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Dangerous Journeys: Mythus

This page last modified by Jens-Arthur Leirbakk

Never heard of Dangerous Journeys: Mythus? No big wonder. Dangerous Journeys (DJ for short) was an attempt to create yet another "all-encompassing" rpg system, where they all used the DJ game mechanics as a base, and added a subset of rules based on the world they were in. Mythus was thus the subset which included our world, yet not. Phaeree (the world of the fairies) and a few other places were all true - one could indeed say that Mythus was a magic-heavy setting.

What is interesting to note, is that the system was created by Gary Gygax. That's right, that Gygax. It seems that after he left TSR, he decided to make something that was wholly his. He spent several years crafting the Dangerous Journeys system, with Mythus as a world. Personally, I think that the two were intertwined after a couple of years, and therefore I (at least) just call it Mythus.

Though the d100 is the governing mechanic, the player characters take on Heroic Personas defined by three Traits (with two subsets of three in each Trait, thus making it a grand total of 18 sub-subtraits, where the remaining 9 stats are figured by simple addition), which are Physical, Mental, Spiritual. Follows fairly closely the same reasoning as, for instance, the Storyteller system by White Wolf in its division of Traits.

Furthermore, it's no hype that the characters are Hero Personas. A common person might have 50-60 in each Trait - and a typical Hero Persona will almost never have less than 80 in all Traits - and will almost always have one trait on 100+. Thus, your character is a world's hero, running around casting spells and fighting with a proficiency level that only a very few can match.

Personally, I really like the Mythus system, though I don't own it (its been out of print for years, literally). Though character generation is very, very math heavy (plan on spending at least one session creating characters, and more if you choose to generate spell casters) and though the rules are a bit fuzzy in sections (instant spell lists? known? etc.), it is very enjoyable.

I have created two characters that I've played in Mythus. My first one is the samurai Kunoichi Akira, whose bravery was only surpassed by his skill with his two matched no-daichi. Insane, and usually attempting stunts that the others didn't even dare to do - that was his forte, his strength. My other character was Abbar-Moloch, an Atlantean mage and double full practitioner. Possessed of immense resources of Heka - the magical energy equivalent in Mythus (over 2000) - he was capable of doing very nasty stuff, indeed. Furthermore, he was specialized in Elemental magic - which meant that he usually set things aflame - or used his innate Phaeree gift to do so.

Though I doubt I'll ever be able to finish my character sheet - not as things are per now - I did create a few files regarding various aspects of Feudal Japan - and, obviously, a few lists of castings for Abbar-Moloch. The bastard was (theoretically) able to cast most, if not all, spells - eventually - and therefore I created a complete list of castings so that I could cut'n'paste his Grimoire. Oh well.