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    Alchemy

    Every alchemist seeks the Prime Material, or tau. If Heka and the other four essences, or elements, are infused with tau all things can be created and with such principal stuff, virtuallyanything can be compounded or created in the laboratory. After the quest for Prime Material, the alchemists second priority is normally that of the elixir of youth, this compound is an

    extraction of animal, vegetable and mineral, combined with Prime Material, it is both rejuvenating and age inhibiting. Alchemy contains many concepts of science and is a difficult and alwaysuncertain practice.

    Alchemy deals with:

    The five elements

    Conversion of one substance to another

    The refinement of substances

    The refinement and perfecting of the individual

    Youth and longevity of the individualThe creation of quasi-life

    The creation of life from quasi-life

    Bringing the dead back to life

    It also deals with other concepts covered in the Castings and in the operations following:

    Operations:

    An Operation concerns the mixing, compounding, creating, and transmuting of various mineral and vegetable substances of special nature, Material. The Operations are performed in order to

    create substances which are valuable, have use as special Material, or else are Heka-filled or enchanted. Operations are carried out using Apparatus.

    Apparatus:

    The tools of the alchemist, these are instruments and devices of various kinds. The minimum Alchemical Apparatus are:

    Type: Use Name Cost Heka

    Cup Commanding Water Triton, Necksa 10000 10Dagger Commanding Earth Bull, Gob 10000 10

    Pentacles Commanding Air Eagle, Paralda 10-30000 10-30Wand Commanding Fire Lion, Djin 10000 10

    Ring Commanding Heka Star, Elhiem 10-20000 10-20Rod Combin ing all Elements 100000 100

    The tools must be made from specific materials from specific locations:

    Type Material From

    Cup Blue metal or mineral The EastDagger Black metal or mineral The South

    Pentacles Gold or Oriculum The North

    Wand Red wood or mineral The WestRing Silver or platinum and rock crystal The Centre

    Rod Clear crystal tip set with metal bands or Mineral of black, yellow, blue and red

    *Note that the location is relative to the alchemists laboratory

    Additional items may be purchased these are:

    Type: Use: Cost Heka

    Alanthor Alchemical furnace which fuses or alters Heka 10-50000 10-50Basin Special container for Water for operations 5-25000 5-25Bellows Provider of Air for operations 5-25000 5-25

    Brazier Container of Fire for operations 5-25000 5-25Lodestones Provider of Earth for operations 5-25000* 5-25

    *Lodestone cost includes Heka-forging price.

    The Heka in these items is self-regenerating every 24 hours as long as still in possession of alchemist and no other persona attempts to use it. This Heka does not count as additional reservoirs

    against the maximum allowed of 1+dweomercraft reservoirs.

    Standard Alchemical Operations:

    Each standard operation has a Material cost in BUCs and a Heka cost. The Heka cost is the amount of Heka that needs to be infused in the gas, liquid or solid for the desired effect. The

    Material is first prepared to accept the Heka, this required the construction of a container for gas/liquid Material before 2d3+1 non-adventuring days are spent analyzing and preparing the

    Material. After this time a roll is made vs. Alchemy with a DR based on amount of Heka to be infused:

    Heka to be Infused Base DR

    1-10 Easy

    11-25 Moderate26-50 Hard

    51-90 Difficult91-150 Very Difficult

    151-250 Extreme251-300 Impossible! (Extreme+)

    301+ Impossible! (Extreme++)

    The DR is modified by the Alchemist Laboratory Facilities:

    Lab value DR Modifier

    No real lab +2501-1000 +1

    5001-10000 -1

    10001-20000 -2

    20001-40000 -340001+ -4

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    *If the roll fails the alchemist must go back and prepare item for another 2d3+1 days.

    *Note that all DR given below presume an astrological casting has been successful to ensure correct time for performing operation; otherwise +1DR is applied.

    If the roll succeeds the alchemist may infuse an amount of Heka equal to STEEP each:

    Infusing solid each day

    Infusing liquid each week

    Infusing gas each month

    By increasing the check by +1DR the total charging time can be reduced by 1D6+1 days to a minimum of 1 day.

    Once the total Heka needed has been infused into the Material the new enchantment is permanent, unless it is destroyed or is an effect that requires recharging. Only one item may be

    prepared at a time, likewise, items cannot be charged while another item is being prepared. Alchemical Operations are such that they can be put down and taken up later, e.g. four items

    prepared in row before charging begins or stopping charging an item so as to begin preparation of another. The following are standard Alchemical Operations with base cost in Material andHeka needing to be infused, from this DR can be found.Alchemy Operations

    Operation Cost Heka

    Clean crystal 25 20

    Color crystal 50 40

    Grow crystal 75 40Harden crystal 150 75

    Imbue crystal with Heka 300 100Imbue crystal with Mental force 200 100

    Imbue crystal with Physical force 200 100

    Imbue crystal with Spiritual force 200 75Phosphorescent crystal 50 40

    Explosive gas 150 20

    Hallucinogenic gas 150 75Poisonous gas 100 40

    Sleeping gas 150 75Stunning gas 200 100

    Weakening gas 150 75Contact glue 100 75Metal to metal glue 200 100

    Universal glue 300 150

    Change copper to Oriculum 300 150Harden bronze 75 40

    Harden steel 150 75Inflammable metal 150 75

    Insinuate Hekalite 500 75

    Change iron to adamantine 300 150Change lead to gold 200 50

    Change lead to platinum 300 100

    Change lead to silver 80 40Lighten adamantine 150 75Lighten bronze 80 40

    Lighten steel 150 75

    Make steel transparent 300 100Elixir of longevity 500 300

    Elixir of youth 500 300Poison 25 20Potion of airform 100 40

    Potion of ethereality 200 75Potion of alertness 50 20

    Potion of aquaform 100 40

    Operation Cost Heka

    Potion of diminution 100 40

    Potion of elementary obedience 200 75

    Potion of enlargement 100 40Potion of fast reactions 100 40

    Potion of fireform 100 40Potion of forgetfulness 100 40

    Potion of health 200 40

    Potion of Hekasource 400 100Potion of Mental power 200 75

    Potion of metalform 200 100

    Potion of Physical power 200 75Potion of regeneration 300 150

    Potion of Spiritual power 200 75Potion of terraform 100 40

    Potion of weightlessness 200 75Cooling oil 150 75Frictionless oil 300 150

    Inflammable oil 50 20

    Poison oil 50 20Warming oil 75 40

    Aqua-respiration powder 100 40Powder of Astrality 500 150

    Powder of Etherality 400 100

    Inflammable powder 150 20Itching powder 25 10

    Powder of Netherhedging 250 40

    Phosphorescent powder 25 20Poison powder 25 20Powder of pyrorespiration 200 100

    Sneezing powder 25 10

    Powder of terrarespiration 100 75Crystal/Gem solvent 150 75

    Glue solvent 50 20Leather solvent 75 40Hard metal solvent 300 150

    Soft metal solvent 200 100Stone solvent 200 100

    Wood solvent 75 40

    In addition it is possible to transmute an object from one form to another. The object must first be prepared for 2d3+1 days, and then two rolls are made. The first roll depends on the

    amount of Heka required for the transmutation and the DR is given on the preceding table of Heka to be infused, modified for lab facilities. The amount of Heka needed depends on type ofoperation, given in following table. The DR given on the table is the difficulty of the second roll required to start the infusion, this is not modified by lab facilities. The cost is price in BUCs of

    additional material for operation.

    Transformation Heka needed DR Cost

    Heavy>Light>Heavy 20/5lb Moderate 2d100Alive>Dead>Alive 20/stone Extreme 6d100

    Gold>Lead>Gold 20/ounce Extreme 6d100

    Shiny>Dull>Shiny 20/10lbs Easy 1d100

    Smooth>Rough>Smooth 20/10lbs Easy 1d100

    Depending on the direction the operation is to go the start of infusion of Heka must be started during either the waxing (approaching full moon) or waning (approaching new moon) phase of themoon.

    During Waxing moon:

    Heavy>Light, Alive>Dead, Gold>Lead, Shiny>Dull, Smooth>Rough

    During Waning moon:

    Light>Heavy, Dead>Alive, Lead>Gold, Dull>Shiny, Rough>Smooth

    Once started Heka is infused as previously, until all Heka has been infused and operation completed.*Note that restoring life only restores alchemical life, the spirit does not return so an alchemical zombie results. This can be solved by using casting to bind a spirit into zombie but in mean

    time precautions should be taken to avoid the zombie becoming a walker, becoming possessed by wandering demon.

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    Armor Categories Update

    Mythus Game Rulebook, page 247, first column, insert the corrected table given here:

    Armor Categories

    # Category Areas

    1 Jacket, Coat U, S, V

    2 Helmet U, S

    3 Vest, Shirt U, S, V

    4 Gloves/hands N, V5 Trousers All

    6 Thigh guards V, N

    7 Leg/Shin guards (greaves) N8 Shoulder guards N9 Arm guards N

    10 Groin Cup S

    11 Gorget U12 Camail (coif) U, S

    Pages 248-9, add the following column to the tables there:

    Humanoid Armor

    Item Category #

    Ailettes (Tartschen) 8Armet 2

    Back-Plate 3

    Baju Emperau 1Banded Mail -

    Banded Chain Mail -Bavi re 11

    Bazu Bands 9Boots 7Brassarts 9

    Breastplate (Plastron-de-fer) 3

    Byrnie (Sark, Hauberk) 1Camail (Coif) 12

    Chain Mail -Chausses (Greaves, Jambart) 7

    Chukchi 8

    Coudi re 9Cuirass (Lorica) 3

    Cuissart, Plate 6

    Demi-Brassarts 9Demi-Jambarts 7Demi-Plate (leg) 7

    Demi-Vambraces 9

    Epauli res 8Gambeson (Aketon) 1

    Gauntlets 4Gorget, Plate 11Helmet (Helm) 2

    Helmet, Crested (Combed) 2Helmet, Pot 2

    Helmet, Salade 2

    Helmet (Salade) with Mentonni re 2 & 11Hoguine 6

    Jerkin (Vest) of Boiled Leather (Cuir Bouilli) 3

    Koryak 12Leather Armor -

    Leather Armor, Studded -Plaquet 3

    Plastron 3

    Plate, Armor Suit -Plate Armor Suit with Pauldrons -

    Plate Armor, Three-Quarter Suit -

    Plate, Mail Suit -

    Poleyn (Garde-de-Bras, with Plate) 7Ring Mail -

    Roundels 8 or 9Sabbatton (foot plate) 9

    Scale Mail Suit -Shield, Adaga -

    Shield, Buckler -

    Shield, Kite (Small) -Shield, Kite (Large) -

    Shield, Round (Small) -

    Shield, Round (Large) -Shield, Tower (Small) -Shield, Tower (Large) -

    Skull-Cap, Bronze 2

    Skull-Cap, Leather 2

    Skull-Cap, Iron/Steel 2Splinted Armor -

    Taces 6

    Item Category #

    Tuilles 6Visor (Only with Helmets, Salades & Bascinet) 2

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    Counter-Necromancy, Counter-Sorcery & Counter-Witchcraft

    Non-Evil Use of these K/S areas for HPs

    Add to page 96, K/S Areas, two paragraphs at end of What a K/S Area Is & Is not.

    Certain of the K/S Areas can seemingly be utilized for wicked ends only. There are three such abilities: Necromancy, Sorcery, and Witchcraeft. They need to be included for the sake of

    allowing these abilities for evil and malign opponents, the Evil Personas (EPs) and Monstrous Personages (MPGs). Yet Heroic Personas can also employ such K/S Areas.To know the Necromancy, Sorcery, and/or Witchcraeft Area is to have the opportunity to identify such practice and possibly counter the powers and castings involved. How the counter-K/S

    practice works is found after the K/S Area Descriptions on page 201 under the heading K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft.Add to page 193, end of Necromancy:

    Necromancy can be employed by a good persona to counter the evils possible for this K/S. See K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft, page 201.Add to page 198, end of Sorcery:

    Sorcery can be employed by a good persona to counter the evils of this K/S. See K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft, page 201.Add to page 199, end of Witchcraeft:

    Witchcraeft can be employed by a good persona to counter the evils possible for this K/S. See K/S Area Use as Counter-Necromancy, Counter-Sorcery, & Counter-Witchcraeft, page 201.

    Complete by adding the following prior to K/S Area Use for Economic Gain on page 201:

    The Heroic Persona need never have used or even actually be able to employ Castings, Powers, and other practices of the K/S Areas in question in order to do manage identification and possible

    countering. Of course, the HP must have one or more of the Areas in question to do this. The knowledgeable but non-practicing non-Evil persona can employ the STEEP possessed in the Evil K/SArea to counter the malign workings of these three Knowledge/Skill Area abilities. This is accomplished by checking against possessed abilities as follows:

    A. Identify use of the K/S Area: STEEP at base DR of Easy. Has a necromancer, or a sorcerer or a witch/warlock been at work here? Possession of the appropriate K/S Area willenable the HP to try to find this out. If the check succeeds, then the persona will know for sure.

    B. Identify specific practice within the K/S Area: STEEP at base DR of Moderate. Was a Casting, Power, or some other sort of action employed by the offender? If not a Casting,

    the Power of other activity can be identified by succeeding in the check.C.

    Identify an Archetypal Casting employed from within the K/S Area: STEEP at base DR as if the persona were actually using such a Grade of Casting. Ignore prohibitions regarding

    use above STEEP. That is, one able to otherwise employ Castings of given a Grade at DR Hard can identify those above that Grade by three steps, at DRs of Difficult, Very

    Difficult, and Extreme respectively. With practice found, and a Casting indicated, pinpointing the exact one requires a successful roll as indicated.D. Negate an Archetypal Casting employed within the K/S Area: STEEP at base DR as if the persona were actually using such a Casting, but at one Grade higher than the Casting in

    question is in actuality -- Heka cost for negation paid before check but at same Grade as the Casting is in actuality, however. The increased DR here is because this is a difficultthing to do, identifying and negating all in one, and at the same time expending Heka to manage the negation.

    E. Disjoin or negate a Casting being employed prior to or at the moment of its activation within the K/S Area: STEEP at base DR as if the persona were actually using such a Casting,but at two Grades higher than the Casting in question is in actuality -- Heka cost for disjoining/negation paid before check but at one Grade higher than the Casting is in actuality.

    Here the persona is attempting something really difficult, identification and countering of a Casting in progress. The two-step DR increase and the added Heka cost to try to

    accomplish this reflect the demanding nature of this use of the K/S. Special Success indicates, as applicable, identification and success at the next higher level of attempt. In

    regards to 4, it might actually disjoin/negate. In regards to 5, it lowers the Heka cost to one Grade below that of the Casting employed. Success indicates the correct answer tothe question. Failure indicates uncertainty. Special failure indicates a false answer in very positive form.

    Examples of these Uses of Counter-Evil K/S

    The Mage Lucan possesses STEEP in all three Areas: Necromancy (at 37), Sorcery (at 43), and Witchcraeft (at 33). Of course, being right-minded, he would never utilize the actual abilities othese dark, malign practices. He has studied them in order to thwart those foul creatures who would stoop to such wickedness. Someone has been brutally murdered, and there are few clues,

    save that Heka was used.

    Lucan tries counter-Sorcery. Was that K/S employed? His base chance of success is 41, and the roll is made at DR Easy, so theres a 129% chance of Success. Lets assume that Necromancywas at work, though. Lucan rolls a 12, which indicates Special success. He knows that Sorcery wasnt used, and the JM decides that he detects it was indeed Necromancy, for he has that K/S

    at 27 STEEP. Lucan now tries to discover what sort of Necromancy practice was employed -- a Casting, Power, or some other thing. The DR is Moderate for this, so a score of 74 or less is

    needed. The roll is 59, a Success. Lucan discovers that some Undead thing was involved, one sent by the persona employing Necromancy. Later on, Lucan and his comrades track down theNethercraefter-Necromancer who is guilty of the hideous crimes they have been investigating. This malign foe has placed a Ghostlyguards Formula (Grade V) casting in his stronghold for

    protection. Lucan can theoretically use Grade II castings at DR Hard. As this is a Grade V casting, he must use a DR of Very Difficult to identify it: 0.25 times 57 yields 14, so Lucanschance of success is only 14%. He gives it a go, adding 2 JFs to help the process. The JM considers. He could lower the DR to Hard, one step easier for each Joss Factor, or else he could

    allow a -10 per JF on the dice score. He decides on the former, as he doesnt want to allow a big chance (score 01-21) for Special Success. The roll is made, and the score is 52. Because the DR

    was considered at a mere Hard, Lucan has succeeded, and he identifies the casting and knows what is opposing his team.A bit later on they then confront the villain -- who of course has a force of guards -- and a major fight ensues. In the course of this conflict, Lucan sees (via a successful Perception [Noticing]

    roll) that the vile foe doing something that likely invokes some Heka. Lucan therefore attempts to disjoin/negate this activity. It turns out the Nethercraefter-Necromancer is using a

    Necromancy Casting, Arrowbones Charm (Grade III), the missiles to be directed at none other than Lucan. Although the casting is only Grade III, which Lucan could normally handle at DRHard, the act of disjoining/negating is as if two Grades higher; he must perform as if it were a Grade V casting. Lucan expends 100 points of Heka. The dice are then rolled, hoping for a 14 or

    lower. Again Lucan expends 2 JFs to help assure success. The JM considers alternatives, rules that the foe in the midst of casting activation is thus unable to expend Joss, and this time allowsa -20 on the result rolled. The dice read 19, and that translates to a Special Success! Lucan has managed not only to disjoin the Arrowbones Charm, but he did so at the cost of only 35 Heka

    points, while the other 65 he thought had been spent are actually still there in his reserve!

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    Heka-Forging

    The Heka-Forging K/S Area remains much as the text in Mythus describes it. This section of our revisions will focus on general clarifications and changes to the text as found on pages 166-168.

    1.

    The Heka gained from Heka-Forging is as stated in the K/S description instead of the table at the beginning of Mythus Magick. Namely, magical energy gained is equal to STEEP plus theaverage of the personas PMPow and PNPow. If only Physical based Heka is used, P Trait is added instead.

    2.

    The Heka-Forging Sub-Areas are not gained automatically with increase in STEEP. Gaining the knowledge necessary to properly enchant a class of items is a long and involved process. Assuch, the rules for gaining new Heka-Forging Sub-Areas are as described on p. 135. Namely, 10 APs and 10 weeks of study are required to gain a new Sub-Area. However, no roll isrequired to check if the persona has learned the Sub-Area successfully. HPs may or may not have all possible Sub-Areas at the time of character creation. This detail is left up to the GM,though the first Sub-Area is gained automatically with acquisition of the Heka-Forging K/S Area. Thereafter, Sub-Areas must be purchased as described above. Because Heka forgers mustbe able to channel large amounts of Heka, each Sub-Area beyond the first increases the practitioners Heka Aperture by 10 points. The minimum STEEP required for each Sub-Area is listedbelow. Note that this table is changed somewhat from the one listed in the K/S description. A persona may decline to purchase a new Sub-Area and still increase STEEP in Heka-Forging.Also, Sub-Areas do not have to be gained in order, so long as the persona has the necessary STEEP to purchase them.

    STEEP Sub-Area

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    spirit of the Heka forger. Standard Rituals are thus useless, as what will work for one Heka forger will most likely fail utterly for another. A Heka forger must devise Rituals which will imbue powersand enhancements into the forged item. A practitioner may incorporate knowledge from other Casting-generating K/S Areas in order to make a wider range of devices. It is expected that Heka forgerswill develop their own characteristic styles, using certain K/S Areas and methods in their devices. The GM should make the use of a K/S Area (especially one that is Casting-generating) difficult and timconsuming if that practitioner has not used it before in combination with Heka-Forging.

    Initial Steps

    The initial step in the artistic method requires the player of the Heka forger to submit a procedure for the creation of a desired item. This procedure should at least include the following:1.

    Planned functions of the device2.

    Description of how Rituals will be used to forge these functions.3.

    Cost and type of Material used in the process4.

    All K/S Areas used in the items forging

    Once this plan has been submitted, the GM may ask for any clarifications before allowing the practitioner to continue. Note that the Heka forger must possess all applicable Heka-Forging Sub Areas inorder to attempt the proposed plan. Also, the persona should construct the item to be forged, or at least be present during its construction. The forging of a sword bought from the local weaponsmith wil

    certainly fail! As in the making of impermanent items, the object in question must have Prepare Item Ritual and Evaluate Item Formula cast upon it. An item might require Cleanse, Purity, or becompletely unsuitable for enchantment even after the work done to make the item in the first place. The GM may also require a change in the submitted procedure if desired. The HP might be requiredto search out unique Material for the item, or quest for a forgotten scrap of knowledge vital for the success of the forging attempt. Details here are left to the imagination of the GM.

    Heka-Forging Equipment

    The exact cost and nature of equipment required will vary greatly depending on the type of item to be forged and the method used to enchant it. At the very least the Heka forger will need anyequipment needed to construct the item in question. The GM may add other requirements as desired for a particular item. It is suggested that, unlike Alchemy, the equipment required for Heka-Forgingbe relatively inexpensive unless a particularly powerful item is planned. This will be compensated by the cost of Material used by the Heka forger. Of course, if the Heka forger is also performingAlchemical operations or working with particularly exotic materials (like adama ntine), then both expensive equipment and expensive Material will be required.

    Material Cost

    Material cost will also vary with the item to be forged. For the best possible DR, the Heka forger will have to construct an unsurpassed quality item - incurring all associated costs. Much of the Materialrequired by the Rituals to be performed must be built into the item during its construction. Thus, building the item in the first place may be a very expensive proposition. If the forging is thenunsuccessful, most of the Material will not be recoverable. As a general rule of thumb, refer to the Material Costs of the Heka-Forging Castings to arrive at standard costs for the Rituals used in the artisticmethod. The Material Cost for a Heka-Forging Casting will correspond to the cost required to achieve a similar, but somewhat restricted, Effect for a permanent item. For example, the use of DefenseBonus I to create +5 armor costs 5,000 BUCs. For the same 5,000 BUCs, a Ritual that grants a +5 defense ve rsus fire-based attacks may be performed. Note that a significantly novel procedure shouldrequire experimentation before it can be used in an item. Of course, any Material consumed by such experimentation cannot be reused or recovered for future Heka-Forging operations.

    Research Time

    Research time will vary with the past experience of the practitioner. If the persona has created similar items in the past using similar methods, as little as one week will be needed to design each Ritual. Ifthe practitioner is using a Casting-generating K/S Area that has not been used in a previous forged item, a month or more of time will be required for each Ritual.

    Base Chance of Success

    Before any roll is made for the success in the Heka-Forging attempt, rolls may be required by the GM against Smithing/Welding, Gemsmith/Lapidary and other K/S Areas used in the basic itemconstruction. These rolls may be used to determine the quality of the item destined to the subject of a Heka-Forging effort. The artistic method in Heka-Forging requires an in-depth understanding of theLaws of Magick - in particular the Law of Ritual - as they apply to the different Casting disciplines. While creating Rituals that perform similar functions to Heka-Forging Castings is usually not difficult,creating Rituals combining Heka-Forging with other Casting-generating Areas without this knowledge is nearly impossible. The base STEEP that is used to de termine success of item creation is takenfrom the lower of the STEEPs in Heka-Forging and Magick when other Casting-generating K/S Areas are involved in making that item. Other Casting-generating K/S Areas used will contribute 10% oftheir STEEPs toward the base chance of success. Even if a persona does not possess the Magick K/S Area, there will still be a small chance of a successful Heka-Forging. If the only Casting-generatingK/S Area required in the Rituals is Heka-Forging, then STEEP in Heka-Forging is the base chance of success.

    Difficulty Rating Determination

    Assigning a DR for a Heka-Forging operation can be as simple or as complicated as the GM wishes. The following is a fairly complex system which seeks to reward the establishment of a style of Heka-Forging, as well as base DR on the power of the item to be forged. To determine a DR for the Heka-Forging operation, assign Casting Grade equivalents for all powers of the item that are derived fromCasting-generating K/S Areas. Also consider Heka-Forging Castings for impermanent item creation for similar powers. Compare these Grades with the maximum Grades given by the practitionersSTEEPs in those K/S Areas.

    Then assign a base DR as follows:Powers are at least 2 Grades lower than Casters max Grades EasyPowers are at least 1 Grade lower than Casters max Grades ModeratePowers are at most the same Grade as Casters max Grades HardPowers are at most 1 Grade higher than Casters max Grades DifficultPowers are at most 2 Grades higher than Casters max Grades Very DifficultPowers are at most 3 Grade higher than Casters max Grades Extreme

    This base DR is then modified by the following considerations:For every power beyond the first +1 DR (max +3)For every level of quality below Unsurpassed of the Heka-Forged item +1 DR (max +3)For every Heka-generating K/S area used in the Rituals that have never been combined with Heka-Forging +1 DRIf Heka forger is using an established style with previously combined Heka-generating K/S areas with Heka-Forging -1 DRBased on the creativity of the plan submitted to the GM for creating the item -2 to +2 DRBased on cost of Material used in plan, compared with what GM determines as a standard amount -1 to +1 DR

    Success & Failure

    Because the Heka forger is manipulating Heka at a fundamental level during the creation of a permanent item, success and failure are not very clearly defined. A successful roll will sometimes yield anitem with unforeseen and undesired side effects. Likewise, a failure might still produce an enchanted item, but quite possibly one possessing useless or even baneful properties. The GM is recommended

    to take the cost, time, and effort the persona (and player) put into the process of creating the item when determining actual item properties. If the persona cut corners, place limitations or detrimental sideeffects on the item. On the other hand, if the persona put extraordinary creativity and resources into the item, consider adding bonuses or additional functions to the item. To clarify this, check thefollowing suggestions for the different possible results of the final success roll:

    Special Failure:Either the item is destroyed utterly or the item is cursed, and possesses abilities opposite to what was desired. Note that the Heka forger may be unaware that this has taken place! In anycase, the practitioner will have to scrap the previous procedure and develop a new one, if this was the first time a particular item was attempted.

    Failure:

    The item is unchanged or has useless properties. (a Spellsong-aiding harp that instead plays Its a Small World continuously, loudly, and off-key would be an example of this!) Thepractitioner may have to modify the procedure somewhat before trying again.

    Success:The item has the desired abilities, but may have quirks, additional powers, or weaknesses depending on the quality of work that went into it. If desired, repeating this procedure may yieldan item with fewer side effects.

    Special Success:The item works only as desired if effort was somewhat lacking. If sufficient research was done, the item will have enhanced or additional abilities. Note that repeating this procedure will noreproduce another outstanding item unless another Special S uccess is rolled

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    Heka-Forging Archetypical Castings

    Heka-Forging Castings fall under three categories:1.

    Preparatory Castings such as Prepare Item Ritual. These Castings are necessary for both impermanent and permanent item creation.2.

    Castings to aid in the mundane construction of items. Touchstone Spell is an example for this type. While these Castings do not grant powers to an item, they assist greatly in preparing anitem suitable for Heka-Forging.

    3.

    Castings that imbue powers into an item. These Castings are used only by those wishing to create an impermanent item, one whose powers can be disj oined. An item must first be preparedwith Prepare Item Ritual and possibly other Heka-Forging Castings for these Castings to work at all.

    Grade I Castings

    Cleanse Item RitualEvaluate Item FormulaPrepare Item RitualTouchstone Spell*Volition Ritual

    Grade II Castings

    Attack Bonus I FormulaCharm Forging RitualDefense Bonus I Ritual*False Target I FormulaGeneral Pool I RitualResiliency Ritual

    Grade III CastingsDamage Bonus I FormulaPurity SpellSkill Bonus I RitualSpringblade Ritual

    Grade IV Castings

    Attack Bonus II FormulaClearmetal RitualDedicated Pool I RitualDefense Bonus II Formula*False Target II Formula

    General Pool II Ritual

    Grade V Castings

    *Amulet RitualDamage Bonus II Formula*Heka Aperture Enhancement RitualSkill Bonus II Ritual

    Grade VI Castings

    Attack Bonus III Formula*Craft Mastery I RitualDedicated Pool II RitualDefense Bonus III FormulaItem Invulnerability Formula

    Grade VII Castings

    Damage Bonus III Formula*Heka Resistance RitualLink Casting RitualSkill Bonus III Ritual

    Grade VIII Castings*Attack Bonus IV FormulaHeka Binding RitualLink Knowledge/Skill RitualLink Mask Ritual

    Grade IX Castings*Craft Mastery II Ritual*Damage Bonus IV FormulaLink Spirit RitualPermanence Ritual*Skill Bonus IV RitualUnbinding Formula

    *Designates a Casting written up in full at the end of this section.

    Exclusivity of Heka-Forging Castings

    More Heka-Forging Castings are now exclusive of one another on a single item. In addition to existing restrictions, the following Castings will not co-exist with each other without one of the Craft MasteryCastings:

    Attack Bonus I-IVDefense Bonus I-IVDamage Bonus I-IVSkill bonus I-IV (except as noted in description)Springblade Ritual (except when cast on an Unsurpassed blade)

    The following Castings will not coexist with any other Heka-Forging Castings which confer abilities onto an item, without one of the Craft Mastery Castings:

    General Pool I Ritual (originally General Pool Ritual)General Pool II RitualDedicated Pool I Ritual (originally Dedicated Pool Ritual)Dedicated Pool II RitualAmulet Ritual

    Changes to existing Castings

    Grade I* Evaluate Item Formula

    There is a 1 DR bonus to each roll if the Heka forger created the item to be evaluated.

    Grade II* Charm Forging Ritual

    The Material cost is now 2,000 BUCs. The imbued Casting lasts its normal duration, once activated, unless the duration for this Ritual expires first. The imbued Casting must cost no morethan 75 Heka, and its target or center of Effect must be the bearer of the Charm.

    * General Pool I RitualThis Casting is the same as General Pool Ritual. Note that Heka Aperture limits the possible capacity of the created Reservoir.

    Grade III* Damage Bonus I Formula

    If an item other than a weapon is the target of this Casting, the damage bonus is +1 instead of +1d6.* Skill Bonus I Ritual

    If a bonus is to a Heka-generating K/S Area, the Material Cost is doubled to 8 ,000 BUCs/STEEP point.* Springblade Ritual

    The ability to cast another offensive or defensive Heka-Forging Casting on an Unsurpassed quality blade replaces the purify effect mentioned in the description.

    Grade IV* Clearmetal Ritual

    The duration of this Casting is now Permanent. Material Cost is now 3,000 BUCs.* Dedicated Pool I Ritual

    This Casting is the same as Dedicated Pool Ritual. Material Cost is now 20 BUCs per Heka-point capacity. Note that Heka Aperture limits the possible capacity of the created Reservoir.* General Pool II RitualThis Casting is identical to General Pool I Ritual, except for the following: The Material Cost is 50 BUCs per Heka-point capacity. 1 AT is required for every 20 point of stored Heka. TheReservoir is permanent and may be recharged.

    Grade V* Damage Bonus II Formula

    If an item other than a weapon is the target of this Casting, the damage bonus is +2 instead of +2d6.* Skill Bonus II Ritual

    If a bonus is to a Heka-generating K/S Area, the Material Cost is doubled to 2 0,000 BUCs/STEEP point.

    Grade VI* Dedicated Pool II Ritual

    This Casting is identical to Dedicated Pool I Ritual, except for the following: The Material Cost is 100 BUCs per Heka-point capacity. 1 AT is required for every 20 point of stored Heka. TheReservoir is permanent and may be recharged.

    * Item Invulnerability FormulaThe Material Cost is now 2,500 BUCs. If an item protected by this Casting is subjected to a force that would destroy or damage an undweomered item, the item gains a percentage change toremain undamaged equal to of the Heka forgers STEEP.

    Grade VII

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    * Damage Bonus III Formula

    The Material Cost is now 96,000 BUCs. If an item other than a weapon is the target of this Casting, the damage bonus is +3 instead of +3d6.* Skill Bonus III Ritual

    The Material Cost is now 16,000 BUCs. If a bonus is to a Heka-generating K/S Area, the Material Cost is doubled to 32,000 BUCs/STEEP point.* Link Casting Ritual

    Add the following paragraph to the description: The subsequent Casting linked to the item is treated as separate from Link Casting when considering Heka Aperture limits. If the imbuedCasting is to be continuously active, the Heka forger must expend 100 times the Casting cost into the item. This Heka must be spent within 1 BT/20 STEEP of the Heka forger (fractionsrounded up), with no more Heka spent than the practitioners Heka Aperture per CT. This time limit begins after the activation of the Casting to be linked.

    Grade VIII* Heka Binding Ritual

    The Material Cost is now 200 BUCs per Heka-point bound. Either a general or dedicated purpose Reservoir can be created through this Ritual* Link Knowledge/Skill Ritual

    If a Heka-generating K/S Area is bound, the Material Cost is doubled to 1,400 BUCs per STEEP point. Each Sub-Area beyond the first adds 5,000 BUCs to the Material Cost, 10,000 BUCs fora Heka-generating K/S Area. Whoever is the primary contributor toward K/S STEEP for this Ritual must know all Sub-Areas to be included in the item.

    Grade IX* Link Spirit Ritual

    Since an impermanent item is created through this Ritual, a successful disjunction will serve to free the bound spirit.* Permanence Ritual

    Heka Binding Ritual may be used to replenish the 250 Heka point resistance, should it be partially expended. Permanence must be cast for each dweomer on an item to protect it completelyFor purposes of disjunction targeting, unprotected Effects and Effects with lesser resistance are chosen first.

    * Unbinding FormulaMaterial Cost is now 5,000 BUCs per power to be unbound. Impermanent and permanent items are equally vulnerable to this Formula.

    New or Heavily Revised Castings

    Grade IVolition RitualTime: Instantaneous Other Heka Costs:Area: 1 object R & D: NilDistance: Touch Other: SpecialMaterial Cost: 100 BUCs + SpecialE/F/M: A Volition Ritual requires a performance time of one AT. Though this casting, the Heka-Forging persona is able to confer the power of movement to an item or mechanism. This Casting can beused to create a weapon that automatically returns to its possessor, as well as make a variety of me chanisms which move under their own power. However, no movement can be sustained by amechanism doing any significant work beyond carrying its own weight.

    The practitioner must invest additional Heka at the activation of the Ritual to enable the Volition to occur in the subject item. The maximum distance traveled for movement and the mass of the item to bemoved determines the amount of Heka and the Material cost for the whole casting as follows:

    Object Travels on Activation Additional Heka CostUnder 1 yard 10 pointsUnder 1 rod 20 pointsUnder 1 chain 40 pointsUnder 1 furlong 80 pointsUnder 1 mile 160 pointsUnder 1 league 320 pointsAny distance 640 points

    Take the additional Heka cost and modify it by the following mass multiplier:

    Mass of Object Multiplier to Heka cost

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    Casting usable 1 time/day no divination ability necessary, no additional Heka required ModerateDivination Power - must be a minor continuous casting also cast into the amulet during the creation process +2 DREvery 20 points of Heka added to strengthen Effect (Protection, Divination, etc.) +1 DREach additional Time/Day amulet activates +1 DRArea of Effect instead of personal protection +2 DREach 5 yards diameter for Area of Effect +1 DR

    Note that unless the Heka forger attempts to create an amulet with an Area of Effect, the protection granted by the item will only affect the persona wearing it, even if the protective Casting normallyprotects more than a single persona.The protective and divinatory Castings associated with the amulet are treated as separate from Amulet Ritual when considering Heka Aperture limits. If a continuously active divinatory Casting is linkedto the amulet, the Heka forger must expend 100 times the Casting cost into the item. This Heka must be spent within 1 BT/20 STEEP of the Heka forger (fractions rounded up), with no more Heka spentthan the practitioners Heka Aperture per CT. This time limit begins after the activation of the divinatory Casting.A natural or regenerating Heka source is required to power this Ritual. The total Heka from this source must be sufficient to power a dedicated Reservoir for the protective Casting, multiplied by thenumber of times per day the amulet can function. If the amulet protects an Area, multiply the required Heka by 1 plus 1 for every 5 yards diameter it protects - i.e. a 10 yard diameter Area of Effect wouldrequire 3x the normal Heka. Hekalite is most commonly used as a Heka source.

    Failure of the second roll means that the Heka forger will never be able to lay this Casting upon the item, though the regenerating Heka source may be salvaged and reused. Special Failure means that aworked or crafted object is ruined and is destroyed permanently.This Ritual can not be cast with another Heka-Forging Casting, without the conjoining Effect of a Craft Mastery Casting.

    Heka Aperture Enhancement RitualTime: Special Other Heka Costs:Area: Caster R & D: NilDistance: Self Other: SpecialMaterial Cost: SpecialE/F/M: This Casting enables the Heka forger to enhance Aperture for the purposes of the next Heka-Forging Casting to be activated. Only the portion of the practitioners Heka Aperture that comesfrom Physical K/S Areas will be affected by this Casting.Heka Aperture Enhancement is cast to increase the Aperture available for a readied Casting, which is completed and activated immediately after the completion of this Ritual. Upon successful activationof this Ritual, a second roll is made against the casters STEEP to de termine if Heka Aperture was actually increased. The Difficulty Rating for this roll depends on the desired enhancement of thepractitioners Heka Aperture. The Material cost for this Ritual likewise varies with the attempted DR:

    Base DR Multiplier Cost (BUCs)Easy 1/10 2,500Moderate 7,500Hard 15,000Difficult 1 25,000Very Difficult 2 35,000

    Extreme 3 50,000

    The multiplier is applied to the fraction of the practitioners Heka Aperture which comes from Physical K/S Areas. This is then added to the Heka forgers original Heka Aperture to determine Aperturefor the subsequent Casting Effect. No further increase to the practitioners Heka Aperture is possible through repeated usage of this Ritual.

    Grade VICraft Mastery I RitualTime: Permanent Special Other Heka Costs:Area: 1 object R & D: NilDistance: Touch Other: NilMaterial Cost: 10,000 BUCsE/F/M: This Ritual allows the recipient object to have two other otherwise mutually exclusive Heka-Forging Castings operative at the same time on the same object. In no event will two Castings of thissort ever function at the same time for the same object. One cancels the Effect of the other in this case.

    Grade VIIHeka Resistance Ritual

    Time: Permanent Special Other Heka Costs:Area: 1 object R & D: NilDistance: Touch Other: NilMaterial Costs: 700 BUCs per Grade of Casting to be protected

    E/F/M: This Ritual Casting requires 7 ATs to complete, and is used to permanently protect a single enchantment, ability or bonus from disjoining. The Casting creates a Heka resistance of 150 pointswith respect to the targeted dweomer.It should be noted on items with multiple dweomers that Heka Resistance must be cast for each dweomer to protect the item completely. When an item with Heka Resistance is targeted by disjunction,target unprotected Effects and those with lesser resistance before those guarded by this Ritual.

    Grade VIIIAttack Bonus IV FormulaTime: Permanent Other Heka Costs:Area: 1 object R & D: NilDistance: Touch Other: NilMaterial Cost: 10,000 BUCs per each +1 BACE/F/M: This Casting enables the Heka-Forging of up to a 20-point bonus in the Base Attack Chance (BAC) value of a weapon or object. Even items such as bracers or gloves could contain the power ofthis dweomer, for the bonus from this formula does not necessarily need to be cast upon a weapon. Note however, that the object to contain this power - as with any Heka-Forged item - must first becleansed of outside influences and magically prepared.This Formula cannot be cast with another similar offensive, defensive, or skill enhancing Heka-Forging Casting upon the same object, without the conjoining Effect of a Craft Mastery Casting.

    Grade IXCraft Mastery II Ritual

    Time: Permanent Special Other Heka Costs:Area: 1 object R & D: NilDistance: Touch Other: Nil

    Material Cost: 40,000 BUCsE/F/M: This Ritual allows the recipient object to have three other otherwise mutually exclusive Heka-Forging Castings operative at the same time on the same object. In no event will two Castings of thisort ever function at the same time for the same object. One cancels the Effect of the other in this case.

    Damage Bonus IV FormulaTime: Permanent and Special Other Heka Costs:Area: 1 subject/object Special R & D: NilDistance: Touch Other: NilMaterial Cost: 144,000 BUCsE/F/M: When cast upon a prepared weapon or other enchanted device capable of delivering harm, this Formula infuses it with a 4d6 bonus to its stated damage value. Again, note that objects soenchanted need not be weapons, but they must be prepared to accept the Heka before the Casting is performed. However, items other than weapons targeted by this Formula only gain +4 to damageinstead of +4d6 to damage.This Formula cannot be cast with another similar offensive, defensive, or skill enhancing Heka-Forging Casting upon the same object, without the conjoining Effect of a Craft Mastery Casting.

    Skill Bonus IV RitualTime: Permanent Other Heka Costs:Area: 1 object R & D: NilDistance: Touch Other: NilMaterial Cost: 22,000 BUCs per STEEP point conferred

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    E/F/M: The performance of this Casting Ritual requires three Action Turns. This magical Operation engenders a K/S bonus in an enchanted item. The object of this Casting will confer up to a 20-pointKnowledge/Skill Area enhancement (a plus to STEEP) to its possessor when held, worn, or presented. The Heka forger must possess the Knowledge/Skill Area imbued in the subject object, and musthave a STEEP at least 8 times greater than the bonus thus conferred.It is never possible to cast this Effect with another of similar ability-enhancing sort upon the same object, as the two will absolutely nullify each other. Because of this, weapons are not usually imbuedwith this dweomer. However, if this Effect is conjoined with that conferring increased BAC (Attack Bonus Casting), the dweomers will not nullify, but this one will function only to enable parrying andon rolls for Hit Location - considerable benefit still!For Heka-generating K/S Areas to be enhanced through this Casting, cost is doubled to 44,000 BUCs/STEEP point.

    The Fruits of Your Labor:

    There are plenty of items in the game, and there a re rules for quality with regard to weapons and armor. The next article details new and improved rules for what higher quality weapons and armor do.But, that leaves the question: how does a smithy create an item that is of a higher quality? Here is a simple yet effective house rule:

    Quality DR

    Unsurpassed ExtremeExceptional Very DifficultAbove Average DifficultAverage HardBelow Average ModeratePoor Easy

    A Special Success gives a bonus of an improvement in quality by one step. Also quite possible is the idea that certain materials (like Adamant, etc.) may be harder to work with, increasing the DR.

    Effects of Quality:

    Not that there is anything really wrong with the original rules for quality detailed in Mythus, but here are some new rules. These give more of a tangible effect to the quality of a martial implement, asyou will see.

    Effect of quality upon weapons:

    Quality Price*1 WP*2 SF*1 D. Amt.*2,*3 Range*2Poor x0.25 x0.8 x1.2 -0.2 x0.8Below Average x0.5 x0.9 x1.1 -0.1 x0.9Average x1 x1 x1 +0.0 x1Above Average x2 x1.2 x0.9 +0.1 x1.1

    Exceptional x4 x1.4 x0.8 +0.2 x1.2Unsurpassed x8 x1.6 x0.7 +0.3 x1.3

    Notes:*1 Round up.*2 Round down.*3 calculate the mean amount of damage done by the weapon in one hit. Multiple the mean by the factor indicated above to determine the penalty or bonus. A damage amount rolled during combat thatis zero or negative indicates a hit that did no damage.

    Examples:

    Unsurpassed Long SwordPrice = 2800 BUCs (350 BUCs x 8)WP = 8 (5 x 1.6)SF = 4 (5 x 0.7 = 3.5)D. Amt. = 4D6 + 4 (4 x 3.5 = 14 x 0.3 = 4.2)

    Poor DaggerPrice = 23 BUCs (90 BUCs x 0.25 = 22.5)Hand Combat:WP = 4 (5 x 0.8)

    SF = 3 (2 x 1.2 = 2.4)D. Amt. = 2D6 - 2 (2 x 3.5 = 7 x - 0.2 = - 1.4)Missile Combat:WP = 1 (2 x 0.8 = 1.6)Range:

    Point Blank = 1 (2 x 0.8 = 1.6)Short = 3 (4 x 0.8 = 3.2)Medium = 6 (8 x 0.8 = 6.4)Long = 9 (12 x 0.8 = 9.6)Extreme = 16 (20 x 0.8 = 16)

    Effect of Quality upon Armor:

    Quality Price*1 D. Prot.*2,*3 SF Pen.*1 D. Rating*4Poor x0.25 x0.8/x1.2 x1.2 4Below Average x0.5 x0.9/x1.1 x1.1 7Average x1 x1/x1 x1 10Above Average x2 x1.1/x0.9 x0.9 20Exceptional x4 x1.2/x0.8 x0.8 30Unsurpassed x8 x1.3/x0.7 x0.7 40

    Notes:*1 Round up.*2 Round down.*3 The second column is used when the damage protection is negative.*4 The Damage Rating is the number of times the armor may absorb its maximum damage before being destroyed.

    Examples:Unsurpassed Plate Armor SuitPrice = 240, 000 BUCs (30, 000 BUCs x 8)Damage Protection vs.

    Pierce = 22 (17 x 1.3 = 22.1)Cut = 26 (20 x 1.3)Blunt = 26 (20 x 1.3)Chemical = 19 (15 x 1.3 = 19.5)Stun = 39 (30 x 1.3)Electrical = -18 (-25 x 0.7 = -17.5)

    SF Pen. = 2 (2 x 0.7 = 1.4)Damage Rating = 40

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    HekaCalculating Personal HEKABy Gary Gygax

    It seems that some considerable number of JMs and players are confused about or uncertain of the Heka rules for personas. To help clarify the matter, here is a simple step-by-step checklist fordetermination of an individual personas Heka. Who Can Employ All Preternatural Heka Forms? That is, which personas are able to use the Heka generated from Mental, Physical, and S piritual K/SAreas? The Mythus game (Chapter 13, page 276) tells us this: About 1 individual in 100 is able to control Heka sufficiently to utilize it in castings. Of those so able, 1 in 10 are able to employ all forms ofTRAIT-related K/S Area-generated Heka. The Journey Master can thus make the following assumptions: HPs: In general, all are capable. 1 in 20 might be limited to one TRAIT form. HPGs: All can useall Preternatural Heka forms. EPs: In general, many are capable. 1 in 3 might be limited to one TRAIT form. FPs: Assuming Heka use, then:

    M only: 01-15P only: 16-25S only: 26-50M & P: 51-55M & S: 56-65P & S: 66-75

    All: 76-00MPGs: All can use all Preternatural Heka forms. OPs: Modify the 1 in 100 rule, and the FP guideline above, as deemed suitable to the needs of the campaign. Remember, however, that truly mundaneindividuals havent a whole lot going for them in this regard. Who Has TRAIT Heka? I tend to JM liberally in regards Heka, and allow all HPs to have TRAIT Heka generation for their major TRAIT. Ifthe JM desires to be less generous, then assume that as about 20% of Heka-using HPs are capable of Full Practice, they form a far-above-average sample of the typical Heka-able personas. Chance forpossessing TRAIT Heka generation should be in the 35-50% range. Multiple TRAIT Heka generation is very clear. If single-TRAIT generation is possessed, then there is a 10% chance for two Traitsgenerating Heka. That being so, then such personas has a 10% chance for possession of triple-TRAIT Heka generation. Note: If any persona is a Full Practitioner Mage-Priest, then the chance forgeneration of Heka from both Traits should be increased to the 35-50% range and to 15-25% for all three Traits.

    How to Calculate Full-Practice Heka1.

    Determine TRAIT Heka base as applicable.2.

    Find the lower of the two applicable K/S Area STEEPS for Full Practice (DMC/Magick, PCT/Religion) and multiply this STEEP by 10. (See #3 below in regards to Mages with VocationalSchools.) Add the applicable TRAIT. Total this with the second K/S Area involved (STEEP and TRAIT) to arrive at general Heka generated.

    3.

    For the Mages Vocational School (Sub-Area) add STEEP and CATEGORY to find Heka generated there from. If the Vocational School has a STEEP total higher than DMC (basic K/S), thensubstitute it for DMC provided that Magick STEEP is not exceeded. For a Priests/Priestesss Ethos (Sub-Area) add STEEP and CATEGORY to find Heka generated there from. If the Ethoshas a STEEP total higher than PCT (basic K/S), then substitute it for PCT provided that the Religion STEEP is not exceeded.

    4.

    For each additional School (Sub-Area) of a Mage add STEEP and MMCap ATTRIBUTE.5.

    Total all Heka discovered through steps 1 through 4 above. This is the personas Full-Practice Heka. To it is added such other Heka as is generated from other K/S Areas that generate Heka.

    How to Calculate Partial-Practice Heka1.

    Determine TRAIT Heka base as applicable.2.

    To the applicable K/S Area STEEP add the applicable CATEGORY or ATTRIBUTE to arrive at Heka generated for ea ch such K/S Area and Sub-Area. Note that partial-practitioners of

    Dweomercraeft/Magick use CATEGORY for these Areas, while applying MMCap ATTRIBUTE to STEEP in Sub-Areas. Partial practitioners of PCT/Religion do likewise, but are restricted toa single Ethos and add the SMCap ATTRIBUTE to STEEP.

    3.

    Total all Heka discovered through steps 1 and 2 above. This is the personas Heka for the K/S Area in question. To it is added such other Heka as is generated from other K/S Areas that sogenerate Heka.

    Two Examples

    Morgana the Mage:Base Mental TRAIT Heka 110Dweomercraeft: STEEP 40 40

    M TRAIT 110 110Gray School: STEEP 50 x10 500

    MM CATEGORY 55 55Black School: STEEP 30 30

    MMCap 20 20Magick: STEEP 50 50

    M TRAIT 110 110

    Total Heka Available 975

    Marvin the Magician:

    Base Mental TRAIT Heka 100Dweomercraeft: STEEP 50 50MM CATEGORY 50 50

    Green School: STEEP 42 42MMCap ATTRIBUTE 18 18

    Elemental School: STEEP 32 32MMCap ATTRIBUTE 18 18

    White School: STEEP 22 22MMCap ATTRIBUTE 18 18

    Magick: STEEP 50 50MR CATEGORY 50 50

    Total Heka Available 450

    No additions for various other likely Heka-producing K/S Areas considered.

    1.

    Full Practice: If able to channel full Heka, the persona applies a multiplier of 10 to the higher of the following STEEP scores: Dweomercraeft or Vocational School (Sub-Area). However, ifMagick K/S STEEP is lower than the one o therwise to be used, it is used instead, i.e. Magick STEEP must equal or exceed STEEP in Dweomercraeft and its Sub-Areas. Then to multipliedSTEEP, and STEEP in the other K/S Area and Sub-Area(s), if any, is added Mental TRAIT score for K/S Areas, MR CATEGORY for Vocational School, and MMCap for all other Schools(Sub-Areas).

    2.

    Partial Practice: The persona adds STEEP to MM and MR CATEGORY scores for Dweomercraeft and Magick K/S Areas, respectively. For Dweomercraeft K/S Area Sub-Areas STEEP and

    MMCap ATTRIBUTE is added.3.

    Full Practice: If able to channel full Heka, the persona applies a multiplier of 10 to the higher of the following STEEP scores: Priestcraeft or Ethos (Sub-Area). However, if Religion K/S STEEPis lower than the one otherwise to be used, it is used instead (i.e. Religion STEEP must equal or exceed STEEP in Priestcraeft and its Ethos Sub-Area). Then to multiply STEEP and STEEP inthe other K/S Areas is added Spiritual TRAIT score for K/S Areas and SM CATEGORY for Ethos.

    4.

    Partial Practice: The persona adds STEEP to SM and SP CATEGORY scores for Priestcraeft and Religion K/S Areas respectively. For Priestcraeft K/S Area Sub-Area Ethos STEEP and SMCapATTRIBUTE is added.

    Note: Dweomercraeft and Magick are the two K/S Areas necessary for Full Practice.Note: Priestcraeft and Religion are the two K/S Areas necessary for Full Practice (with the Vow [q.v.] required).Note that whether full or partial practitioners, those individuals with Priestcraeft/Religion K/S Areas can never have more than one Ethos Sub-Area. Each must select an Ethos, and the remaining fourEthos are forever sealed to them thereafter. Castings, STEEP, and Heka thus cannot and may not be gained from multiple Ethos. This is in sharp contrast to the Schools of the Dweomercraeft/Magickcombination as detailed in Note 3.

    Regenerating Personal Heka

    Heka Source Means of Restoration TimeATTRIBUTE Sleep 6 hoursPrayer & meditation 2 hoursTrance 1 hour

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    CATEGORY Sleep 8 hoursPrayer & meditation 3 hoursTrance 2 hoursTRAIT Sleep 10 hoursPrayer & meditation 4 hoursTrance 3 hours

    Heka Generated Through ACTHeka generated through TRAIT(s) base and K/S ability due to ATTRIBUTE, CATEGORY, and/or TRAIT addition to STEEP must be regained separately from other (STEEP) Heka and is restored as isshown on the ACT Heka Regeneration table above.

    Readied Castings

    In the Mythus Magick book on page 26 under the optional STEEP modifiers, there is the cryptic mention of readied castings, showing a +10. That bonus is correct. Here is how to have an HP ready acasting.

    Ready Castings1.

    Select up to three castings to be ready. From Known castings of the persona select three to be ready quickly, just in case. It really doesnt make any difference which K/S Areas areinvolved, or even which Known castings are selected. The type of casting selected is important. Example: Three are chosen. Lets say, for the sake of this exposition, that one is a Charm, one aCantrip, and one a Spell.

    2.

    Ready them. It takes as long to ready a given casting as it do es to cast one from an unreadied state. Thus, in the e xample given above it will take 1 CT for the charm to be readied, 5 CTs forthe Cantrip, and 1 BT for the spell, a total of 16 CTs of time, or 48 seconds. During this time the practitioner must be totally undisturbed. Any disturbance means the preparation must beginanew. Some Heka could be lost if there is disturbance; see penalty A below.

    3. Pay for them. The Heka needed to activate each and every casting for ready status must be paid for up front. As each casting is readied, the practitioner stores the Heka points required foractivation along with the readied casting, more or less in a frontal lobe of his brain, shall we say. The Heka point cost might be relatively low (if all are under Grade V) or quite high. Inaddition, any R or PD additions must be made at this time and cant be changed later. That is, the practitioner gets exactly what he paid for when the casting or castings were readied. Whenthis is all done, each readied casting must be written down with all Heka costs/additions noted. Heka so expended is removed from the personas current total Heka.

    4.

    Using a readied casting. The JM should allow not only the +10 STEEP addition for a readied casting, but should also allow a reduction in activation time as well. This is shown as follows:

    Casting Readied Activation time is nowEyebite No differentCharm Same CT as cast, as last event in that CTCantrip 1 CTSpell 2 CTsFormula 3 CTsRitual 5 CTs

    Youll notice that having castings readied is a big boon to practitioners as regards the delay for activation. This is offset to some considerable extent by the following.Penalties for Readied Castings

    A.

    If the caster is distracted/hit when reading or attempting to activate one of the readied castings, it and all others in readied state are lost. In that loss, all Heka expended to ready them islikewise gone.

    B. If the persona opts to employ a casting other than one in the readied state, all those in readied state are lost as regards being especially prepared. The Heka necessary to activate/reinforce aready casting or castings is lost, just as in case A, above.

    Journey Masters PurviewBy Gary Gygax

    The meaning of a school in Dweomercraft

    (The old saw about not being able to see the forest for the trees applies to this abashed authoras well as do brickbats for bad puns, ahem! Anyway, Ill stick to my subject, and before any of you rootaround and then begin to bark about the matter, Ill go out on a limb andOuch! That hurt. Okay, okay! No more puns. Nuts... OUCH! Not again. Honest, this time I really mean it.

    (One thing I always knew but never thought about in regards to articulation and quantification in the rules for the Mythus game was the schooling of would-be Mages. Let me put it this way: T o be askilled practitioner, full or partial, employing a Sub-Area, be it Black or White or those in between, I never considered anything other than intensive educationtraining, study, and practiceas aprerequisite. If the persona didnt attend an institution of formal sort, then it was a given that the inculcation was as an apprentice in the hands of a great practitioner, but...)

    This is a relatively short column, but the contents are very important. The rule we shall here consider has a considerable impact on the campaign. If the Journey Master has an already-established

    campaign with Heroic Personas whose abilities violate the new material, there is nothing to be concerned about; well cover such cases later on. For now, lets get to the meat of the matter. Nowhere in thgame rules does it tell you that if you arent a persona who has Dweomercraeft as a Vocation you dont have a specialized School (that is, the persona doesnt get a Sub-Area automatically when having orselecting Dweomercraeft as a Knowledge/Skill.) Its true, though. If the persona isnt a would-be Mage by Vocation, then it is assumed that only the basics of the ability are available. What does that meanIt means that only the General Castings are known and available to the persona of this sort. Here is the official rule, more or less as it will appear in the revised edition of the work (take a moment toperuse it...).

    Possession of the Dweomercraeft K/S Area does not automatically bestow a Sub-Area. Only those personas whose Vocation is Dweomercrafter are assumed to have gone to a college (or trained with agreat Mage) and thus have had opportunity to know a School of MagickBlack, Elemental, Gray, Green, White, or any otherand thus possess a Sub-Area. Any non-Dweomercrafter persona possessingor electing to have Dweomercraeft and Magick K/S Areas, whether Full or only Partial Practitioner will thus have only the General Castings available. In order to gain a School (Sub-Area), a bonus orotherwise acquired K/S Area must be used to accomplish the addition of a Dweomercraeft Sub-Area (School).

    Examples: Roderick the Scholar possesses Dweomercraeft and Magick in his beginning Vocational K/S bundle. This applies only to General Castings, and does not include a School (Sub-Area). Togain such a Sub-Area it is necessary for a Bonus K/S Area slot to be used to acquire it as the persona is being developed. Acquisition can be made at some later time, of course, by purchase of the Sub-Arewith Award Points. Tom OPiper is a Thief persona for whom Dweomercraeft and Magick are desirable additions to his abilities. When these K/S Areas are selected, Tom will have only Dweo mercraeft(General), no Sub-Areas, unless another Bonus K/S Area slot is used to acquire a School (Sub-Area). This can be done at some later time through purchase of the Sub-Area with Award Points.

    This also means that such a persona will never gain a bonus for Casting in a Sub-Area. One not vocationally schooled, as noted, can never employ Dweomercraeft Sub-Area as if Castings as if in aPrimary Area(s). Unlike a vocational persona of Dweomercraeft, such individual will have at best General Castings of Dweomercraeft as primary and that if the individual is in fact principally orientedtowards Dweomercraeft and Magick, even though no formal or special instruction has been obtained.

    Exception: The persona who at some point changes Vocation, and spends a sufficient amount of game time in study, might be ruled to become a true Vocational Mage/Magician. The time required is left

    to the Journey Master, but a minimum of two game years of intensive work is recommended. Is this unfair? On the contrary, it is realistic and very fair to those personas who are professional Mages orMagicians. Even a failed Mage, a partial practitioner, is then superior to the casual practitioner of Dweomercraeft as regards basic knowledge and ability. This is indicated in possession of a Sub-AreaSchool without having to expend Bonus K/S slots or else use Award Points to later gain the first such Sub-Area.

    The fledgling caster of Dweomercraeft is assumed to have spent considerable time and effort to perfect the art. After regular education, that persona probably attended some college or university for manyyears, or else (in the case of the apprenticed individual) spent even more time and effort laboring under the demands of a great Mage or Wizard so as to be able to command both General and somespecial brand of Castings in addition to that. The result of this is the automatic gain of a Sub-Area of Dweomercraeft for the v ocational individual. That reflects the education received. One might askwhat about Priestcraeft? However, any persona with the Priestcraeft and Religion K/S Areas is assumed to have such training as is necessary for qualification in the field, and is thus e ntitled to a Sub-Area (Ethos) according to the relevant ethical precepts. This does not guarantee full practice ability, and Priest/Priestess status thereby, but knowledge of the Sub-Area is automatic.

    This brings us to the matter of calculating Heka for a persona. Lets use the examples based on duplicate HPs with and without the Dweomercraeft Vocation, Full Practitioners and partial ones, all with MTRAIT of 108, MM and MR CATEGORIES of 54, and MM and MR Cap ATTRIBUTES of 20:

    Dweomercraeft Vocation Full PractitionerHeka Source AmountMental TRAIT Heka: 108Dweomercraeft STEEP 44 (x10) = 440 + M TRAIT 108 552DMC (Green School) STEEP 44 + MM CATEGORY 54 98Magick STEEP 44 + M TRAIT 108 152

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    Non-Dweomercraeft Vocation Full PractitionerHeka Source AmountMental TRAIT Heka: 108Dweomercraeft* STEEP 44 (x 10) = 440 + M TRAIT 108 552Magick STEEP 44 + M TRAIT 108 152

    Of course, there would then be all sorts of additions for other Heka-generating K/S areas. You get the picture. Lets move on to cover both a partial practitioner and an HP with a different MentalVocation but with both key K/S Areas in the basic bundle, assuming each has the same ACT score totals:

    Dweomercraeft Vocation Partial PractitionerHeka Source AmountMental TRAIT Heka: 108Dweomercraeft STEEP 44 + MM CATEGORY 54 98DMC (Green School) STEEP 44 + MM CATEGORY 54 98

    Magick STEEP 44 + MR CATEGORY 54 98

    Non-Dweomercraeft Vocation Partial PractitionerHeka Source AmountMental TRAIT Heka: 108Dweomercraeft* STEEP 44 + M CATEGORY 54 98Magick STEEP 44 + M TRAIT 54 98

    There you have it, Learned Masters. This now brings you up to date on my latest thinking on this matter. As usual, your feedback is always appreciated.*Any Heka addition for any Sub-Areas is made at STEEP + MMCap ATTRIBUTE total, and never at MM CATEGORY as the Vocational persona can with the School Sub-Area.

    Making a Casting KnownThe time to needed to make an unknown casting Known is based on the number of things that a HP can study simultaneously (from MMPow), read from the chart on page 136 in Mythus 1. (i.e., anMMPow of 15 will give 3 slots per day)

    The base time for memorization is 1 slot per grade. Casting time modifies total memorization as follows:Eyebite x1/4 totalCharm x1/2 totalCantrip x1 totalSpell x2 totalFormula x3 total

    Ritual x4 total

    The HPs STEEP in the area in which the casting is located a lso affects the total study time, based on the normal difficulty at which the HP can use the casting:Easy x1 totalModerate x2 totalHard x3 totalDifficult x5 totalVery Difficult x7 totalExtreme x10 total

    This time is to make known an unknown or Studyable casting. If attempting to make a Recallable casting Known, or an unknown/Studyable casting Recallable, the time is required.Once the total cost in slots is determined, the HP divides that number by the number of slots he can use per day, as determined by MMPow. Here are 2 examples:

    Take an HP with 15 MMPow (3 slots/day) with an Apotropaism STEEP of 41, trying to memorize Protection vs. Drowning Charm, an unknown grade IV casting.Grade IV = 4 slotsCharm = x1/2 total timeHard = x3 total time (Grade IV spell is at DC Hard)Total = 6 slotsMaking an unknown casting Known, so there is no extra modifier. The HP has 3 slots in a day, so the spell is memorized in 2 days.

    Example #2A Full Practitioner with a 41 STEEP in General Dweomercraft attempts to make a grade VI Formula Recallable. His MMPow is 16. This spell is, with his STEEP, at a DR of Very Difficult to cast.Grade VI = 6 slotsFormula = x3 total timeVery Difficult = x7 total timeRecallable = x1/2 total timeTotal = 63 total slotsA 16 MMPow corresponds to 3 slots per day, so this Formula would be Recallable in 21 days, a formidable task.

    As you can see, this system is weighted toward the quick memorization of short, easily used castings. Long or difficult castings take a great deal of time, as they must be understood as they are learned.This only leaves the question of whether or not the HP can be interrupted during the study of the casting. A simple way to interpret this problem is to say for every two days the HP interrupts his studiesan additional day is added to the end of the study time. So, in the second example, if the HP studied the casting for 20 days, and then took 4 days off, he will have to study for 3 more days, rather than the1 he would have without the modifier. This represents the fact that if the HP is doing something else, he will slowly forget what he has learned, and will need to move back a bit to remember where hewas.

    Custom CastingsBy Gary Gygax

    From Created Castings to StandardsJourney Masters have certainly had to bear the brunt of complaints from those players who are bent on developing their Heroic Personas into the most powerful Heka-wielders of all time and probabilityThis is not an aspiration to be disparaged, but I hardly need say that it should be a virtually unattainable goal. Nonetheless, each Heka-employing HP with the ability to utilize castings will quickly cobble

    up new ones of his or her own dev ising. Then, of course, such individual will begin to bemoan the cruel fate that requires such exorbitant amounts of magical energy points for using the special Cantrip,Spell, or whatever. Well, once the campaign is underway for a sufficient period there is hope for the beleaguered Mage, Priest, or other practitioner. Yes, there is a method by which the Journey Mastercan allow a Specific Casting to be considered as Archetypal or Tutelary! There are seven steps the JM should follow in this process. Ill list them here as a handy reference for the balance of this article andas a clip-and-swipe file for attachment to the campaign if the JM so desires. The seven steps are:

    1.

    The player determines his HP is going to create a Specific Casting, and thoroughly researches the rules to ensure that he wastes neither his nor the JMs time in regard to this creation of aSpecific Casting.

    2.

    The player writes down all aspects the Casting as if it were in the rules, i.e. using the format of the book. Appended to this exposition must be a worksheet showing each and every Hekapoint cost consideration applicable.

    3. The Journey Master examines the work with critical care, adjusting TAD, R&D, etc. so that the final version is correct and the approved Heka point cost of the Specific Casting is fair.4.

    The Journey Master determines the Grade of the new Specific Casting, basing his rating on commensurate Archetypal/Tutelary ones and the Heka point cost approved for the casting. Thisprocess will possibly cause the Grade to increase from the number suggested by the player.

    5.

    Both the JM and player add the Specific Casting to their game material, so that when the HP attempts to use the Casting they each will have the necessary data.6.

    Once the HP successfully activates the Specific Casting in a setting that accurately reflects one which is applicable for the general use of the casting, the ACE total of Heka is reduced by 10%when the Special Casting is next employed. This reduction can be doubled in the case of a Special Success. Each further successful activation of this nature will continue to lower the Hekapoint cost of the Specific Casting until it is at approximately at the cost of standard castings of the same Grade (such Grade as initially determined by the JM). Note: The JM might opt to keepit higher in Heka point cost by a Grade or two (or 20% above base) until a Special Success occurs, at which point it might drop to the base cost of castings of the Grade assigned.

    7.

    At such time as the HP allows (or otherwise cannot prevent) a copy of the Casting to be held by another individual, then there is dissemination of the Specific Casting. In a year or so it willbe known locally. In ten years it will be known nationally, and in a hundred it becomes common Aerthwide.

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    A.

    Step one is the beginning, obviously. Also apparent is the likelihood of the player setting about creating a cheap Casting aimed at answering every dilemma with which his orher HP is likely to be confronted. Why belabor so obvious a point? To discourage the attempt right away. A world-altering casting is going to take tens of thousands of Hekapoints. Dont bother with the rest of the process if it is an exercise in futility, save for a Great or higher deity! Players, pay attention. Be sensible in what you propose.

    B.

    The second step has a dual purpose. First of all, by actually sitting down and writing up the casting as if it were from the book, the player gets a better grasp of exactly whathe wishes to accomplish, and at the same time understands the rules better. Be sure that you quantify the effect(s). If a missile is involved, for example, how fast does it travel?What Damage does it do, and what type if PD (Blunt, Cutting, Piercing, etc.)? When the work is finished to the players satisfaction, the result should be something that mightbe included in the Mythus Magick* book without being noted as aberrant and commented upon by an outside reader. (If you blush when you look at it thus, perhaps thecasting needs some modification....) If your Specific Casting passes this test in your eyes, it must then go to the Journey Master.

    C.

    Step three is certainly the acid test, so to speak. The JM will look at the proposed new Specific Casting as if he were an outsider. By comparing and contrasting it with likecastings, especially within the same K/S Area, the JM can decide the merits of the matter with relative ease. The JM will always keep an eye on the Time, Area, and Distanceportions, as TAD is a critical measure of the casting. Even if they are properly paid for, sometimes the desired factors cant be attained when considering the end result. Forexample, a full-blown storm out of a clear sky cant be generated in a short time. There must be a delay between activation of the casting and the commencement o f itsEffect/Force/Material (E/F/M). If all seems right, it is then necessary to check the Heka costs, and the JM will do so carefully. Shaving a few points here and there is a likelyploy for the intelligent and creative player, just as is ignoring applicable Heka cost consideration areas. The JM must make certain that all applicable costs and adjustments areincluded in the total Heka point accounting. Close attention must be given to the Plane/Sphere costs attributed to the casting, for allowing something to slip by here means a

    far-undervalued final Heka energy (Grade) cost.D.

    The fourth step involves a fair amount of subjectivity. By comparing and considering of the cost, the Journey Master must place the Specific Casting into a Grade. Thebenchmark of the Archetypal/Tutelary castings provided should be the major factor in such a determination. Actual Heka cost could be anywhere from just a little above suchGrade cost to five times greater, or more. Here is a rule of thumb for the JM in regards to Heka cost:

    1.

    Up to 3x cost can be in the same Grade, i.e. a Grade V Specific Casting at up to 300 points of Heka is probably okay.2.

    If cost exceeds Grade by more than a 3x factor, the Specific Casting should probably be bumped up one or more Grades, i.e. if it costs 400 points,move it from Grade V to VI, and at about 500 it might be Grade VII.

    Now, I know that there are Archetypal/Tutelary castings listed in the book to which this rule of thumb doesnt apply. So what? Those magical works are assumed to have beenaround for centuries, pared to the bone as far as Heka requirements are concerned. Got that? Good! You are the JM, and its up to you, but theres the extra ammunition to usein this regard if you need it. Of course, you can simply ignore the above rule and make determinations based solely on your campaign.

    E.

    Moving on to the fifth step, it seems too elementary to mention, but think of this: What happens if the JM doe snt have a copy of the casting when the HP employs it? Thepotential for abuse is great. The Journey Master must have an exact copy of the Specific Casting. His copy is the true one and anything different on the players record is nulland void until it is reflected in the JMs version. Upon this the Journey Master must insist.

    F.

    Step six is also one that should be quite self-explanatory. Until the Specific Casting is actually employed successfully in a situation commensurate with the usual application, itcant be known how well it works. That is, laboratory tests are fine, but until field tested, it is experimental! And by the way, the JM might rule that a Special Failure of anySpecific Casting not previously successfully activated indicates that HP will never be able to create a casting of that sort. If the initial attempt results in a Special Success, thebonus of 20% reduction to Heka cost on the next successive use of the casting is quite sufficient. The JM might well decide that despite the HPs best efforts, he will never reducethe cost of his Specific Casting all the way to the same as that for an Archetypal/ Tutelary casting of the same Grade. In regards partial practitioners or practitioners of the non-Full Practice arts whos STEEP is below 50, this is certainly recommended. Thus, cost might always be one Grade above the stated rating of the casting. For instance, a specificcasting of Grade I difficulty would then cost 35, not 20 points, one of Grade II 50 not 35, and so forth. Final cost is strictly a matter for the JMs decision. I have a rule of thumbfor this, too. If the HP devising the Specific Casting is Very Highly skilled (STEEP 51+), then the cost will ev entually be that of Grade; he is a past master and knows his art. AHighly skilled HP (41-50) might get the cost to the Grade just one step above that of the Specific Casting, Special Success during an initial use indicating its cost is actual Grade.All others will pay a two-Grade penalty without a Special Success in the first attempt; that gains them a one-Grade penalty only. Again, these are my suggestions, not anythingthe JM must follow.

    G.

    Finally, the seventh step consideration regarding dissemination of the Specific Casting must be considered. Lets face it, folks, the HP creating the casting have spent a lot oftime experimenting and note-taking. When all is complete, he or she has a copy of the material pertaining to his Specific Casting. Whenever it is employed, any observers knowsomething about it. However, until he or she actually distributes written details, or someone manages to get such documentation, the casting remains personal and private. Agood casting will certainly elicit considerable interest, and possibly an avaricious desire in some quarters. This can be a matter of considerable fun in the campaign. The slow-spread note is simply a dry matter of fact.

    Here is an example of a Specific Casting in process. Lets assume that a certain HPG named Magister Setne Inhetep decides he needs a unique bit of enchantment to employ against those of theNetherplanes. Heres what the finished casting would look like when submitted to the Journey Master (in this case Thoth) by the player to whom this HPG belongs.

    Casting Grade VPriestcraeft, Ethos of BalanceDrain Negative Heka Energy (Charm)Time: InstantaneousArea: 1 Subject (up to 1 cubic chain)Distance: Sight (to 1 chain)Other Heka Costs: NoneR&D: 1:1 above 99 (Specific to Inhetep, otherwise the casters SM CATEGORY)

    Other: 1 pt. per D6 additional (subject to a maximum number of D6 equal to the casters SM CATEGORY)E/F/M: When this Charm is employed the caster automatically depletes the subjects supply of Negative Heka energy, whether personal or contained in reservoirs or both, by an amount equal to thecasters Spiritual TRAIT. An additional amount of Heka up to the casters Spiritual Metaphysical Capacity in points of Heka can be expended to drain more energy from the subject. If additional Heka isinvested in the Charm, then it likewise drains away the subjects Negative Heka energy, each 2 points of Heka so invested draining 1D3 points of Negative Heka. The loss can be recovered by the subjectonly after a period of not less than 1 day and then only through means normal to that subject.

    Now lets see what this will cost in Heka points:ACE CostsTime (Instantaneous) 1Area (up to 1 cubic chain) 15Distance (up to 1 chain) 15

    ACE Total= 31Charm 30Canon employed = Darker Mysteries 100Plane/Sphere drawn from = Entropical 70Entry Cost to Supernatural Place 20E/F/M result = Against subjects nature 5Augmentation or Reduction of Nature Consideration 5Change of Nature Consideration, moderate 5Passive/Active Usage = active damage 10

    Total Other Costs 255Final Total Cost: 286

    Total cost of the Charm, without addition for Resistance and added Heka draining, is thus 286 points. This falls nicely into the Grade V limits, so the JM agrees that thats fine. However, as Heka abovethe ACE level is 255, he rules that the HP must spend 3 weeks plus (255 divided by 10=) 26 days doing nothing but working on this casting. The player shoots back that the HP is very skilled at not onlyPriestcraeft-Religion but also Dweomercraeft-Magick, having K/S STEEP of over 80 in both! The JM grudgingly agrees that the time required will be 1 week plus 26 days, o r 33 days total.R&D cost is then negotiated. The JM finally allows that, because of the Canon and the Plane considered (as well as the HPs STEEP), the casting as is should have some power built in. He rules that itwill be equal to the HPs Spiritual Metaphysical CATEGORY -- in Inheteps case, 99 points! Of course, because Resistance to be overcome will typically be equal to the subjects total Spiritual TRAIT, theplayer knows that in dealing with Netherbeings hell have to add a fair amount to be on the safe side -- like about 101 points at least! To really drain much Heka a whole lot of extra points will likewisehave to be cranked into the casting. This will cost about 500+ points of Heka to be effective, but it should be well worth it, and it gets better!When successfully utilized so as to make it a regular casting in his repertoire, the total cost will drop to 100 points (Grade V) plus 112 added for Resistance and say 88 for 44D3 extra Negative Heka pointsdrain in the Damage area. The expenditure of 300 points of Heka for a real squelcher of a Netherbeing/malign item is truly energy well expended.

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    Inheritance

    Each and every Heroic Persona has a chance to have inherited some lands or goods from someone. To reflect this chance, as the wealth o f the persona is being determined, make a roll to check to see ifthere is also an inheritance to be included in this category. This roll is made for eve ry HP, including first-borns, even though they also have another chance to inherit because of that.The Base chance for inheriting is SEC Level adjusted by (SEC Level + current age -40). A minimum chance of 1% is always allowed.If inheritance is indicated, use the table below to determine category.

    Chance of Inheritance by SEC

    SEC Major Moderate Minor9 01-25 26-75 76-008 01-20 21-75 76-007 01-15 16-55 56-006 01-10 11-45 46-005 01-08 09-30 31-004 01-06 07-27 26-00

    3 01-04 05-20 21-002 01-02 03-10 11-001 01 02-05 06-00

    So what constitutes a Major, Moderate, or Minor Inheritance?To avoid dictating to the JM, these guidelines are offered. The milieu of the campaign will describe the extent and values of the general information.

    JM Guidelines for Inheritance ValuesMajor Inheritance Moderate Inheritance Minor Inheritance

    Arms collection Suite of arms WeaponArt collection Painting Carved wood figureBUCs: 2D10 x 100,000 BUCs: 2D6 x 10,000 BUCs: 4D3 x 500Carriage & team (4) Wagon & team (2) Cart & muleComplete laboratory Extensive material A crystal/some herbsFactory/warehouse Inn/store Small shopFull armor & shield Half-armor ShieldFull furnishings Bedroom suite DeskFurs & silk clothing Velvet garments Hunting garbGold vessels Crystal vessels Pewter vesselsJewelry ensemble Several jewelry pieces RingLand section Farm Building lot

    Library Shelf of books BookManor (w/ lands) Villa CottageRelic Icon Blessed symbolShip Barge BoatSilver service China service Pottery serviceStable of fine mounts Two fine mounts One average mount

    The above serves as a model with which to develop other forms of inherited land and goods as needed.

    First-Child Inheritance

    An HP who is a first child has the following chance of inheriting the estate of his or her parents. (For game purposes, this is unlikely in the lower age ranges.)

    Age Ranges Chance to Inherit Amount of Inheritance*1 1 % 3D10 x 10% of HPs Net Worth2 5 4D10 x 10% of HPs Net Worth3 10 5D10 x 10% of HPs Net Worth4 15 Equal to HPs Net Worth + D%5 25 Equal to thrice HPs Net Worth7 40 Equal to twice HPs Net Worth8 55 Equal to twice HPs Net Worth

    9 75 Equal to twice HPs Net Worth10 95 % Equal to twice HPs Net Worth

    *Excluding Disposable Monthly Income.

    The base Amount of Inheritance assumes that the SEC of the HPs family is one Class Level higher than the personas own. If it is lower or higher, a modifier is indicated as follows:

    Family SEC vs. HP SEC Inheritance Amount Multiplier

    8 levels higher above result x 1007 levels higher above result x 506 levels higher above result x 205 levels higher above result x 104 levels higher above result x 53 levels higher above result x 32 levels higher above result x 1.5Same level above result x 0.91 level lower above result x 0.72 levels lower above result x 0.53 levels lower above result x 0.34 levels lower above result x 0.2

    5 levels lower above result x 0.16+ levels lower no inheritance at all

    Socio-Economic Class-Based Adjustments(The following is excerpted from an article appearing in Journeys* Journal Number 1. It is included herein in order to facilitate the inclusion of the key rule material by JM and players alike. Insert in theMythus Game rules following the end of page 62.)Class distinctions are important to the whole of the Dangerous Journeys* Multi-Genre Role-playing Game System and particularly so to its Mythus* Fantasy Game component. Those higher on the socio-economic ladder will, by and large, have more opportunities and better education. That is, from birth they are exposed to the finer things, culture outside the immediate area, wider range of experiences,and early education (upbringing). Later they will have more and better education, learn a foreign language early on, be introduced to relatively important people, and enter society at a levelcommensurate with such background. Contrarily, those near the bottom of the scale