Introduction To Mythical Journeys For Legends Players

OR

Introduction To Legends For Mythical Journeys Players

This is written primarily from the perspective of players of one game planning on NPCing the other. I'm not trying to cover all the rules — ultimately you should read both rulebooks if you intend on continuing to be involved with both games. But this should make it easy to jump in and try out the game you haven't tried yet and see if you like it.

This list may seem a bit long, but really the two games have much more in common than they have differences. Both systems use similar weapons, which do one point of damage per hit. The weapon skills are very similar. Both systems use spell packets for spells, and so forth. So the differences are mostly exceptions.

Mythical Journeys

Legends

General

Things generally last 10 minutes unless otherwise noted.

You can stop game by calling "HOLD" but you should only do so if there is a real emergency that requires EVERYTHING to stop. Avoid calling holds whenever possible. If you hear a hold called, drop to one knee and wait till the person who called it starts the game again (by saying "one... two... three... play on!").

You can call "CAUTION" just like at Legends, to warn a single individual about some danger to them. This takes the two of you temporarily out of game without stopping all the action.

If you didn't understand a call, or you don't know what something did, you can call "CLARIFY" and they should give you a quick explanation or repeat it more clearly.

General

Things generally last 5 minutes unless otherwise noted.

"EMERGENCY" is equivalent to MJ HOLD.

"CAUTION" is just like MJ.

There is no "clarify" -- there a few enough things you can be hit by that it shouldn't come up.

Fighting Skills

Disarm: Gently toss your weapon (if they hit it) about 5' away. Disarm does NOT work on two-handed weapons.

Parry: you CAN Parry a Slay. You can parry any called attack with a melee weapon except stealth skills (poison, waylay, assassinate, any venom), deathstrike, and final death. This includes special things like Paralyze.

Slay: does 20 points of damage, starting with armor like any other attack.

Stun: like Maim, but only lasts 10 minutes. Any healing will repair it. There is also a Maim skill which is the same but lasts indefinately unless healed.

Pierce allows a bow/crossbow attack to skip armor and damage your Vitality directly.

Shatter breaks your weapon or shield.

Subdue is nothing like the Legends Subdue (that's called "Waylay"). It is a large spell packet thrown from an arm's length away. If it hits the torso (it can be blocked by anything, including hands or weapons), you can do nothing for a quick ten-count. Basically it's a sucker-punch.

Sweep: like Legend's Crushing Blow, you are knocked over and must lie on the ground on your back. Once you've done that, you can get back up immediately. Can only be done with a staff or polearm strike to the legs.

Deathstrike: like Legends Slay. Can't be parried, causes you to lose all your vitality if it hits your torso.

Fighting Skills

Disarm: Gently toss your weapon (if they hit it) about 5' away. Disarm DOES work on two-handed weapons.

Parry: you CAN'T Parry a Slay. You can only Parry fighting skills: Disarm, Maim, and Crushing Blow.

Slay: does one point of damage to your armor, and then takes ALL your vitality, knocking you unconscious.

Maim: like Maim at MJ except it can only be repaired by the Tend skill, which takes one minute.

Crushing Blow: like MJ's Sweep, you are knocked over for 5 seconds. It can only be done with a blunt weapon.

Berserk: for one minute, the berserker is immune to any weapon attack (including blade poison but not disarming) and anything that does damage (including damage spells). After that minute, the berserker is usually (there are exceptions) unconscious for one minute.

Magic

Lots of spells. All spell incants are short summaries of what they do: "I bind your arms to your sides 10 minutes," "I send you to slumber 10 minutes," "I grant you death," "Fireball damage five." Any damage spell will include the damage; any spell with a duration will include the duration. If the caster is struck during the incantation, the spell fails. You can't cast while running.

You CAN cast with a weapon or item in one hand (obviously you need one free to throw the spell packet). You CAN'T cast mana spells with armor on... (armor has no effect on clerical spells).

Spells are powered by Mana or Faith -- you have a certain number of points to power spells, and you can decide as you go which spells to use them on.

Stacking spells: you can only have one armor spell, one vitality-enhancing spell, one spell-protection spell, and one skill-granting spell. But you can have an armor spell AND a spell-protection spell, for example.

Anything called with a spell packet is magic, and can be resisted with a Spell Shield. The only exceptions are Destroy Undead and Holy Water.

Some spells with notable differences from similar Legends spells:

Slumber: you can't be woken up except by an Awaken spell, or after the 10 minutes elapse.

Charm: you believe the caster is a good friend. But you won't do anything for him you wouldn't do for a good friend.

Enslave: like Legends Dominate.

Cleanse: like Legends Purify. MJ Purify removes poison from poisoned food, items, etc.

Circle of Protection: you must have some kind of circle, visible. You can draw it in the dirt or lay down a circular piece of rope, but it has to be something people can see. You can't cast spells out of it.

Magic

Few spells, each with a one or two-word incant. You can't run while casting (you can take a single pitching step), but this is less limiting with the incants so short.

You CAN'T cast with ANYTHING in EITHER hand, except that true wizards can cast with a staff in one hand. (So if someone casts at you with a staff in hand, take it.) You CAN cast with armor on.

Every once in a while, something will hit you with a weapon and call one of these spell names. In that case, if the weapon hit you (not your weapon or shield), the spell affects you (you can still use a spell shield against it, though).

You learn spells like other skills, so you have a set number of each spell you can cast.

Stacking spells: in general, you can't have more than one defensive spell (a single spell shield OR ice shell). There are exceptions, though, so don't be too surprised if your enemy seems to have more than one.

Here is the list of EVERY spell you might be hit with:

Ice Dart: 1 point of damage.

Ice Shell: 1 point of armor, may not be combined with Spell Shield, also protects you from poison (contact or weapon) -- this expends the Ice Shell.

Fumble: lose everything in both hands -- toss it about 5 feet, don't just drop it.

Root: like MJ Snare. Any part of you touching the ground when the spell hits is now stuck. If you are in the air, it takes effect when you land.

Lightning Bolt: 3 points of damage.

Spell Shield: just like MJ -- resist one spell, of your choice.

Silence: can't speak, cast spells.

Sleep: you fall asleep for five minutes or until anything touches you at all.

Icon of Will: you stand, head down, arms crossed and nothing in your hands, and nothing can affect you at all (no touching you or your stuff) until you move.

Healing: heals 1 point of damage (can't be cast by spell packet)

Purify: removes poison from a poisoned person.

Circle of Protection: you make a motion like drawing a circle but you don't have to actually have a visible circle. You can cast spells out of your circle.

Death: die.

Dominate: like MJ Enslave. Do whatever the caster tells you to do. You can interpret it in spiteful ways, as long as it is technically correct. (For example, if they tell you to attack your friends, you can go up to them saying "Hey, look out, Joe dominated me to attack you" as long as you attack them.) Like MJ, you can't be forced to tell the truth.

Stealth Skills

Waylay is Legends Subdue.

Blade poison will not penetrate any armor, as long as you still have armor points. Armor (magical or normal) will not protect you from contact poison.

There is ingestive poison: a peanut M&M in your food. If you find it, either while eating, drinking, or just examining your food, it affects you.

Backstab does extra damage if you are attacked with surprise from behind. They'll call a number: "Backstab three" does three points of damage.

Stealth Skills

Subdue is MJ Waylay.

Poison will penetrate armor, but not an Ice Shell. Ice Shell will also protect you from contact poison.

Vitality

Your last point of vitality must be lost to a torso hit. While you only have one vitality left, any limb hit is a Stun. To lose your last vitality, you have to take a torso hit (or a spell -- automatically a torso hit).

Vitality

After you lose ALL your vitality, you are still conscious with 0 vitality. You are too exhausted to fight with anything larger than a dagger, and you can't run. (If you are fighting and reach this point, you can keep fighting for five minutes or until the end of the fight.) Your last hit must be to the torso. (Or a spell -- automatically a torso hit.)

Death and Dying

If you go unconscious due to damage, you bleed to death in 10 minutes if no one helps you.

You can kill someone by using the Quickdeath skill. You do this like deathstriking, but say "I grant you a quick death." You have to say it at a normal speaking rate. This is a skill, and you can only do it as many times as you have the skill.

When you die, you go to Fate. Usually, you will not remember the circumstances of your death. Likewise, the guy you killed probably won't remember you did it. Although there are exceptions.

While going to Fate, you are a spirit. People can see but not interact with you; you must go directly to Fate.

Death and Dying

If you go unconscious due to damage, you stay down for 5 minutes, and then recover consciousness with 0 vitality. (See above.)

To kill someone, place your weapon on their torso and say "Deathstrike one, deathstrike two, deathstrike three." You can do this as many times as you want.

When you die, you go to Death. You will always remember anything that happened to you while you were alive and conscious. Killing people doesn't make them forget (unless they don't come back).

While going to Death, you are an "Eidolon," and the only thing you can say to anyone is "Eidolon." You must go directly to Death. No one can affect you, except by giving you a black disk -- if that happens, give it to Death, and he'll tell you what happens. (It's magic and you can use Spell Shield to resist it.)

Miscellaneous

Light spells can be any color.

No skill sticks. Players will beat you silly, take your stuff, and then leave without further comment. You still shouldn't talk when you're dead.

 

Miscellaneous

The color of magical light indicates the type of magic. In general, everyone uses Green light spells. The colors are also true of magical gates.

Players have "skill sticks" representing their skills, spells, armor, and vitality. After they've beaten you silly and stolen your stuff, they may want to turn these in -- you should keep one hand open to take them. Don't comment, just take them and turn them in when you get back to NPC center. (Obviously, you shouldn't talk when you're dead. It's distracting.)

Special Attacks

Various. These things will rarely be used against NPC's. If it isn't obvious, call a CLARIFY and ask.

Special Attacks

Drain: it's bad news, but it does nothing immediately. Just keep playing, but try to remember who did it to you and tell someone about it (logistics, Death, or checkout).

"I curse your spirit": if it's followed by instructions, they affect you appropriately. Otherwise, it won't take affect until next time you go to Death (be sure to tell him if he doesn't already know).

"There is no escape": if it's followed by your name or any part of your name, you are stuck essentially where you are standing for the next five minutes.

Traps

Popper traps do 5 points of damage to the person who set them off.

Weapon traps (any swinging blade thing) do 10 points of damage.

Buzzer traps do 10 points of damage.

Acid traps (spraying water) does 10 points of damage.

Falling stones do 10 points of damage.

Flash traps (like a camera flash) do 20 points of damage.

The easy damage list: Poppers do 5, Flash traps do 20, everything else is 10 points of damage.

Traps

Popper traps do 1 point of damage to everything in 5 feet.

Magic (buzzer) traps do 3 points of damage AND knock you unconscious for five minutes. Only to the person who set them off.

Acid (spraying water) does 1 point of damage. This is usually someone squirting you, not a trap, so don't be relieved: they'll probably hit you multiple times.

Cosmology

MJ has a classic fantasy type pantheon of deities, including two evil deities (Zoedain, of pain and misery -- the goddess of the current rulers of the continent -- and Myraak, of death and murder), three good deities (Korem, of the sun and truth, Ameti, of healing and peace, and Ayleena, of nature), and a bunch of neutral deities. Clerics actively serve particular deities, and their spells and abilities will vary depending on who they follow.

Cosmology

The Legends cosmology is closest to the creation story of Middle Earth -- there are a number of Greater Spirits, perhaps godlike in power but not thought of as gods, who are tied to various aspects of the world (like the Stars, or the Forest, etc). One of them turned evil early on ("the nameless one"), providing the conflict in the system. While in principle one might worship a Greater Spirit, it is rarely (perhaps never) actually done. The game avoids religion per se, and you won't see gods, demons, etc. There are Shamans, some of whom are more devoted to one spirit than another, but a Shaman can use generic power and never be concerned with where it comes from.