
Next time... The Free City of Haven
=========================================================================
Date:         Wed, 10 Nov 1993 15:50:36 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Echo?
 
I've moved my mailing address from CEREBUS000@AOL.COM to here, and it seems that
I've lost the list...  I subscribed to it from here, but I've yet to recieve
any messages.  If you guys are getting this, please post to the list AND to thisaddress so I'll know for sure...
 
Thanks!
 
                                                Randy
                                                ENG_RMS@LUB001.LAMAR.EDU
=========================================================================
Date:         Wed, 10 Nov 1993 18:51:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      Re: Echo?
 
I just got your post, Randy.
 
Andrew
andrewh@earlham.edu
=========================================================================
Date:         Wed, 10 Nov 1993 16:03:11 -0800
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Rick Blair <Rick_Blair@TALIGENT.COM>
Subject:      Echo?
 
 Echo?
I just got a message that appeared to be a reply to something with subject
"Echo." I didn't get any Cerebus postings today, and don't remember anything
with that subject.
 
Is the list server feeling unwell?
 
BTW, still no sign of Bestiary on the West Coast, although Frank M. mentioned
on AOL that he'd seen a copy somewhere.
 
Rick
=========================================================================
Date:         Wed, 10 Nov 1993 19:18:00 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Andrew W. Hagen" <ANDREWH@EARLHAM.EDU>
Subject:      here's the message Subj: Echo?
 
Here's the message that you didn't get, Rick.
 
Maybe you'll receive your copy from brownvm
after a while. . . . ?
 
Andrew
 
 
 
>From:  IN%"MYTHUS-L@BROWNVM.brown.edu"  "Mythus Fantasy Roleplaying Game List" 10-NOV-1993 17:13:50.93
>Subj:  Echo?
 
>I've moved my mailing address from CEREBUS000@AOL.COM to here, and it seems that
>I've lost the list...  I subscribed to it from here, but I've yet to recieve
>any messages.  If you guys are getting this, please post to the list AND to thisaddress so I'll know for sure...
>
>Thanks!
>
>                                                Randy
>                                                ENG_RMS@LUB001.LAMAR.EDU
 
 
__
Andrew W. Hagen                                      andrewh@earlham.edu
        "State the Obvious. State it Loud. State it Often"
=========================================================================
Date:         Wed, 10 Nov 1993 19:16:19 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Echo?
 
I got your message about your new address and am mailing both ways to see if everything's kosher.
=========================================================================
Date:         Thu, 11 Nov 1993 00:13:00 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Echo?
 
Cerebus here.  Thanks for all of the responses (I got plenty!).  At least
I know that everything is getting squared away...  I just hope things
don't change if I decide to switch from VMS to Ultrix...
 
Anyway, no sign of Bestiary here yet, but I will no for sure tomorrow
(that is, the Southeast... South Central?  How about just Southern Texas)..
 
Interesting note, Loren Wiseman has told me that Mythus Prime is at the
typesetters.  If everything goes smoothly, we might see a new version
of Mythus Prime by the end of the year.  (All Loren said was that MPrime
was at the typesetters)...  That is good news for all...  More support
the better...
 
Has anyone anywhere seen the Bestiary?
 
Your friend,
Cerebus
ENG_RMS@LUB001.LAMAR.EDU
=========================================================================
Date:         Thu, 11 Nov 1993 05:27:02 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Haven Update 2
 
                Session Two
        In this session, we brought in a few more players, the groups will now
be:
 
                Sebastian Kalador--explorer
                Bill "the Cat" (no joke intended)--mountebank
                Corwyn--OP Thief
                Mahasamatman ("Sam") a.k.a.: Vladimir Tainley
                                        --noble son turned wiseman
                Geno Mancetti--thief
 
        Disclaimer--all characters under control of their relative players,
                except for Corwyn, who does what she wants regardless of my
                desires.
 
                                -=*=-
 
        Sebastian, Bill, and Corwyn came to Haven two days
after leaving Kandai. After paying fees, the trio entered the Free City of
Haven. During the inevitable gawk, Sebastian noticed that a youngish woman in
robes was watching them from nearby and, being a rather up-front type of person,
went over and addressed the woman (who was apparently sketching
in a notebook). She replied, calling him by name (?) and introducing herself as
Melisandre. She was acting on the behalf of a certain craeftwroker on Magic
Street across the river (the city is divided in two by the
Dorian River) who needed the aid of some of some resourceful individuals who
were unknown faces in town, and she was wondering of they were interested?
        The trio replied tentatively in the affirmative. She smiled slightly at
them and asked them to then please visit the shop of Lady Rowena Geronde near
five that afternoon, speaking to no one of it for the nonce. Rising, she made
to leave, first presenting Sebastian with her sketch: a rough drawing of the
the Copper Gate Square, with the three companions drawn with remarkable acumen
and skill in the center of the rendering. Having been thanked, she departed.
        Left to their own devices, Bill returned the two horses belonging to his
temporary employer (the HPs each had one anyway, thanks to the desert
brigands) which took them crossways across the city (almost two miles as the
street winds) to the Horse Market, then led his two companions to his "home:"
a crumbling pile of an abandoned warehouse he'd recently occupied. Voelker's
Sea Transport was the sign across the front. Bill lived the rooms in the back,
where others had apparently make a temporary safehole: one closet in a room
with a cot contained first aid material, some stale but edible rations, and
several sharp knives. Sebastian and Corwyn, for want of better places to stay,
bunked down in two other rooms...
 
                                -=*=-
 
        Ten years ago, a young man was warded under the tutelage of his uncle,
Sir Tenley Tainley, Count Devonsbrook. The youth was very unruly, however, and
in exasperation, Sir Tainley sent the youth, Vladimir, to accompany a caravan
east in hopes it "would teach the boy... _something_."
Unfortunately (and much to the dismay and horror of his warder) during a raid
on the caravan in the Far East, the young man was lost and presumed killed.
        Two days before "the Trio" had arrived in Haven, a caravan entered the
town. Traveling with the caravan (and acting as a cook for it) was a man in
outlandish dress (not unlike many others with him). Multi-hued clothes, head
shaved, occasionally exchanging a word or phrase with one of the others in the
caravan in some foreign tongue, he melded natually into this group, were it not
for his skin (pale), size (far taller than the others) and eyes (blue).
        When questioned as to his identity by the Caravan Gate Guards, the
strange man's eyes glittered in amusement. "Tainley, now known as Mahasamatman."
        The guards informed him of the penalty of impersonating a noble and
asked him his name again.
        "I am known here as Vladimir Tainley, nephew to the Count Sir Tenley
Tainley, and I am called Mahasamatman."
        Further threats were to no avail, so one of the guards made off to get
the book of Noble Families. Perusals were forthcoming, until one worthy
guardsman finally piped up with "You're dead!"
        "Am I? I find that disturbing." He didn't look particularly disturbed.
In fact, he was smiling faintly.
        "Well, I can't let you in under that name til something gets
straightened out. What was that other name again?"
        "Mahasamatman."
        <sigh> "Spell it..."
        After obtaining directions to the nearest Crotofiran Mission (an order
dedicated to caring for orphans. Literally: Seekers of the young), "Sam," as he
finally asked the flustered guard to call him, entered Haven.
        A fat man followed him.
        Several days later, that same man came to Sam asking for his aid in a
matter concerning the Lady Geronde, an old acquaintance of the strange young
man. Out of a desire torenew old connections, however tenuous, Sam agreed.
 
                                -=*=-
 
        Geno Mancetti's reasons were a bit more practical. He had just
completed a successful "investigation" of a wealthy trader's home in the
Heights.
        There are rumored to be two organizations for larceny and vice in the
city of Haven, Geno (and his companion, Kylee) were not members, and had
received several threats since they had "opened shop" in Haven, but they had
ignored them.
        When he returned home up the rickety stairs to the apartment he had
decorated with the best of the spoils of his work, he found his room in
shambles. Lying in the middle of the destruction was Kylee, a copper coin
wedged between her teeth, the sign of the Thieve's Guild's (the older
organization in town) displeasure.
        As Geno sat near the body, a shadow fell across the room. A tall, thin
man stood at the doorway to the apartment. One of the lieutenants of the Guild.
There had been no noise on the rickety stairs.
        "We didn't want to have to do this, Geno, but you don't listen. You're
new to this town, you don't know the rules. You can join us, you can get an
honest job, or you can die like the girl."
        Geno never looked up. Eventually, the shadow went away.
        Geno got up, taking the girl's knives and the copper coin. Someone
watching might have thought they saw a thief acting in typical lowly manner by
stripping the body of a former companion. What Geno was thinking, however, was
that it would be good to someday kill that tall, thin man with those knives and
put that copper coin between the dead man's teeth.
        He gathered the things he had entered with and left the apartment, the
door hanging open on his treasures left behind. He'd leave Father Mano, the old
preist he knew, some money to see to the body. He could also talk to the preist
about some "honest work" the old man had mentioned this morning, something
requiring some tact. Time to get an "honest job"...
        For now.
----------------------------------=*=------------------------------------------
        This isn't actually the end of the session, but it is the end of this
writing session (wrapping up at 5:18 a.m. |-l ). We played a LONG time that
night to get everyone together and run the scenario, so I split it up, more
forthcoming--maybe even tomorrow....
 
*>*
`-'
 
"For our fight is not against flesh and blood,   \ Doyce Alan Testerman
 but against the rulers, against the authorities,\ Dept. of English
 against the powers of this dark world           \ University of South Dakota
 and against the spiritual forces of evil        \ "It would seem that no
 in the heavenly realms."                        \  matter which way you slice
                                                 \  it, it's still Velveeta."
                     --Ephesians 6:12            \ dtesterm@charlie.usd.edu
        "Our love is King--let's go get a Slushie."--Heathers
 
 
 
=========================================================================
Date:         Thu, 11 Nov 1993 07:25:00 +0000
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Wayne (W.M.) MacLaurin" <waynem@BNR.CA>
Subject:      Re: Echo?
 
In message "Echo?", you write:
 
>
> Has anyone anywhere seen the Bestiary?
>
 
Nope.... not in Eastern Ontario (Ottawa), Canada !
 
Why are they bothering with Mythus Prime ?  Why not re-edit the
advanced rules ?
 
+----------------------------------------------------------------+
|  Wayne MacLaurin                      S.I.R. Tools Development |
|  waynem@bnr.ca                        Bell Northern Research   |
+----------------------------------------------------------------+
|  Did you got rid of all the voices in your head ?  -   David   |
|  Do you now miss them and things that they said ?  -   Gilmour |
+----------------------------------------------------------------+
=========================================================================
Date:         Thu, 11 Nov 1993 08:37:02 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Echo?
 
Wayne, I think I may know why they're bothering with Mythus Prime;  it
is the way new players get into the game, and what Mythus needs is new
players...  Perhaps they *ARE* working on a 2nd Edition of the Advanced
Rules.  It makes perfect sense... publish 2nd Edition beginning rules
to get people to try the game again, and then publish 2nd Edition
advanced rules somewhere down the line...
 
I really hope it works for GDW...
 
                        CEpb/ENG_RMS@LUB001.LAMAR.EDU
=========================================================================
Date:         Thu, 11 Nov 1993 16:03:35 EST
Reply-To:     kheneb@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Michael Romano <kheneb@AOL.COM>
Subject:      Re: Echo?
 
> Has anyone anywhere seen the Bestiary?
>
>Nope.... not in Eastern Ontario (Ottawa), Canada !
 
Not here in Cleveland yet, either. Usually I'll get a Chessex catalog update
a week before they ship me the new products for our store, and it didn't list
the Bestiary, or make any mention of it at all.
Weird.
 
>>>Kheneb<<<
aka Dirk Bullet
=========================================================================
Date:         Thu, 11 Nov 1993 15:01:46 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Echo?
 
Re: Why release Mythus Prime as a full rulebook?
 
Well, alot of the anti-hype that's been leveled against the DJ system is overly
complex rules, with this move, I imagine GDW is hoping to reach the people who
got to the Advanced section of the main rules and said "No way." While I'll
probably not use it much (although it would be useful to use as a rules system
for conventions (to get more people hooked)), I WILL buy it, just to support
DJ. Every little bit helps...
Doyce
=========================================================================
Date:         Thu, 11 Nov 1993 20:16:10 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus: While we're talking about promised products.....
 
Anyone seen Unhallowed at all?  I'm looking for someone who would be
willing to clue me in on a couple of minor questions.....
 
Also, anyone who has seen it played or played it, how good is it?
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 12 Nov 1993 12:00:31 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Re: Mythus: While we're talking about promised products.....
 
Unhallowed was supposedly supposed to be released in October... but the
Bestiary was supposed to be out in July!  And Ascalon (anyone remember
that?) in August...  as far as I know, Unhallowed, the Bestiary, and
Ascalon are finished, but are just waiting for publication.
 
If the release of Mythus Prime as a separate rulebook is any indication
that Loren & Co. are following my advice, Unhallowed won't 't be available
until Febuary or later.  My suggestion was to focus on getting a new
revised edition of the rules out to gather new players before releasing
any more source books.  I know that might anger a lot of you, but I'd
rather wait a few months for new sourcebooks, and get a new rulebook
thats updated and expanded and easier to go, and get thousands of new
players, *AND* have this list chuck out 30 messages a day rather than
just 10... ;)
 
So, Unhallowed and Changeling might be a long time in coming (especially
sicne Changeling isn't even finished yet).  Anyway, I wish Loren was
on this list...
 
Maybe someone should mail him and get him on it... :)
 
        Randy Schoen
        Randy Schoen (aka. Cerebus)
        eng_rms@lub001.lamar.edu
~e
~e
P.S.  I'm not sure how well these messages are coming out - the editor
on this cruddy VMS doesn't allow editing beyond one line.  Once I hit
return, there's no going back except to start over...  I want Ultrix!
=========================================================================
Date:         Fri, 12 Nov 1993 12:10:38 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU>
Subject:      Groups
 
Is it just me, or is everyone having a hard time getting a group to sit
down and actually play Mythus?  When it comes to AD&D or whatever, it seems
like everyone jumps at it, but Mythus?  People start staring at their
feet and shuffling around real nervous-like.
 
But once you get them sat down and playing, they love it.  What's the deal?
Is it just me?  (I hope not!)  I mean, a great example - I suggested
Mythus, and people started going, "Well, uhm, ah..."  But once they finished
generating their HPs and actually playing, I had one guy that was thinking
about switching from AD&D to Mythus, another from his own customized system
to Mythus, and a third guy couldn't wait for Earthdawn to come out.  :D
 
After that one session, we never played again.  No one wanted to commit
to a date... and the clincher occured t
to a date... and the clincher occured when one night we had planned to play
Mythus and I got cancelled out on.  I later heard that about an hour after
the cancelled on me, they gathered and some other dweebs house and played
AD&D until 4 am.  When we played Mythus, we quit around 11:30.  Am I the
only one who sees this game as brilliant?
 
I've since dumped that group, and found another, and we managed to generate
HPs about *FOUR* times... why?  Because people kept losing their sheets,
and I created a new, much improved version on WP6.0 (anyone want it? its
great!).  We had planned to play earlier this week... and guess what?
They lost their character sheets again.  These aren't inexperienced
players either.  Look in their folders and all of their AD&D characters
are nifty and in order.  Their Mythus characters are spread out over
6 different pages, all of which contain the same material, or at least bits
of it, requiring all 6 pages be there, and then they lose part of it.
"Uh, I lost my armour sheet.  I forgot what kind of armour I have."
 
*BUT*, get them sat down?  And they have the time of their lives.
 
So what this lengthy message boils down to is this:  how do you guys get
your players to sit still and be organized, and are you playing Prime
or Advanced?  I went directly to Advance (do not pass go) and I feel that
may have been a mistake.  I want my players to sit down and generate
HPs for the FINAL time (I've got the whole process down to where it takes
very little time... maybe 20 minutes), and then make sure that they keep
them organized and on as little paper as possible.
 
I don't want to switch game systems.  One player who was planning to go to
Mythus went to Earthdawn instead (and stole my rulebook, the turd!), and
another is considering MERPs 2nd Edition (in the beautiful hardcover).  But
I'm getting fustrated and stressed out over this.  I work for hours on
my campaign (actually, my world began development in 1987 and has only been
played in maybe 7 or 8 times...).
 
Am I a bad JM?  [I hope not;  each time I have ran a game, be it Shadowrun,
AD&D, Cyberpunk, Paranoia, Mythus, whatever, my players hail me as the best
thing since sliced bread - next thing I know, they're all washing their
hair on game night...]
 
Thanks for your honest responses...  :)
 
        Randy Schoen
        eng_rms@lub001.lamar.edu
=========================================================================
Date:         Fri, 12 Nov 1993 13:48:22 -0600
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Doyce Testerman <DTESTERM@CHARLIE.USD.EDU>
Subject:      Re: Mythus: While we're talking about promised products.....
 
Suggestion:
 
        Drop a posting (re) introducing the Mailing list on a couple prominent
newsgroups concurrent with the release of Mythus Prime. In fact, maybe even
verbally (so to speak) connect the two, so that people who read and haven't
seen mythus Prime will check it out, as it's mentioned in the post.
        Possible?
        Stupid?
        Thoughts?
Doyce
 
p.d.: on a non-related subject, I've noticed a slight problem with one of the
uses for joss. As it stands, using joss to minimize damage means that all the
dice just roll ones. Cool, but problem: nothing happens to damage bonuses and
nothing happens to hit location. One or the other is fine, but both....
 
Example: Geno frequently uses kicks in combat, understandable since his kicks
do something like 3d6+11 damage. While closing with an opponent, Geno throws a
couple of knives at him, scoring a non-vital and super-vital hit. Wounded, the
opponent chooses to spend his one and only Joss point on minimizing damage when
Geno follows up with the Mancetti Death Kick (no special rules for this, it's
just that whenever the player declares thats what he's doing, he almost
invariably hits Super- or Ultra) that hits Super Vital, so Geno does only three
points... plus 11... times three....  52 points. Oops.
        What I'm thinking about doing is either
                1> joss spent also halves damage bons
                2> (more likely) joss spent also moves the hit location down by
                   two (useful, since how many times do you spend this when
                   you're getting hit non-vital?)
Comments?
Ideas?
 
L8r,
 
Doyce Alan Testerman    | University of South Dakota  | Mythus, DC, TNE|
dtesterm@charlie.usd.edu|-----------------------------|----------------|
"Are all men from the future loud-mouthed braggarts?" |     *>*        |
"Nope. Just me, baby. Just me." --Army of Darkness    |     `-'   DT   |
=========================================================================
Date:         Fri, 12 Nov 1993 15:23:54 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Mike \"Kurgan\" Phillips" <msphil@BIRDS.WM.EDU>
Subject:      Mythus Prime and Unhallowed
 
Randy Schoen <ENG_RMS@LUB001.LAMAR.EDU> wrote:
>If the release of Mythus Prime as a separate rulebook is any indication
>that Loren & Co. are following my advice, Unhallowed won't 't be available
>until Febuary or later.  My suggestion was to focus on getting a new
>revised edition of the rules out to gather new players before releasing
>any more source books.  I know that might anger a lot of you, but I'd
>rather wait a few months for new sourcebooks, and get a new rulebook
>thats updated and expanded and easier to go, and get thousands of new
>players, *AND* have this list chuck out 30 messages a day rather than
>just 10... ;)
 
Actually, I would like to see DJ expand beyond Mythus, if only to emphasize
that this *is* a multi-genre game.  In fact, a near-simultaneous release
of Mythus Prime and Unhallowed would, to me, signify a continued support
of the DJ line.  But that's just me (I'm looking forward to mixing things
up a bit ;-) ).
 
And given my glowing praise of Mythus (in spite of itself ;-) ), I've at
least managed to convince some folks around here to give it a second look,
and even encouraged a coupel other groups to sort of start up (yay!).
 
>So, Unhallowed and Changeling might be a long time in coming (especially
>sicne Changeling isn't even finished yet).
 
That's okay, we'll play Changeling from the stuff in MMM, right? ;-)
 
Anyhow, enough rambling for now.....
 
    Mike Phillips
    msphil@birds.wm.edu
=========================================================================
Date:         Fri, 12 Nov 1993 15:45:45 EST
Reply-To:     e40@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Chris Kirschenman <e40@AOL.COM>
Subject:      Re: Mythus: While we're talking about promised products.....
 
No your message didn't anger me.  In fact I have had the exact same view on
the subject for a long time.  If this were to happen it would probably cause
a chain reaction making GDW make sure and fully back and support DJ(maybee
they would even release some of the new stuff for DJ on time) And also I'd
love to be able to walk in my local hobby store and say"Can I get the new
Dangerous Journeys book?" and have them reply"Certainly!" instead
of"Dangerous what?" Same with new players instead of saying the same thing
maybee they would say"Oh yeah I played that game before its alot of fun!" So
on this issue I definitely agree with Randy and I hope They do publish both
the Mythus Prime and Advanced Mythus rules Revised maybee with all the
Editing errors tooken out from it, setup a little better and maybee clearing
up some things which wern't very clear at first.  I have already had to wait
a long time to see the Beastiary published I can wait a bit longer If it
means more support and more people who want to game.
 
Chris K.
E40@aol.com
=========================================================================
Date:         Fri, 12 Nov 1993 17:26:30 -0500
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Mike Phillips <msphil@MAIL.WM.EDU>
Subject:      Re: Groups
 
>Is it just me, or is everyone having a hard time getting a group to sit
>down and actually play Mythus?  When it comes to AD&D or whatever, it seems
>like everyone jumps at it, but Mythus?  People start staring at their
>feet and shuffling around real nervous-like.
 
Yeah..... this week-end, though, there's a reason -- local SF convention.
<sigh> If I had the money, I'd go and run Mythus, but I'm tired and
broke.....
 
>But once you get them sat down and playing, they love it.  What's the deal?
>Is it just me?  (I hope not!)  I mean, a great example - I suggested
>Mythus, and people started going, "Well, uhm, ah..."  But once they finished
>generating their HPs and actually playing, I had one guy that was thinking
>about switching from AD&D to Mythus, another from his own customized system
>to Mythus, and a third guy couldn't wait for Earthdawn to come out.  :D
 
Yeah, I had similar experiences -- three of the players are still with me
(one is my wife, but I'm counting her anyways ;-) ), another four have
dropped, and one player is new to this fall's playing -- but Fridays are
such rough nights.
 
>After that one session, we never played again.  No one wanted to commit
>to a date... and the clincher occured when one night we had planned to play
>Mythus and I got cancelled out on.  I later heard that about an hour after
>the cancelled on me, they gathered and some other dweebs house and played
>AD&D until 4 am.  When we played Mythus, we quit around 11:30.  Am I the
>only one who sees this game as brilliant?
 
No, I see it as a wonder (so much of one that I'm converting all the useful
AD&D and D&D stuff to Mythus as fast as I need it or have the ideas), but
regrettably it doesn't seem to be spreading as fast as a gaming system this
good should.  It makes me wonder if a lot of people are put off by the size
of the game (it's hardly small), and the relative difficulty of reading the
rules (I mean, compare AD&D/2 or V:tM if you want).  While complicated and
complete, they are still fast and simple (figure that one out).
 
Now, if only players were as dedicated as their JM.....
 
>and I created a new, much improved version on WP6.0 (anyone want it? its
>great!).
 
I'd love to see it!  (I'll even put it into PostScript if you want, and put
it on the FTP site or something)
 
>So what this lengthy message boils down to is this:  how do you guys get
>your players to sit still and be organized, and are you playing Prime
>or Advanced?  I went directly to Advance (do not pass go) and I feel that
>may have been a mistake.  I want my players to sit down and generate
>HPs for the FINAL time (I've got the whole process down to where it takes
>very little time... maybe 20 minutes), and then make sure that they keep
>them organized and on as little paper as possible.
 
Basically, about every two or three weeks, schedules work out and we have
tremendous fun for the evening.  I handed them character sheets, and have
slowly been collecting electronic copies (this way I always have a copy of
the character), and we keep reminding each other to stay on track :-)
There's no real way to "sit them down", and I've given up on dictating.....
on the other hand, they're all enthusiastic when we're together, and
thinking about it (I think one of them summed it up as the most complete
and real character he'd ever played), but it's a case of schedule
conflicts.  None of them are sneaking in gaming on the side..... no
time.....
 
>Am I a bad JM?  [I hope not;  each time I have ran a game, be it Shadowrun,
>AD&D, Cyberpunk, Paranoia, Mythus, whatever, my players hail me as the best
>thing since sliced bread - next thing I know, they're all washing their
>hair on game night...]
 
The oddest one I've run into was someone who considered me a wonderful DM
(I was still running AD&D at the time).  Talking about why she dropped out
of the campaign, she was worried she wouldn't be able to handle the
complexity of the world (though it was wonderful, she said), and she was
afraid she wouldn't be able to live up to the rest of the group (who were
all more experienced role-players).  Maybe we ought to not be such
wonderful JM's, we'd attract more players.....
 
>Thanks for your honest responses...  :)
 
You're welcome.
 
How many people are in the Eastern Virginia area?  Maybe we could get the
list folks together and try a game, just for the heck of it :-)
 
 
    Mike Phillips
    msphil@mail.wm.edu
    msphil@WMVM1 (bitnet)
=========================================================================
Date:         Fri, 12 Nov 1993 16:56:47 EST
Reply-To:     wariorsoul@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Matthew E. Pearson" <wariorsoul@AOL.COM>
Subject:      Re: Groups
 
Well, personally I would love it if you could send up that character sheet...
either as an attached file, or UUENCODE it...
 
About mythus...
 
We generally see pre-programmed calculators, notebook computers, etc get
whipped out when we play. It isnt just a s=========================================================================
Date:         Thu, 23 Dec 1993 20:26:40 EST
Reply-To:     Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         "Rodney W. Morris" <csc3rwm@CABELL.VCU.EDU>
Subject:      To all...
 
My, my, my, how quiet it gets this time of year.
 
Oh, well, Happy Yule season, whatever holiday you celebrate.  Keep
the gnolls at bay, hope the Klingons stay indoors, and pray the snow
outside doesn't portend the coming of the Windigo...and, most of
all, get some good gaming time in before you have to go back to the
grind :)
 
Lucifer >:} csc3rwm@cabell.vcu.edu
=========================================================================
Date:         Sat, 25 Dec 1993 23:54:07 EST
Reply-To:     kelthar@aol.com
Sender:       Mythus Fantasy Roleplaying Game List <MYTHUS-L@BROWNVM.BITNET>
From:         Richard Crook <kelthar@AOL.COM>
Subject:      Re: To all...
 
ahh, yeah.  I was beginning to think I'd been disconnected.
