Manual Of The Eternal Sages RPG From: galahad@leland.Stanford.EDU (Scott Compton) Date: Sun, 21 Feb 1993 08:56:51 +0000 The Manual Of The Eternal Sages 2nd Edition Role-playing game is now available to order. First publishing of the game will start within two weeks. This huge book contains everything you will EVER need to know to play MOTES. Unlike other Role-Playing Games, this game provides the Game Master with ways to generate Monsters, Spells, Worlds, adventures, etc. The game contains all new professions (Codes), all new races (Cultures), and every tool you will need to know for this Fantasy RPG. MOTES 2nd Edition sells for $20.00 + shipping & handling. The game contains color artwork as well as 30+ art pieces throughout the game by Eden Celeste Durnford. The game has been professionally edited, and will go world-wide before April. Expect slightly higher prices at your local hobby store. If you want to reserve a copy for the first run, post me your name and address. My list is by a first write, first copy basis. Add $2.00 if you want a hand-signed copy. There is no need to send a check or money order until the game has been to the printers. I have provided a sampling of the game. MOTES has been play-tested for five years, and has been created over seven years (Plus over the net!). Here you go! MANUAL OF THE ETERNAL SAGES: MOTES, Copyright Scott J. Compton 1993 MANUAL OF THE ETERNAL SAGES: Table of Contents Guide Section I: Introduction, The ICE, & PERSONA Section II: Qualities Section III: Codes & Capacities Section IV: Sagehood & Academic Colleges Section V: Essences, Degrees, & Degree Definitions Section VI: Cultures Section VII: ICE Creation Section VIII: OFF/DEF System Section IX: CONFLICT Section X: The Magic System Section XI: Non-Conflict Section XII: The World of Taeratheus Section XIII: Creatures of Taeratheus Section XIV: Spells of Taeratheus Section XV: The Seventeen Eternal Sages Section XVI: Miscellaneous Section XVII: Glossary -------------- Some of the 16 Qualities... To summarize the QUALITY section, here is a brief description of the main points that each Quality represents: I. CUL (Culture): The environmental effects upon the ICE. A. Subskills: To make a check against a Subskill, use 2d12+1 for one invested point, or use 1d12+1 for two invested points. Each Subskill will make a check against a certain QUALITY. B: Cultural & Sociological wisdom: The ICE will have a working know- ledge of his/her Culture (when checked against). II. IDN (Identity): The genetically born characteristics of the ICE. A. SENSES: Use a 0 - 9 scale (1d10) when making a check against a sense. The ICE can distribute as many points as s/he has in Iden- tity into the six senses. B: BIRTHSKILLS: All birthskill checks will be made against the IDN Quality using 2d12+1. Do not confuse Birthskills with either Sub- skills or Degrees. A Birthskill is what the ICE is born with. III. AGL (Agility): This number (AGL+1d8) represents the amount of time, in fractions, that the ICE can perform ACTIONS in a CONFLICT CYCLE. This AGL+1d8 roll is needed each time a new CONFLICT CYCLE occurs. IV: RCT (Reaction): This number (RCT+1d12) shows who starts first (or on what Fraction number) in CONFLICT. All opponents in battle will base their start time upon the person who has the highest RCT number. V: MGT (Might): Long-term strength. A: BURDEN: This is the maximum weight allowed to be carried by the ICE (in pounds). B: LOAD: Every 10 pounds over the BURDEN, the ICE will be penalized one MILE/HOUR (see Stamina), one RCT, AGL, FOR and END. VI: FOR (FORCE): Short-term strength. A: DEEP's: For every point of Force, the ICE will automatically inflict that damage in CONFLICT. B: ELF's: The amount of Force that can be lifted at a given time. VII: LNG (Longevity): The general health, constitution, physical well-being, and resistance of the ICE. A: Each point represents an extra cycle of life. VIII: END (Endurance): The long-distance endurance of the ICE. A: MILES: The ICE can run at FULL MOVEMENT RATE (2x NMR) for as many miles as s/he has Endurance points. Then, the ICE must stop and RECOVER for a certain period of time before attempting to run at FULL MOVEMENT RATE again. B: CONFLICT Cycle: The END# tells how many CONFLICT CYCLES that the ICE can take actions in CONFLICT before becoming exhausted. Then, penalties against Agility will start to accumulate. --------------Capacities & Codes.... Thought Thought creates the stability, reason, judgement, and intellect of the ICE by combining the Qualities of Memory and Knowledge. This Capacity allows the ancient and dark magics to prosper via the Spheres of Darkness and Sorcery. Each Thought point equals a Dark/Studied spell point; These two spell types share the ICE's Thought, so that both magics are dependent upon the Capacity. MYSTICS OF THOUGHT <THE THOUGHT CODE>: TROUBADOUR RANGE: 1 - 39 MINIMUM THT REQUIREMENT: 40 PRE-SAGE QUALITIES: MEM & KNW @ 1 QP per 12 EP's earned. SAGELINESS: 50 THOUGHT POST-SAGE QUALITIES: Any Quality @ 1 QP per 22 EP's earned. This degree educates the ICE in the fields of deeply written magic of old. By controlling and altering the mystical spheres, the magical energies can be channeled to the desires of the Mystic of Thought. Claimed to be the most powerful of the spell-users, Mystics often lead sheltered lives, only appearing when conflict arises or when great magic is concerned. Examples of Mystics might be Gandalf (Lord of the Rings), Raistlin (Dragonlance), Obi Wan Kenobi (Star Wars), and other spell casters of ancient knowledge. A minimum Thought of 40 is needed to become a Mystic. WEAPONS OF THOUGHT: Normal (non-magical) 'Wea-pons of Thought' are usually small bladed wea-pons that are made from the ashes of a Mystic. These weapons sometimes levitate about the wielder, and will obey 1d6 simple verbal com- mands (in the language of the maker) such as attack, defend, slice, stab, etc. The com-mands are already predetermined, and there is no specific master of the weapon. Magical 'Weapons of Thought' are advanced magical beings that are in-service to the maker or the person that frees the weapon from hardship. The wielder can often issue more commands to the weapon. More than not, these magic wea-pons also contain various magic powers of enchantment and necromancy that are wanted by everyone. Depending on the magical power of the weapon, the Mystic of Thought will receive +2d6 WAC#'s when using this type of magic weapon. The Mystic of Thought is able to use Studied and Dark magic. THE MYSTIC: The Mystic of Thought can specialize to become a Mystic of Memory or a Mystic of Knowledge, by putting a greater emphasis on the desired Quality. For every 12 Existence points (EP's), the Mystic will gain one Qual- ity point, and will place it in either Memory, Knowledge, or divide the points up equally. When the ICE's Thought has reached 50, the ICE becomes a Sage of Thought. As a Sage, the ICE can add one QP for every 22 EP's earned; this QP will go toward ANY of the Quality desired! Sages can learn any degree, and if the degree is on the list below, the Sage can learn it twice as fast as the normal rate. Here are the many degrees that the Mystic can use: Animal-skill, Component-create, Dark Magic, Darkness, Destruction, Focus, Garb-protect, Gesturing, History: Ancient, History, Hypothesis, Incantation, Judgement, Khronicles, KNOWLEDGE, Languages, Memorize, MEMORY, Mystic-detect, Necromancy, Plant-skill, Research, Scribe-write, Studied Magic, Telekinesis, Telepathy, Weaponry: Blade, & Weaponry: Missile. ----------------One of the 17 Cultures to choose from.... Cultural Introduction The seventeen cultures make up the basis of cultural society in the world of Taeratheus. Although the world is varied with different cultures in unique regions around Taeratheus, the major populous shires and citadels contain a mixture of cultures. As written in the Khronicles, each of the seventeen Eternal Sages created a race to reflect the powers and image of the creator. Besides the seventeen 'Eternal Cultures', other forms of life does exist. There are many cross-breeds, but they are outcasts from official society; hence, there are hundreds of combinations that your ICE can portray. Since magic partially makes up the soul of each person, any combination is possible; most of the off-spring between two cultures are sterile, but some rare cases do exist. The 'Eternal Sages' also created many creatures, monsters, and forms of life for certain purposes, but as time passed, they transformed into their own life-essences. Some creatures possess threats to the seventeen 'Eternal Cultures', whereas some have qualities that are beneficial. Thus, the life- forms that exist on Taeratheus are extremely random in physical appearance and nature. Order, that does occur, is found within organized countries and hierarchical provinces where the seventeen cultures reside. THE MYRANTHE (Pronounced: Mir'ran-th) BREEDS: Darkanth; Moraden; ---- QUALITIES ---- AV PERSONA Pruthail; Quelmar; Seshden CUL:-2 HNR:-4 MODIFIER AGESPAN: 100 (x1) IDN:-- CRG:-3 P:-5 CURRENT AGE: 2d12 AGL:-- MIR:-1 E:-2 HEIGHT: Special RCT:-- FTH:-1 R:-4 WEIGHT: Special MGT:-1 CTN:-- S:-5 GENDER: Special FRC:-2 ELM:+1 O:-- LANG's: My;So;FC;OC;RD;C#;EX LNG:+3 MEM:-- N:+2 REPUTATION: 3 END:+3 KNW:-- A:-2 BIRTHSKILLS: Energy-blast, Energy-shield, & Shape-change. Myranthians are a hidden culture in their native form, but one of the most social when taking on a cultural form when shape-shifting. Regarded at the 'True Shapers', Myranthes can assume the appearance, size, weight, Birthskills, and Reputation of other cultures, depending upon the Myranthe's breed. However, when making an Identity check against another culture's Birthskill, a -1d12 penalty is rolled with the normal check. The Darkanths, the smallest breed of Myranthes, can assume to be Lorgoths, Tuvails, and Xorthels. Moradens can take on the form of Ethmorids, Faroths, and Panthiers. The Pruthail breed can turn into Grevens, Rhethars, and Vulaquin. The Quelmar Myranthes can change form into Harzaths, Rhethars, Thaeceaks, and Zemorians. The largest breed of Myranthes shapechange into Drakuls, Luthasians, and Soryans. To shapechange from one culture to another (or from the Myranthe energy form to a culture) takes 25 full fractions. Myranthes can assume any gender or appearance desired. A Myranthe's true form is a mass of energy that appears to be an amorphous humanoid. The stature of the energy form depends on the breed, but all breeds radiate light in a 50 foot circle about the Myranthe. Only in this form can the Myranthe use the Birthskills of Energy-blast and Energy Shield. The Energy blast uses an Existence point from the Myranthe, and amplifies it 1d6+1 times in an energy bolt that can be launched from any part of the body. The bolt can have any amount of Existence power, as long as the Myranthe has enough EP's to spare; If the Myranthe decides to use 20 EP's for an Energy blast, it will inflict 20 times 1d6+1 EP's, which has a damage range of 40 - 140 EP's. However, for every foot the bolt travels, it loses one EP of energy until it finally disintegrates altogether. The energy-shield costs 1 EP per ten seconds to keep activated, but will absorb one-half of all damage inflicted on the Myranthe as well as providing +5 ACUM DEF points. Breeding among Myranthes rarely occurs. If it does, it involves the mixing of energy patterns of the true Myranthe form. Most births are not planned, and it can happen when any two Myranthes meet together in their true form. If mating does occur, both Myranthes will have a 10% chance of being pregnant, since this culture is hermaphroditic. However, after a Myranthe has given birth, it can no longer shape-shift, and which ever cultural form it turns into will become permanent thereafter! --------------One-half of the character sheet... <I>ndividual <C>haracter <E>ssence OUTLINE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: PLAYER'S NAME: CODE: 1 Quality Point = Every EP's CULTURE: BREED: LANGUAGES: ***** BIRTHSKILLS & CULTURAL CHARACTERISTICS ***** HEIGHT: ' " AGE: WEIGHT: lbs SEX: F/M AGESPAN:100 ( ) cycles -1d12 +1d12:CUL:AV Range P: - + to E: - + to R: - + to S: - + to O: - + to N: - + to A: - + to REPUTATION: CULTURE AURA #: *** EP's = ICE# + ((DPs + APs)/100) *** EXISTENCE POINTS: / ELF#: ___CUL ICE#: Critical#: REST: + >___AUR DPs: APs: LOAD: ___IDN \ NMR: M/hr: Ft/S: BURDEN: + > /10=___Karma ___AGL / SENSE # SUBSKILL QUAL Pts + >___MOV Focus.... ___RCT \ Sight.... + > /10=___Effort Smell.... ___MGT / Sound.... + >___VIG Taste.... ___FOR \ Touch.... + > /10=___Prowess TOTAL.... ___LNG / AVERAGE.. + >___STA ___END \ DEGREE or SUBSKILL %orQ D/DP + > /10=___Vitality ___HNR / + >___BRV ___CRG \ + > /10=___Spirit ___MIR / + >___DIV ___FTH \ + > /10=___Cosmos ___CTN / + >___NTR ___ELM \ + > /10=___Insight ___MEM / + >___THT ___KNW --------------Offense/Defense Stuff... When the attacker hits an opponent, the Weapon's BLOW will be inflicted in Existence points upon the opponent. There are fourteen blow-types, where two are based on an Essence. If any Essence checks are needed due to a very powerful DEATHLY blow, the chart below tells what Essence that would be. The BLOW is also the random regular damage inflicted by the weapon. The mnemonic WEAPONS HURT, ICK will help you remember which dice goes with each word. BLOW Mnemonic : Dice : Essence W<elting> : 1d6 : Insight E<ndangering> : 1d8 : Insight A<ggressive> : 1d10 : Cosmos P<enetrating> : 1d12 : Cosmos O<nerous> : 2d8 : Effort N<asty> : 2d10 : Effort S<evere> : 2d12 : Spirit H<orrid> : 3d10 : Spirit U<gly> : 3d12 : Karma R<avaging> : 4d10 : Karma T<errible> : 4d12 : Prowess I<njuring> : 3d20 : Prowess C<ritical> : 4d20 : Vitality K<illing> : 5d20 : Vitality Each letter of (BLOW) will be written in place of the actual dice damage so that other damaging modifiers (like DEEP's) can be distinguished from the actual Weapon Blow. Full rolled BLOW damage will be inflicted upon opponents if no armor or protection is worn. For every DEF# (Defensive number) the ICE has, it will ABSORB that same amount of inflicted damage, instead of Existence Point damage! The six areas include: AREA# Location 1 Head/Neck/Shoulders 2 Chest/Upper Back 3 Arms/Sides of Body/Hands 4 Abdomen/Lower Back 5 Upper Legs/Waist 6 Knees/Lower Legs/Feet Since each area will have different DEF#'s, each will ABSORB more damage or less damage accordingly. Any ACUM DEF # adds DEF#'s to ALL locations on the body. Let's take an example; Grulg the Drakul has +5 for CUL DEF (Skin scales) as it says. Not only does this add +5 to the ACUM DEF number, but it also gives +5 to all parts of the Drakul's body that has scales on it. Since this covers all of the parts, this is considered 5 DEF#'s to all areas. Now, if the Drakul is also wearing a metal breast plate that provides +10 DEF#'s, Grulg will this amount of +10 to the areas of the Chest, Upper Back, Lower Back, Abdomen, & Shoulders. ------------A 1% look at the elaborate Spell System.... In Taeratheus, everyone has magical capability-- some more than others. As you have probably read by this point, this system has 'Six Magics' that include: Instinctive Lightness | Elemental \ | / + / | \ Holy | Darkness Ancient ------------A description of a Creature...... Description: Soil-suckers are elemental creatures that reside in forest- valleys. They feed on small animals that scurry over the ground above their roots. When an animal gets close to the base of the tree, the roots will erupt from the soil, grab its victim and pull it under. Over a period of weeks or even months, a Soil-sucker will thus have a food source to feed on. Also, their roots can be used as a very slow form of movement. The Soil- sucker will often move to a desirable location where animals are known to live. Soil-suckers have the ability to drop any one of their larger branches. If a person is caught under the branch (failed RCT roll), it will inflict injuring damage as well as brace the person down for possible root entanglement. Soil-suckers often use their telepathy ability to lure intelligent victims close. The general nature of these instinctive creatures is dark, but mutualism has been known between other tree-like organisms. Finally, they gain all the powers of the Sphere of Instinct. Soil-suckers appear to be a large tree of any species. They have many branches, a thick brown bark, yet no leaves. They live where other animals reside or where the soil is sweet. -----------The Eternal Sages & the first Sage...... The Eternal Sages are thought to be the creators of Taer- atheus, and are worshipped by many Prophets and holy advocates. However, it is not known if the Gez-Thalaster had creator. Yet, there are many who disbelieve in the Eternal Sages; many Keepers of Nature as well as Gambits and Upholders believe that there is nothing divine to the Eternal Sages. They think that somehow these seventeen Sages found the secret to immortality. Being eternal obviously separates these seventeen creators from the rest of the people and cultures found on Taeratheus. The stories that exist around the Eternal Sages are probably true. It is rumored that the Eternal Sages constructed an enormous castle-complex where everything known to the world is stored. Many Prophets preach that "The Khronicles Structure" exists within the Sphere of Spirits. But most non-religious types think that it exists inter-dimensionally. Gez-Thalastar Before the universe and the transition from the absence of motion into the flow of time, Gez-Thalastar existed. Gez is not man or woman, but encompasses all that is silent and dark. It is said that one day a starsun appeared that lit up the universe. Gez-Thalastar was stricken down by the light and flames. Out of instinct (Instinctive Magic), Gez created the Black Taerathean Moon to protect against the cursed starsun. Eventually, the Black Moon turned grey and allowed light to blind Gez. Not seeing what was going on, Gez would have been destroyed by the fiery light. In a panic of instinct, Gez randomly through the forces of creation into the universe in one last attempt. Taeratheus was created. When the planet passed in front of the sunstar, Gez's life was saved. With time, Gez regained back the lost sight. Gez instinctively formed the Grevens. As a mirror of Gez's own form, the Grevens also disliked the sunstar, and started dying all over Taeratheus. Gez-Thalastar had no other choice. To save the lives that were created, Gez had to make darkness. This was when Gez brought Lanolus into existence. ------------That's you sample. The game is 150 pages in length but contains over 300 pages of information because of its format. Don't pass this by! Well, I hope you enjoyed a brief little part of the game (about 2%). Look again at the Table of Contents to get a good feeling for the game. If you want to send your check or money order early, make it out to: "Scott J. Compton" 4b Hoskins Escondido Village Stanford, CA 94305 The earlier you send the money, the faster you will get MOTES. When my distributor markets the game, I will no longer sell over the internet. Scotty the Sagemaster -- %|\====/|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%|\====/|% %| \==/ |% MOTES: Manual Of The Eternal Sages 2nd Edition %| \==/ |% %| /==\ |% is now available! GALAHAD@LELAND.STANFORD.EDU %| /==\ |% %|/====\|%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%|/====\|% Up