MOTES <M>anual <O>f <T>he <E>ternal <S>ages From: galahad@leland.Stanford.EDU (Scott Compton) Date: Sat, 23 Jan 1993 03:02:09 +0000 This is the last call for the Manual Of The Eternal Sages. As it stands, there are only a few more copies of the original hand-signed first-edition, first-printing manuals. On February 1st, the prices will change back to the retail price of $17.50 per copy + $2.90 shipping and handling. The 2nd edition will be out in mid-February/early March nationwide. If you want to get a first printing/first edition copy (maybe hand-signed if your fast enough-- only seven left), send a $17.00 check or money order to: Scott J. Compton; 4b Hoskins; Escondido Village; Stanford, CA 94305. If you want to wait for the second edition (more art, includes VOTS or Volume of the Sagemaster, hard-bound, colorful front, etc.) you can forward a check, contact me so I can put you on my mailing list, or wait until you see it at a higher price in your local hobby store. The offer of the 2nd edition is only tentative, and will cease when my distributer markets MOTES. Of course, MOTES is a fantasy role- playing game that is a collaberative effort of over 40+ people in the past seven years of play-testing. For those who missed out on my earlier postings, here is a (very) small sample of the MOTES system... Section I: Character Outline & the ICE Section II: The ICE PERSONA Section III: Qualities, Capacities, & Essences Section IV: Degrees & Degree Definitions Section V: Cultures Section VI: ICE Creation Section VII: OFF & DEF System Section VIII: Magic System Section IX: Miscellaneous -------------------------- MANUAL OF THE ETERNAL SAGES: ICE * Qualities * * Codes/Capacities * * Essence * CUL<Culture>---\ 'Upholders of' + >--AUR<Aura>-------\ IDN<Identity>--/ \ \ + /10= >--<K>ARMA----\ / | I.C.E. AGL<Agility>---\ 'Gambits of' / | + >--MOV<Movement>--< | 'I' RCT<Reaction>--/ \ | n \ | d + /10= >--<E>FFORT----| i / | v MGT<Might>-----\ 'Vanquishers of' / | i + >--VIG<Vigor>-----< | d FOR<Force>-----/ \ | u \ | a + /10= >--<P>ROWESS---| l / | LNG<Longevity>-\ 'Surmounters of / | 'C' + >--STA<Stamina>---< | h END<Endurance>-/ \ | a \ | r + /10= >--<V>ITALITY--| a / | c HNR<Honor>-----\ 'Crusaders of' / | t + >--BRV<Bravery>---< | e CRG<Courage>---/ \ | r \ | + /10= >--<S>PIRIT----| 'E' / | s MIR<Miracle>---\ 'Prophets of' / | s + >--DIV<Divinity>--< | e FTH<Faith>-----/ \ | n \ | c + /10= >--<C>OSMOS----| e / | CTN<Creation>--\ 'Keepers of' / | + >--NTR<Nature>----< | I.C.E.# ELM<Element>---/ \ | \ | ___/___ + /10= >--<I>nsight--/ / MEM<Memory>----\ 'Mystics of' / + >--THT<Thought>----/ KNW<Knowledge>-/ <EP's>: ICE#___ + ((DPP's____ + AP's____ )/100) = ____/____ ----------------------------- ICE Persona The personality of your ICE is quite important in that you, as a player, have the ability to shape how you want to role-play. The culture you choose, the Code you learn, and the Essence you obtain will play a pivotal role in the persona of your ICE. All ICE's will strive toward balance; each essence modifies a given personality trait: Persona Essence Definitions P: Principle Effort Deceit/Trust E: Essence Vitality Dark/Light R: Reality Thought Complex/Simple S: Self Karma Recluse/Gregarious O: Outlook Cosmos Pessimistic/Optimistic N: Nature Spirit Aggressive/Peaceful A: Adventure Prowess Curious/Indifferent ----------------------------- Sample CODE: VIG <VIGOR>: 1 VIG = Maximum Weapon Weight in CONFLICT Vigor encompasses the true strength of the ICE, by repre- senting both the Qualities of Might and Force. Feats of strength in which it is hard to determine what Quality is checked against, will use this Capacity instead. This VIG number shows the maxi- mum weight of a weapon in pounds, that the ICE can successfully wield in CONFLICT. For every pound over this maximum weight, the ICE will be penalized 1 WAC#, and will inflict 1 less point of EP damage in CONFLICT. For example, if an ICE has a Vigor of 40 and picks up a rock weighing 45 pounds to throw at an opponent, 5 WAC#'s will be subtracted and if the rock hits, it will inflict 5 points less of Existence than it normally would. A minimum score of 34 is needed to become a Vanquisher of Vigor. VANQUISHERS OF VIGOR <THE VIGOR CODE>: This Code teaches the ICE about the ways to lift heavy objects, utilize power and muscle, as well as uphold a huge physical physique. Examples of Vanquishers include Conan, Genghis Khan, Vikings, body builders, bold warriors, barbarians, or any ICE with outstanding strength. Normal 'Weapons of Vigor' are extremely heavy weapons that inflict the most damage when wielded with. Magical 'Weapons of Vigor' are massive and unique items that pack their weight in damage, but do not weigh a thing. These magical weapons give a bonus 1d20 WAC# to the Vanquisher, depending upon the magical Darkness of the weapon. Magic useable by the Vanquisher is, of course, Dark Magic. The Vanquisher of Vigor can specialize to become the Van- quisher of Might or the Vanquisher of Force, by putting a greater emphasis on either Quality. For every 9 EP's earned, the Van- quisher will gain one QP's to put into his/her specialty, or divided up equally. When the ICE's Vigor has reached 50 (and higher), the ICE becomes a Sage of Vigor. As a Sage, the ICE can add one Quality point for every 18 EP's earned; this Quality point will go toward ANY Quality desired! Sages can learn most degrees, and if the degree is present in the list below, the Sage can learn it twice as fast as the normal rate. Sages have the responsibility of teaching the degrees they have learned to will- ing students. Vanquishers do not respect the opponents they fight. Rather, Vanquishers get right to the battle and use any means that are effective and straight-forward. Thus, it is thought that the Vigor Codes are beneath Crusaders, but above Gambits of Movement in morality and honor. The following list tells the degrees that the Vanquisher of Vigor can gain: Animal-skill, Archery, Armory, Attack, Ban- daging, Brawling, Confusion, Construction, Dark Magic, Destruc- tion, Distance-attack, Distance-parry, Fencing, Flaw-detect, Footpath, FORCE, Hunting, Infliction, Lunge-attack, Melee-sense, MIGHT, Shortflight, Strategy, Survival, & Weaponry: All. ------------------------------- SAMPLE DEGREES: Attraction: With this degree, the character will become more at- tractive to another in both looks and mannerisms. As a result, the character will gain up to as many points of Culture Aura as current Existence Points. The victim will see the character as a friend, ally, one that can be trusted, lover, etc, depending upon how many EP's are gained, and what the new Culture Aura is. This degree acts like a phantasm, and can be detected by an ICE with various detection degrees/spells. Antisense, Apparition detect, as well as sorceries & degrees can resist Attraction. Days/DP: 4 Chivalry: Those of the Bravery Codes will be immune to any form of missile, or stealth-like attack (ie, Backstab) if the degree roll is made with success. Furthermore, if the character takes 2d10 seconds at the beginning of CONFLICT to bow to his/her oppo- nent(s) and to pray to the grounds of battle, the character will gain an additional 5 WAC#'s to hit and +10 damage on each attack thereafter. But the most wonderful ability of this degree is that the character can only die in mortal hand-to-hand (melee) combat; The Sphere of Faith has granted limited-immortality to those of Bravery, which makes this possible. The character will take damage down to one Existence Point when it is not a melee situation. Hence, if the character is walking through town, and a Dragon flies over and breathes flames all over the character, the Brave ICE is immune to death because s/he never engaged in melee combat with the Dragon; the worst off the character will be is at one EP. Days/DP: 15 Command: This degree is used during battle when an opponent is attacking the character. If a successful roll is made and the opponent is physically touched, the ICE will say "Banish", "Flee", or "Repent." If "Banish" is used, the opponent will instantly suffer 2d20 EP's of damage. "Flee" will cause the victim to run away for 3d20 seconds, and "Repent" will cause the victim to start praying on the battlefield for 2d12 seconds; With the Repent command, there is a 10% chance that the victim will convert to the religion of the character and will serve him/her for 1d10 days thereafter. After the repent has worn off, the victim will leave the character alone indefinitely, unless con- verted to another religion. Days/DP: 8.5 Khronicles: The worlds' cultures were created by the seventeen greatest sages ever known. They were thought to have collected their magic as well as vast knowledge in a great hidden castle (thought to be kept in the Sphere of Faith). Almost every room in this enormous structure was filled with books, parchments, scrolls, letters, volumes, tablets, tombs, etc. that contain the eternal laws, mysteries, conflicts, sorcery, medicines, history, art, resources, knowledge, and creation of the world. Until the rise of Thaildala, the castle was controlled by three of the or- iginal sixteen "Eternal Sages." Then, Thaildala used the fortress to bring studied magic into the mortal world. As a result, char- acters can now make a degree roll to the Khronicles about any subject. In order for this to be done, the ICE must have all of his/her current EP's as well as every Quality above five. The seventeen Creators made the original cultures. They are: Name of Creator Culture Created/Magic* Holy Symbol 1. Gez-Thalastar Grevenian/Instinctive Moon 2. Lanolus Lorgothian/Darkness Black Star 3. Rhelagor Rhetharian/Holy Flames/Ice 4. Tenorala Thaecian/Darkness Spear & Sun 5. Tulenor Tuvailian/Lightness Sand 6. Morzalf Myranthian/Elemental Rainbow 7. Xeliyok Xorthelian/Lightness White Feather 8. Zikalo Zemorian/Elemental The Elements 9. Duthenolar Dractylian/Elemental Dragon-skull 10. Vethamer Vulaquis/Instinctive Silver Trident 11. Halothe Harzathian/Darkness Crossed Swords 12. Phalkenas Panthierian/Instinctive Seven Claws 13. Chenalam Cierathian/Holy Cross 14. Selethas Soryan/Lightness Oak Tree 15. Felakan Faroth/Holy Sound Pitch 16. Ezak Luthasian/Elemental Marble Shield ----------------------------------------------------------------- 17. Thaildala Ethmoridian/Studied Book With knowledge of the Khronicles, the character will be considered a "Khronicle Sage" in his/her own rights. Further, the character will view all other cultures as equal from that point onward; s/he will realize his/her past views that were biased and altered. *Each Persona characteristic of the ICE will raise 3 points from mastery of this degree. Days/DP: 1 DP/Year Cycle ---------------------------- As there are 17 separate cultures, there are also 17 cul- tural languages. Languages are abbreviated by their first two letters: Ci Cierathian My Myrantheian Dr Drakylian Pa Panthierian Et Ethmoridian Rh Rhetharian Fa Farothian So Soryan Gr *Grevenian Th Thaecean Ha Harzathian Tu Tuvailian Lo Lorgothian Vu Vulaquin Lu Luthasian Xo Xorthelian Ze Zemorian * Grevenian is the most commonly spoken language in society. ----------------------------- THE HARZATH (Pronounced: Har'zath) BREEDS: Blackcloud; Blacksea ---- QUALITIES ---- AV PERSONA Blacktree; Blackforge CUL:-- HNR:+6 MODIFIER AGESPAN: 100 (x1.5) IDN:-- CRG:+2 P:-- CURRENT AGE: 2d10+15 AGL:+1 MIR:-- E:-2 HEIGHT: T S A *L* G H RCT:+2 FTH:-2 R:-- WEIGHT: 200 - 350 lbs. MGT:+2 CTN:-3 S:-- GENDER: F (0-75%) FRC:+2 ELM:-1 O:-1 LANG's: Ha;Gr;Pa;RD;ED;SW LNG:-- MEM:-3 N:-7 REPUTATION: 3 END:+1 KNW:-2 A:-4 BIRTHSKILLS: Ambidexterity*, Claws, Flaw-detect*, Lunge-attack*, & Scales ACUM DEF +3. The first thing to notice when confronting a Harzath is its huge broad shoulders, a sharp row of spiked appendages protruding from the head and back, the many respected battle scars won in combat all over the body, and the thousands of small protective scales all over its body. They live by a doctrine called the Coth (Codes of the Harzaths). The Coth commands that there is a chain of orders passed down through society, and all must be willing to fight, or die if need be to protect the clan. As a result, honor comes before anything else. By the age of maturity, only a small percentage of Harzaths actually live, but the ones that do are extremely honorable and possess qualities that are strong. This Code, therefore, weeds out the weakest in society, and leaves room for only the most powerful of the Harzaths to rule. As mentioned in their skills, Harzaths have a natural attack capability called the Lunge-attack as well as the ability to find the weaknesses in others (Flaw-detect). They also possess huge claws that can be wielded equal to a short sword. Although they are larger than average individuals, Harzaths are very agile and try to use their ambidexterity with every attack. Finally, they are somewhat animal-like in nature and many have the instinctive ability to hunt and track. Aggression is found quite frequently among Harzaths, and especially in women around the time of mating. Females will seek out a mate (usually a Harzath) of honorable or legendary fame. Mating usually occurs in the spring, and if a male cannot be found 1d6 weeks after the search began, the female will start fights, yell insanities, and inflict double the normal damage on all friends and foes. Usually it takes more than one male to cure the female of her frenzy, but in some circumstances, one male (over a period of weeks on end) can satisfy the most sexual of female Harzaths. Since females are dominant in society, they are also the most dominant in physical attributes as well (use your imagination). Harzathians are warriors from birth that meet all obstacles head on. They are well trained with fighting techniques, both offensive and defensive, and enjoy living in harsh environments. Their culture often lives in places where it is hard for other cultures to survive comfortably. Those in society who venture out, still uphold the Coth and live for the passion of the moment. THE LORGOTH (Pronounced: Lore'goth) BREEDS: Lorgothia ---- QUALITIES ---- AV PERSONA CUL:-- HNR:-- MODIFIER AGESPAN: 100 (x50) IDN:-- CRG:-- P:-- CURRENT AGE: 2d20x50 +1000 AGL:+1 MIR:+1 E:-9 HEIGHT: *T* S A L G H RCT:+1 FTH:+1 R:-- WEIGHT: 12 - 25 lbs. MGT:-3 CTN:+1 S:-- GENDER: F (0-35%) FOR:-4 ELM:+2 O:-- LANG's: Lo;Ze;UC;FC;MT;TE;BC LNG:+4 MEM:+2 N:-- REPUTATION: 2 END:-1 KNW:+2 A:-- BIRTHSKILLS: Flight, Spectral-control, Spectral-detect, Spectral- replenishment, Spectral-shift. Lorgothians are also known as the 'dark fairies' because of their incredibly small size, transparent-black wings, and char- coal colored skin. Bordering in and out of the Spectral Dimension or the "Sphere of Spirits", it is not known whether or not this culture should be called living wraiths or spirits of the dead. They do not require food or drink, and when they sleep, they are half-awake. However, every morning when the sun rises, the Lor- goth loses one Existence point. To compensate for the loss of Existence, the Lorgoth has a born Spectral-replenishment skill. Lorgothians can shift in and out of the Sphere of Spirits; If the identity check fails, the Lorgoth will not be penalized as the Spectral-shift degree. In the Spectral Dimension, the Lorgoth will receive all of the bonuses as the degree. Lorgoths are also able fly in the Prime Realm according to their Movement, since they have natural wings; Within the Sphere of Spirits, they will take on a ghostly appearance when seen from the Prime Realm. Lorgothians stand about 1 foot tall, and are slender in build. They have wide heads and piercing crimson eyes. They mate once every 500 years, and it occurs in both the Prime and Spectral Dimension to ensure that their offspring will have the same powers as their parents. ------------------------ Here is a quick example: Brog has a sword, and his Thwack is 47%. He makes a percentage roll: it turns out to be a 31%. There- fore, Brog Pwacks. Then he rolls a d6. A four is rolled and he might hit the abdomen or lower back of the opponent. The opponent has a DEF# of 12% on that part of the body. So subtract 12% from 47% and get 35%. Because Brog rolled a 31%, he Swacks the oppo- nent. Let us take it one step further. Let us say that the AV DEF of the opponent is 20%, even though the AREA 4 of the body is 12%. Now, if the Sagemaster omits the d6 rule, Brog would only Bwack his opponent since 47%-20% is 27%. Hence, 31% is obviously higher than 27%. It is that easy!! When the attacker hits an opponent, the Weapon's BLOW (plus any modifiers such as DEEP's from your ICE's Might Quality) will be inflicted in Existence points upon the opponent. There are seven blow-types, based on the seven Essences. 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 will help you remember which dice goes with each word: BLOW Mnemonic : Dice : Essence W<elting> : 2d6 : Insight E<ndangering> : 2d8 : Cosmos A<ggressive> : 2d10 : Karma P<enatrating> : 3d8 : Effort O<nerous> : 3d10 : Spirit N<asty> : 3d12 : Prowess S<evere> : 3d20 : Vitality Each letter of (WEAPONS) will be written in place of the actual dice damage so that other damaging modifier (if any) can be dis- tinguished from the actual Weapon Blow. ---------------------------- Sample of Magic Unlike the hundreds of role-playing systems that you might have come across, one thing can be said about them-- the lack of thought put into many spells. Moreover, everyone is confused how a spell is interpreted, and thousands of modifications take place on them to suit each individual game master. So why not develop a system where the Sagemaster and the players create the spells?! Well, that is what I have created in this 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 Studied Right now, it would be an ideal time to review the section of Qualities containing MIRACLE (SP's), FAITH (RAMP's), CREATION (Fractions less of Focus), ELEMENT (MIST), MEMORY (MIRA), and KNOWLEDGE (Quickness learning spells). Also, the Number of Spell points maximum is dependent on the type of magic(s) the ICE has, and the CAPACITIES of Divinity, Nature, and Thought. The Six Magics are very straightforward. The name of each magic gives away what it represents. Each Magic will first have its parameters defined, and then, BASED ON THE SPELL TYPE, the spell can be created. ICEs are able to create spells that are equal to their SPELL TYPE or lower. The definitions of the parameters are: ST = Spell Type on a range from level 1 to level 25. mnFT: Minimum Fraction Time to cast the spell mxMD: Maximum Magical Distance the spell spans outward mxAC: Maximum Affected Creatures mxSD: Maximum Spell Duration. mxIE: Maximum Inflicted Existence (or healing) SIR: Spell Incantation Requirements; Some spells will require few or some of the degrees to cast spells. All spells require Research to create! ELEMENTAL MAGIC: Any incantation that contains the four elements, or any of the sixteen sub-elements according to the chart: Cinder FIRE Heat Lava Smoke Clay Wind Soil Breeze EARTH BALANCE/All AIR Stone Gust Iron Storm Ice Vapor Mist WATER Fog Opposites: Fire/Water Earth/Air Soil/Gust Stone/Breeze Clay/Storm Iron/Wind Lava/Vapor Ice/Smoke Cinder/Fog Mist/Heat The ICE will be able to use any spell containing elemental or sub-elemental results. The sample incantation below designates what its mins and maxes are according to the Spell Type (1-25+). Individuals gain their magic ability from the Realm (or Sphere) of the Elements. ------------------------- If you wish to join CAR-PGa or promote and protect role- playing games, you can send two stamps in an envelope to: CAR-PGa 111 E. 5th Bonham, TX 75418 Contact me, Scott Compton, for accessories to this RPG such as Monsters, Spells, Equipment lists, and other goodies that enhance MOTES, or create them yourself... it's real easy! Scott Compton 4B Hoskins Escondido Village Stanford, CA 94305 And so ends the Manual Of The Eternal Sages. By no means should a Role-playing Game ever be complete with every piece of information you need to know because YOU will shape the game into the way it works for you. This has been the intended theme all along, and that is how it should be. When your special pieces are added to the game, it will be YOURS entirely! I am trying to advocate creativity, imagination, and independence. Companies will have you believe that they are the ones who have all of the answers, and that their RPG should only be played a certain way, with strict rules and overwhelming pieces of infor- mation that must be learned. The dependence on their products sucks you into the hobby store once every week, and discourages your own thought, insight, intellect, and imagination. With countless supplements produced in slightly different ways, many other RPG's STEAL what is in your checkbook, and YOUR ideas that have been revealed in Conventions where they lurk. But MOTES lets you do the fine-tuning, and its price is unbelievable. Thus, this game puts you in the control seat of a starship that will discover an infinite number of worlds to come. Scott J. Compton -- Sir Galahad, Son of Sir Lancelot, Grandson of Sir Parkinglot. Up