<META http-equiv="Refresh" content="3;url=http://adrr.com/hero/">
Shattered Norns Supplement -- Rules (Part Two)
Copyright 1992 by Stephen R. Marsh
V. INTRODUCTION TO SHATTERED NORNS
This is a collection of RUNEQUEST Errata that relates to the
1984 (third edition) Glorantha Book rules and the 1988 Chaosium
handout. In addition, some Shattered Norns Errata is also pres-
ent. The RUNEQUEST rules are copyright 1978, 1979, 1980 and 1984
by Chaosium, Inc. a corporation. All Errata noted 2 is copyright
Chaosium, Inc. 1988. Shattered Norns is copyright 1968, 1979,
1986, 1987, 1988, 1989, 1990 Stephen R. Marsh.
VI. HEROQUESTS
All creatures with Free INT also have Free WILL (referred to
as FREE and equivilent to freedom). Unlike Will, FREE is very
difficult to gain and can be expended easily.
All creatures with one runic association (humans, dwarves)
start play with 18 points of FREE. All creatures with two runic
associations start play with 12 points of FREE. (Elves are man
and magic; Trolls are man and element; Centaurs are man and
beast; etc.). All creatures with three runic associates start
play with 6 points of FREE (all Eord are Beast, Man and Chaos;
Ice Trolls are Man, Water and Chaos; Orcs are Beast, Water and
Chaos; etc.). A creature with four runic associations would
start play with 3 points of FREE, five or more with 1 point of
FREE.
To be tied to a rune (as in gaining rune magics or other-
wise) takes a point of FREE. Each skill that exceeds 95% costs a
point of FREE. Each type of magic learned costs a point of FREE.
An individual with 105% in sword, spirit magic, rune magic,
sorcery and two elemental wizardries has already used 6 points of
FREE.
FREE is very important because each successful heroquest
costs a point of FREE if the character desires to keep the re-
sults. FREE can be regained by reducing skills, giving up magics
or sacraficing the results of successful heroquests.
Heroquesting is a self-limiting activity.
When FREE is exausted, the character loses the ability to
act with free will and can only re-act in set patterns. All
traits are frozen and cannot be changed (a definite disability if
one practices lefthanded magics that require the shuffling or
consuming of traits).
Rules 4 -- WIZARDRY
Spirit Shirts
Basics of Wizardry
Wizardry is a school of magic found in Shattered Norns that
is related to the speaking of elemental languages of power. Each
school of wizardry has a language, a form of incantation (the
speaking of the language for magical effect), a patron (a leman
of one of the Norns), and an affiliate race.
Most human wizards (and several other magic-using endeavors)
use a form of magical matrix known as a spirit shirt. Wizards
were the first to use them and spirit shirts are generally
thought of in connection with Wizards in Shattered Norns.
Spirit Shirts [table of contents]
background
Most wizards use spirit shirts, also known as Elovare's
gift. With a spirit shirt a man can work wizardry like one of
the high kindreds. A spirit shirt has power bound into it and
can also (with the use of magically enchanted threads) be used to
bind spirits.
The basic spirit shirt is made of silk and often heavily
embroidered. It covers an area about the size of a man's long
sleeve dress shirt. To be effective it must contact a signifi-
cant amount of bare skin and the potential five elements.
The spirit shirt is usually the gift of choice to an appren-
tice wizard at first initiation. The point of power and will to
initialize the shirt must come from the recipient, the cost is
usually repaid by the apprenticeship and the ritual is performed
by the master.
Wizards are often conspicuous in bad weather for being
protected from the rain or snow by nothing but a fancy shirt.
Certain races do not use spirit shirts. The high kindreds
and the couranth are natural magic workers. The Tiev are burned
by the touch of the living enchanted silk (d3/sr). The fey folk
can choose to become magically attuned (and vulnerable to x2
damage from iron), thus not needing spirit shirts.
Magically attuned fey folk have the benefit of not needing
to be exposed to the five elements to work magic without penal-
ties.
mechanics
A spirit shirt extends the basic range of spells from a
"touch" of one tenth of charisma (in meters) to a range equal to
charisma (in meters). Charisma is determined by (POW + APP)/2.
Spell durations are doubled and the basic spell cost is
divided by a factor of five for a wearer of a spirit shirt.
A spirit shirt adds the POW bound into it into any POW v.
POW struggle involving the wearer and has magic points equal to
POW (the shirt is similar to a shaman's fetch in practice).
A spirit shirt is a personalized magical matrix that can be
used by another only if freely given and renamed by the giver.
It is an extremely rare gift and most wizards are buried in their
shirts.
Basics of Wizardry [table of contents]
Wizardry is practiced by learning the relevant language,
being dedicated the correct patron, being familiar with the
element, and taking the affiliate race as a totem.
chart of basics
Element // Incantation // Patron // Affiliate Race
Air//aeromancy//Nial the adroit/Arens the Hunter//Eagles/Roc
Water//okeomancy//L'neara/Orman Ts'goth//sidh rishae
Earth//geomancy//Azeal/Kazedan the Stunted//Condors
Fire//pyromancy//Haran/Wakanda the Sun Spirit//Phoenix
Dark/skotomancy//Adeth/Neth Hadeth Reaver//Halcyon
description of spell elements
Each spell is a word made from word fragments (roughly
equivalent to consonants). Each spell consists of a number of
fragments equal to (spell percentage/10). The spell is cast by
bringing the name to the center of the mind (a specific mental
state), speaking the word, and then releasing the spell with the
proper hand gestures.
Each fragment takes a strike rank to properly pronounce less
one strike rank for every 20% of incantation skill. Thus a 9
fragment spell would take 9 strike ranks to pronounce, less one
strike rank per 20% of skill (so with a skill of 100% there would
be a five strike rank reduction in time).
A wizardling has an incantation skill equal to his knowledge
of the specific language of power. She casts spells using the
following formula:
Base chance of success = Incantation skill
+10% per extra strike rank spent pronouncing the spell
-10% for each strike rank omitted pronouncing the spell
-xx% (a percentage equal to the difficulty of factors that go
into the spell).
Base range = .1 meters x charisma <(POW + APP)/2>
1 meter x charisma with spirit shirt.
Base cost in magic points = %tiles of difficulty
1 magic point/5%tiles of difficulty with spirit shirt.
Degrees of Difficulty
The following are the degrees of difficulty for the basic
attributes of the various elements.
5% Feel/Emotion
10% Appearance/Illusion
15% Intuitive Attribute
20% Substance
25% Overt Attribute
30% Overt Emotion
35% Extension
40% Intensification
45% Shaping
50% Transposition
55% Animation
60% Meshing
65% Invocation
70% Quell
75% Retain
80% Banish
85% Bind
90% Hold/Enchant
95% Force
100% Reverse
105% Birth/Enchant
110% Countering
Spell Families
Shaed (Air Magics)
Goefa (Water Magics)
Gipta (Earth Magics)
Waeil (Fire Magics)
Waeil // (Latin/flamespeach) // (Haran) Wakanda (the Sun
Spirit) // Phoenix Kindred // Pyromancy.
5% The feel of the element fire is a joy/warmth that enhances
charisma (the APP attribute). Anyone who knows firespeech to 5%
can feel fire at "touch" range. At 5% complexity one may in-
crease charisma by one size point of feel (+1 to APP).
An increase of 5 to APP would be five size points of feel
(or 5 x 5% = 25% difficulty).
The feel of fire lasts until one is covered by darkness or
shadow.
10% The illusion/appearance of fire is light. A volume of light
will illuminate (d6) x (touch range) in area.
For example, assume a three was rolled on a d6 and assume
that the touch range established by charisma (the average of POW
and APP -- 16 in our example) results in 3 x 163 or 12,000 meters
cubed. In increments of 3 meters x 10m2 that is 40 ten meter
lengths of hallway illuminated until the light is consumed.
The lengths will remain illuminated for d6 hours per volume
(i.e. if the light is laid on "double thick" on a length, then
the light will last for 2d6 hours, etc.).
15% The intuitive nature of fire is knowledge. Fire can be used
to discern or to detect magical energy. The complexity of the
detection and analysis is 15% + 5% per point of power bound into
the item.
Thus an item with 3 points of power bound into it would
require at least 30% of difficulty in the detection spell in
order to analyze.
20% The substance of fire is fire. 20% is the basic level of
difficulty in invoking a fire anywhere within touch range of
anything ready to burst into flame (e.g. a prepared fire, kin-
dling, lighter fluid, lamp oil). 25% for dry, but not prepared
(e.g. dry fire wood, charcoal). 70% to start metals on fire.
If a material would not normally sustain a fire the fire
started will go out after 2 SR.
25% The overt attribute of fire is heat. The magic effect using
this principle is to summon flame. Anywhere within "touch," 1d6
(one size point) worth of elemental fire in the shape of flame
appears and remains for two SR (doing 1d6 per SR, armor
protects). That is twenty-five magic points (five with a spirit
shirt), 25% complexity.
30% The overt emotion of fire is lust. Lust is an overpowering
desire that is incapacitating in its aftermath. A volume of lust
has 1d6 points. It lasts for 2SR and then incapacitates (similar
to befuddle or fear in effect) the target for d4 SR per point.
(i.e. 1d6 x d4 SR or about one melee round)
35% The extension factor is the same for all elements. 35% +
(X-1)5% for X times to range. Thus, to triple the range (X = 3)
is to add 35% + 10% or 45% to complexity (and nine magic points
to cost if using a spirit shirt).
40% The intensification factor is the same for all elements.
40% + (X - 1)5% for +X volumes. Thus three volumes of heat would
add 40% + (3-1)5% or 50% to the complexity of a summon heat
spell. It would add 10 magic points to the cost of a heat spell
to summon three volumes instead of one.
45% The shaping factor is the same for all elements. Shaping an
element requires some of the element, space to shape it in and
has a difficulty factor of 45% + (5% per cubic meter of substance
shaped). A shape lasts until the energy is consumed by attrition
(including violent attrition). Shapes have the appearance and
feel of their element.
E.g. a wall of heat. 9 one meter cubes (for a total energy
of 9d6) would have a difficulty of 90%, a cost of 90 magic points
(18 if using a spirit shirt). It would last until it did 9d6
worth of damage, doing d6 per turn in "damage" to the general
attritioning environment (more if a rainstorm, etc. makes contact
with it).
50% Complex Transposition has the same factor for each element.
Transposition turns one volume of raw, mixed elements (approx-
imately six kilograms worth) into one volume of the chosen mode
of the element.
For example, one could turn one size point of a man into one
volume of charisma (the feel of the element) at 50% (the diffi-
culty of transposition) + 5% (the difficulty of the feel of
fire).
Use of the pure element consumes it. A man turned into
charisma could waste away by charming people, a woman turned into
heat could waste away burning enemies.
This effect can be reversed.
55% Animated Shaping is the same for all elements. This allows
a wizardling to take volumes of the element and give them the
power to move freely or at the wizardling's command. Unless
given intelligence, a shaping will be mindless -- requiring
direct command and attention.
The shaping complexity is 5% per cubic meter shaped, 5% per
meter it may move every 5 SR, and a base of 55%.
Thus, to animate three cubic meters at 6 meters movement
every 5 SR would take 55% + 15% (3 cubic meters) + 30% (for
movement) or 100% complexity and 100 magic points (or 20 magic
points if a spirit shirt is used).
While the wizardling concentrates he or she will see what
the shaping could see and feel what it could feel, commanding it
to move as they could their own body. When concentration is
released the shaping will wander at random for d3 melee rounds
and then attempt to return to the shaper.
All shapings attrition by contact.
60% Meshing with the element allows the wizardling to mesh with
and pass through barriers made of the specific element and to
move unaffected by the element.
The complexity is 60% + (5% per size point meshed) + (diffi-
culty of meshed mode). Thus for a wizardling of size 6 to mesh
with a wall of heat or walk across a volcano would be 60% + 30% +
25% or 115% total complexity.
Meshing lasts until the wizardling decides to unmesh.
65% Invocation invokes a spirit of the element into a volume of
the element. Volumes of the mode must be prepared and the wizar-
dling must concentrate. For each volume the invoked elemental
spirit has 6 points of body or effect.
For a ten volume elemental spirit of heat it is 65% + (50%
for ten volumes) + (25% for heat) or 140%. The spirit has POW of
3d6 and Int of 2d3. It can follow one order per point of INT and
each order given requires a POW v POW check to impose.
The elemental fire spirit in heat mode, given above, would
be able to do 60 points of damage before it dissipated (6 points
per volume of size) and would be a fearsome invocation.
70% Quelling is the dissolution of wizardry created by the
weaker element. Fire quells dark, dark quells air, air quells
earth, earth quells water, water quells fire. It is a form of
counterspell.
For every 5% of difficulty in quelling, 10% of the weaker
elemental magic is quelled. Thus by using a quelling of water,
that 140% difficulty heat elemental in the above example could be
quelled with a 70% difficulty quelling.
75% Retaining an element holds it in place for a longer period
of time. To retain add 75% to the difficulty plus 5% per SR the
spell is held. (Note that a spirit shirt doubles the amount of
time a wizardry spell remains and that all retaining effects are
also doubled/at half price using such a shirt).
Thus to hold an flame spell for an extra SR (two if using a
spirit shirt) would take 75% + 5% + the complexity of the spell
retained.
Retention is always a part of the spell as cast, not someth-
ing grafted on later to a spell in progress.
80% Banishment
85% Binding elemental spirits
90% Holding power.
95% Applied force
100% Reversing
105% Rebirth
110% Countering
Seidh (Dark Magics)
<More to come as transcribed>.
Rules 7a -- Rules for Chaos Shaping, Part 1.
I. INTRODUCTION
There are two kinds of chaos: that natural to the world and
that which is unNatural. The natural sort has filtered into our
world through shadow and is the raw potential framed by chaos
shapers, dream masters and shadow dancers. It is the stuff that
is pulled up into the realms of spirit and that is returned as
matter.
The second sort of chaos is the unNatural. This is raw
chaos stuff pulled in from outside. The unNatural demons are
made from this raw stuff and their deliquescing flesh bears often
vocal testimony to the improper intrusion of that non-matter into
our worlds.
This essay deals with the shaping of the first sort of chaos
and the rules that govern chaos shaping.
II. BASICS
Chaos is gathered and then mastered by imposing the will of
the chaos shaper on the stuff of chaos gathered from the fabric
of the world. The character's requisites that can be used to sum
the chaos shaper are added together and the total produces a
number that is used to determine the amount of chaos that can be
shaped by the individual at any one time. In the Precursor
rules the "-" character marks each requisite to be totaled in
finding the number.
For example, the rules give the Shannella the following
characteristics:
A. Shannella (Shannallin Shapers)//humanoid lios alfar
SIZ 6+2d6- (8-18)
STR 3d6- (3-18)
CON 7+2d6- (9-19)
CHA 3+3d6- (6-21)
APP 3d6+6- (9-24)
DEX 6+2d6- (8-18)
INT 12+2d6- (14-24)
POW 12+2d6- (14-24)
SAN {(POW + INT)/3}*5%
WIL 2d6 (2-12)
LUC 1d6* (1-6)
PTS 2d3 (2-6)
SIZ, STR, CON, CHA, APP, DEX, INT, and POW are all marked
with the "-" character. SAN, WIL, LUC and PTS are not. To
determine the chaos shaping capacity of a member of the Shannella
race, you would total the marked requisites. The possible totals
range from 71 to 166.
Once the chaos shaping capacity is determined, the native
ability or Chaos shaping skill is determined. In general, native
skill is equal to (POW + INT)/10. 2.8% to 4.8% would be the
range for the Shannella. Native skill is where the chaos shaping
skill of the individual starts and can be increased as any other
skill is increased.
Chaos shaping skill limits the total number of points that
can be shaped. If one has a capacity of 120 and a skill of 45%,
the maximum number of points that can be shaped is 45 -- regard-
less of the capacity.
Chaos capacity is determined by summing the requisites as
shown above.
III. USING THE BASICS
A. Amount of chaos to be shaped:
For a chaos shaped effect with a POW of 1d6, the maximum
number of points to be shaped is limited by Chaos shaping skill x
1 or 1/3 of capacity, whichever is less.
For a chaos shaped effect with a POW of 2d6, the maximum
number of points to be shaped is limited by Chaos shaping skill x
1 or 2/3 of capacity, whichever is less.
For a chaos shaped effect with a POW of 3d6, the maximum
number of points to be shaped is limited by the Chaos shaping
skill or chaos capacity, whichever is less.
For a chaos shaped effect with a POW of 4d6, the maximum
number of points to be shaped is limited by the Chaos shaping
skill x 1.5 or 4/3 capacity, whichever is less.
And so it goes, 5d6 = 5/3 capacity or x2 skill, 6d6 = 6/3
capacity or x2.5 skill , 7d6 = 7/3 capacity or x3 skill , etc.
(That is, #d6/3 capacity or {#-1)*.5 skill).
B. Chance of successfully shaping the chaos:
To shape chaos requires winning a POW v. POW struggle for
each d6 of POW of chaos shaped. Thus for a 5d6 shaping, five POW
v. POW struggles would have to be won.
For each struggle won, the shaper is allowed to make a
shaping skill roll. For every point of chaos less than the
capacity that is shaped, add 1 to the shaping skill. For every
point over capacity that is shaped, subtract 1.
For example, with a capacity of 120, a skill of 75 and a
chaos shaping of 3d6, the maximum number of points would be 75.
If 70 points were to be shaped with 3d6 POW, then three POW
v. POW rolls would be required, each to be followed by a shaping
roll. Since the points (70) are less than the capacity (120),
the skill rolls are at a bonus (120-70 or 50% points). The
shaper would have a 125% chance each round to impose his or her
will on the shaped chaos.
If all the POW v. POW rolls are made, chaos has been bound
and shaped. If any roll fails, the chaos dissipates.
For each shaping roll that succeeds, that proportion of the
bound and shaped chaos is shaped according to the shaper's will.
For example, in a 4d6 POW binding of 120 points, if three out of
four shaping rolls were successes, the 3/4ths of the points (or
80 points) would be shaped as the shaper desired and 1/4th of the
points would assume a random or unfinished aspect.
C. Controlling bound and shaped chaos:
The finished product is controlled by the shaper or by any
subsequent person attuned to it who is both attuned and who has
dominated or bound the item. Attunement can be determined by
making a (CHA + INT) v. POW attack. For each point the attack
succeeds by, equal points of the shaped chaos are attuned. One
might generally spend some time in attunement.
Following attunement, one has a POW v. POW struggle. A win
results in domination or binding. A failure results in a back-
lash. At the worst a backlash exposes the target to the full
effect of the shaped chaos, at the best a backlash dissipates
itself on wards and guards.
IV. THE SHAPES OF CHAOS
A. Unintelligent shapes:
1. Weapons/Chaos as a tool of Assault.
Weapons that make contact have a POW v. POW struggle and
then do 1d6 extra damage for every 10 pts of STR the weapon has.
Thus a weapon with 30 points of STR would have a 3d6 damage
bonus.
2. Armor/Protection
Armor grants 1d6 of protection for every 10 pts of CON. The
armor itself can also has one hit point for every 10 pts of CON.
Thus armor with 30 points of CON would provide 3d6 points of
protection and would have 3 hit points.
3. Wards/Defense
1d6% reduction in ability or perception or chance to contact
per 10 pts of DEX. Wards hide and defenses avoid. Thus a ward
with 30 points of DEX would be minus 3d6% to any searching for
the item hidden by the ward. A defense of 30 DEX would reduce
the chance to hit of an attacker by 3d6%.
4. Buildings/Structures
10*1d6 cubic meters are formed for every 10 points of SIZ.
Buildings and structures can be made from extremely thin chaos
shaped material. The pre-shapes for buildings are similar to
complicated and detailed blue-prints and the binding cost is
often paid by the person who intends to live in the building.
30 points of SIZ in building would result in 30d6 cubic
meters of extremely strong and tough building material.
5. Portals/Teleportation/Gating
One location per 10 pts of INT, one point SIZ moved per
point of STR, 1d6% chance of safe arrival per point of DEX (30
points = 30d6% chance of safe arrival or 30% to 180% chance).
Thus with 20 points of INT, 30 points of STR and 40 points
of DEX the telportal or chaos gate would have two locations
served, could move up to 30 points of SIZ and would have a 40d6%
chance of safe transportation between the two locations.
6. Transportation/Wings/Vehicles
Speed is 1d6 mph per 5 pts STR, carriage = SIZ, length of
movement is 1d6 hours per 10 pts CON. With a STR of 20, a SIZ of
30 and a CON of 10 the chaos shaping could travel 4d6 mph, carry
30 SIZ points and could move for 1d6 hours between recharges.
7. Knowledge/Awareness
1d6% to one specific knowledge or skill area's rolls per 10
pts of INT. Can be bound into items that then have an increased
success rate when used. A typical jewelers headset with 60
points of INT would add 6d6% to a specific area of knowledge.
8. Desire/Passion
1d6 of SIZ or 1d6 hit points of healing per 10 points con-
sumed (desire/passion is transformed into other things in use).
60 points of chaos shaped into the stuff of desires could be
formed into 4d6 SIZ worth of food and 2d6 restored hit points (or
some similar combination).
B. Intelligent shapes:
These are the same as the unintelligent shapes, with true
intelligence added. These are self-willed, sentient and thinking
vs mechanically intelligent. The following kinds of intelligence
can be shaped with chaos:
1. Individuals shaped with chaos upon them (i.e. the
transmogrified, etc.). These are the typical character or indi-
vidual who has been reshaped with chaos into something non-human
and beyond.
Those shaped with chaos find their personalities, attitudes,
etc. remain the same. Aging retainers, loyal servants, and such
are often shaped with chaos to cheat death and to continue to
serve. Being reshaped by chaos is risky as it can result both in
transmutation and alteration by chaos gone wild and it also
remakes the individual into one who can be bound and subjected as
any other chaos tool or thing.
2. Intelligences summoned into chaos
Not a good practice. This is done by shaping chaos and
binding an intelligence to fill it. The intelligences often come
from spirits of the dead, sacrificed individuals, etc. and are
not always the ones expected or desired.
3. Raw intelligence invoked into chaos
Mechanical, uncontrolled and/or not-sentient intelligences.
Often these can evolve into true intelligence over time. This is
the most common type of intelligence in a chaos shaping and can
be used solely to hold points of spells or equivalents equal to
the points of INT.
Such INT has no other game use or purpose and is generally
described when considering unintelligent chaos shapings <e.g.
those in the section just before this one that have INT as a
controlling feature.>
4. Animals invested with chaos
Again, just as humans invested with chaos, the personali-
ties, attitudes, etc. remain the same, though the level of intel-
ligence is often raised. Familiars are a common example. There
is no guarantee that increasing the tools with which to think
will result in intelligence that you or I would appreciate -- and
there is surprising varience within members of a species.
This process merely adds a great deal to the raw mental
power available to the animal so manipulated and does not in-
crease the knowledge or change the instinctive patterns and
habits of the animal.
5. Specials
The average chaos shaping has a d6's worth of impact per 10
points of shaped chaos. A weapon does 1d6 of extra damage per 10
pts of STR, armor does 1d6 of protection per 10 pts of CON,
knowledge adds 1d6% to an area/skill per 10 pts of INT, etc.
Special effects generally cost 20 pts per d6 of effect.
Thus, a d6 damage to CON attack (temporarily drain d6 of CON
following contact and a POW v. POW struggle) would cost 20 pts.
A 3d6 attack on INT would cost 60 points, a 2d6 to STR attack
would cost 40 points.
All manner of special effects can be calculated or created
by pricing them at twice the cost of the value of the effect.
D. Taints.
Chaos gifts or chaos taints, referred to as the Magnethi in
Shattered Norns generally reduce POW by 1d6 (use one less d6 in
determining attribute POW). They are generated using the chaos
gifts table in Runequest III.
V. LIMITS ON CHAOS SHAPING
Chaos shaping is limited by the need to gather chaos or find
an area rich in chaos stuff, the time it takes to shape the chaos
(approximately one week in preparation for every d6 POW to be
shaped), the expense of supporting materials (the pre-shape
preparation requires a material matrix for the chaos to be shaped
against) and the POW and CHA of the shaper.
This is because each chaos shaping retained after all other
steps are taken requires the permanent sacrifice of one point of
POW by the shaper or a participating assistant. In addition, no
shaper can have more than one half of CHA in currently bound
shapes and no more than (CHA + INT) in currently attuned shapes.
To be a subsequent binder of an item requires the permanent
sacrifice of one point of POW after attunement and binding. The
point of POW passes into the item and increases it by one point.
A chaos shaping can be bound to itself.
Special Effects in Chaos Shaping
Rules 7 b -- Rules for Chaos Shaping, part two.
I. INTRODUCTION
Special effects in chaos shaping are seen in two places.
The first is in the work of master chaos shapers. The second is
in involuntary chaos shaping. This article discusses the second
method and goes over the most common special effects and the
rules that can be used to simulate them in gaming.
II. INVOLUNTARY CHAOS SHAPING
Most human individuals have a base chaos shaping skill,
somewhere between 1% and 4%. In times of great stress some
individuals instinctively seek to chaos shape. If chaos is
present and if the individual has a critical success, then it is
possible for them to shape chaos instinctively in a manner that
will preserve them.
The mechanics are relatively simple. If an individual with
no chaos binding experience or training is subjected to great
stress and is facing death, then check for the presence of chaos.
If any chaos stuff is present (as is usually the case in times of
great turmoil or great natural disaster), the individual has a
chance to shape chaos. If they have a critical success, then
they have succeeded in shaping chaos into a form that will pre-
serve their life. If they fail, they die.
From such great natural disasters occassionally come indi-
viduals with great supranormal powers and abilities. You can
create these by giving them (1d6) * (chaos shaping capacity)
[alternatively, for player characters and NPCs in scenarios, you
can assign a level from 1 to 6 and then multiply the level times
the capacity to create a character at the level of power you
desire] points of shaped chaos.
Generally this chaos should be in the form of special chaos
shapes or powers with which the character is invested. Each
level counts against the total number of chaos shapings that the
character can bind.
III. TECHNICAL NOTES
Chaos shapings are often defined in terms of characteristics
-- just like characters are. Magic and other forces that will
affect a particular characteristic will often affect any chaos
shaping defined or based on that particular characteristic.
Most chaos shaping results are given in terms of a range,
such as 1d6 or 1d3 per 10 points of chaos shaped. This is be-
cause of the fact that even shaped chaos is often in flux. The
results can be fixed rather than changing. For such results one
takes the low average on each range. E.g. a teleportal with a
30d6% chance of safty could be changed to a teleportal with 30 *
(d6//average down from 3.5 to 3) or 90% chance of safety, 4d6 of
armor could be changed to 4 * (d6//average down from 3.5 to 3) or
12 points of armor, etc.
III. THE SPECIAL POWERS
1. Armor
Treat the special power of the same normally as chaos shaped
armor or protection: 1d6 points of armor per 10 points of chaos
shaped. In addition, it costs one point of shaped chaos per
point of SIZ covered by the Armor.
Protection is based on CON, size of the armor is based on
SIZ, hit points (when appropriate) are determined by .1 CON.
2. Darkness
For 10 points a field of darkness affecting a d3 meter
radius all normal senses and three additional spectrums can be
created at will and can be maintained at the cost of one force
point per melee round after creation.
The following is a chart of the available spectrums or
special senses that darkness can be shaped to block.
BIOLOGICAL
Standard Down Up
radiation infravision ultravision
electric magnetic feild sense electrical potentialsense
kinetic lateral line sense sonar
MAGICAL
radiation powersense supertaste
electrical aura sensing awareness
kinetic danger sense super scent
MECHANICAL
radiation radiation vision x-ray vision
electric depth perception radar sense
kinetic pressure sense super touch
All senses have active and passive modes.
3. Gravity Manipulation
Gravity manipulation is a form of dream magic and is not
generally affected by chaos shaping.
4. Intangibility (the up side of by-pass forces)
For 40 points one can become intangible to kinetic, electri-
cal or radiative forces. For each 40 points add an additional
type of force. For 120 points one is intangible for all three
types of forces.
One cannot use offensively a force to which one is intangi-
ble. Intangible individuals can become tangible by expending one
force point per melee round of tangibility (as in eating meals).
4. Invisibility (the down side of by-pass forces).
20 points of chaos will shape invisibility to any three
sense spectrums or special senses in a fashion similar to dark-
ness. Thus, for 20 points, one could be invisible to sonar,
radiation vision and danger sense.
40 points of chaos shaping will render one invisible to all
normal senses for as many melee rounds as one desires to expend
the one force point per round that such a shaping requires to
fuel it.
5. Perception modes
aura sensing
This sense is magical/down/electric in its three axis. It
is the ability to sense or perceive the bio-electric auras gener-
ated by all living things. These auras are generally seen as
having color, brightness or intensity, and grain or fineness.
The color usually reveals the person's controlling emotion
or aspect, the brightness the intensity of feeling and strength
of personality and the grain or fineness the quality of the
spirit or maturity of the individual.
The sense may confer this information by other means.
awareness
This is a general information sense that is magical/electri-
cal/up in its axis.
Awareness provides a general knowledge of events about equal
to a major regional newspaper or special interest newspaper (such
as THE WALL STREET JOURNAL, THE LOS ANGELES TIMES, or THE DALLAS
MORNING NEWS) or special publication (such as PC MAGAZINE, THE
HARVARD LAW REVIEW, or SPORT AVIATION).
Each area of awareness atunes the individual into that level
of reality and requires between 5 and 50 chaos shaping points
depending on scope and depth of knowledge. The GM and the player
should designate the reference publication and reach an agreed
cost.
danger sense
Magical/kinetic/down in axis, this is the warning feeling of
impending doom.
Danger sense warns only of immediate dangers. Each point of
chaos shaping results in 1d3% chance of a warning feeling when
there is immediate danger (such as an ambush or a trap). Thus 30
points would result in 30d3% chance to feel danger coming.
A character can get a general sense of the source and direc-
tion of the danger in a manner similar to the children's game hot
and cold. If one feels danger and backing up reduces the feel-
ing, then obviously the danger is something to the front.
Etc.
Note that often the warning (as in an ambush) does not allow
significant time to respond or prepare.
depth perception
a/k/a range finding, this sense is mechanical/electrical/up
in axis and is necessary for many ranged weapons (and is found on
all American main battle tanks).
electrical potential sense
This is the same sense that many electrical eels have and is
biological/electrical/up in axis.
This sense allows one to sense the electrical potential of
one's surroundings and of buried wires and conduits. For 10
points one gains a range of one meter and a resolution of +/- 1
ohm, +/- 1 volt. +/- 1 centimeters.
Each additional 10 points of chaos shaping adds one meter to
range and doubles the quality of the resolution. Thus 80 points
gives a range of 8 meters, and resolution of ohms, volts and size
to the nearest .0078125 unit of measurement, 120 points to the
nearest .00048828125 unit of measurement and 12 meters, and so
forth.
infravision
This sense is biological/radiation/down in axis.
Infravision is the ability to see and interpret infrared
light. 15 points of chaos shaping creates a halo that focues and
resolves the infrared light that is generated by heat and allows
one to see at 20/60 vision into the infra-red spectrum with
general black and white resolution (the equivilent of gaining IR
sensitive rods in one's eyes).
An additional 10 points can give one descrete spectrum
senses (the ability to distinguish between narrow differences in
the infrared spectrum -- had by certain Northern European steel
workers, this sensory reach into the infra-red spectrum gave them
a distinct economic advantage in steel production). (the equivil-
ent of gaining IR cones and color vision in one's eyes).
For each additional 10 points increase resolution by 5
points (thus 20/55; 20/50; 20/45; 20/40; 20/35; 20/30 which is
true "normal", to 20/20).
Limits apply past 20/20 vision (to wit, there is no incre-
ment from 20/5 to 20/0 . . .).
lateral line sense
This sense, had by most fish and almost all RQII dwarves, is
biological/kinetic/down in axis.
The lateral line sense is a form of pressure sense that is
most effective in liquids and fairly effective at short ranges in
gasses. The lateral line sense detects and correlates variations
in pressure, using them to orient movement and direction.
It has a range of 1 meter (.1 meter in gasses) per 10 points
of chaos shaping and a resolution grid of 2 centimeters per 10
points (thus 20 points would have a range of 2 meters and a
resolution of 1 centimeter, 30 points a range of 3 meters and a
resolution of 1 centimeter, 40 points a range of 4 meters and a
resolution of 1 centimeter, etc.).
magnetic feild sense
Electrical/down/biological in orientation, this sense is had
by some birds. It is the ability to sense and orient along
magnetic feilds. In its roughest form it is what makes a compass
work. In finer increments it allows one to sense the magnetic
feilds of force present from the Earth's rotation or from any
magnet's presence.
5 points of shaped chaos creates the equivilent of a rough
internal compass that can be thrown off by metal, magnets or bad
weather.
An additional 10 points generates a general awareness of the
presence of electrico-magnetic fields and an internal compass
equal to any boy scout compass ever built.
After the first 15 points, an additional 15 points will
allow one to see magnetic fields at a range of 6 meters and a
resolution grid of 1 meter. 15 more points doubles the range to
12 meters and increases the resolution to 1 decameter. 15 more
points increases range to 18 meters and resolution to 1 centimet-
er. Range and resolution increase at that ratio.
powersense
This is the ability to sense and identify the major power
present in any chaos shaping. It is magical/radiative/down in
orientation.
The cost is 10 points for the basic ability to sense the
presence of chaos, 10 more points to identify the major power
present in a chaos shaping (that is, the power to which the most
points are allocated.
The character must have seen the power before or have seen
it in action to identify it).
For each additional 10 points the next step down can be
identified. (e.g. assume an individual with 300 points in shaped
chaos. For 10 points one could sense the presence of the chaos.
For an additional 10, 20 total, one could sense the power that
has the most points of shaped chaos.
For 30 total one could tell the two powers with the most
points, etc.).
In addition, the total points of shaped chaos in this sense
gives the %tage chance one has of identifying not only the power
but the strength of it and any focus it might have. Thus with 30
points in powersense a character would have a 30% chance of
identifying the strength of the major power as well as seeing
what it is.
pressure sense
This is the ability to sense pressure in increments of 10
millibars at a cost of 10 points. For each additional 10 points
increase sensitivity by a factor of two. (So at base cost, sense
pressure at +/- 5; at 20: +/- 21; at 30: +/- 11; at 40: +/-
0.75; etc.)
radar sense
This is the ability to sense vague outlines by radar fields.
For 10 points the grid of sensory input is 3 meters, the range is
90 meters, with limits on sensing some sorts of materials. May
either double range or halve sensitivity for every additional 10
points.
radiation vision
This is the ability to see the natural background radiation.
It is usefull in areas where nuclear contaminants have been
released, in handling fusion reactions and in a number of special
circumstances.
For every 5 points allocated to spectrum give the ability to
sense a specific type of particle or radiative mass. For every 5
points allocated to precision, halve the perceptive grid, start-
ing at 2 centimeters.
sonar
Normal sonar such as is had by bats, porposes, etc.
superscent
For 10 points one gains the ability to track by scent at 20%
skill. All other skill increases are had as normal skills are
increased.
supertaste
For 10 points one gains the skill taste analysis/detect
poison at 20%. All other skill increases are had as normal
skills are increased.
supertouch
This is the ability to feel at distances beyond the surface
of the skin, 1 meter per 5 points. Tactile resolution may be
increased by 50% for each additional 5 points spent (thus doubled
for 10 points, tripled for 20 points, quadrupled for 30 points).
ultravision
As infra-vision except it uses ultraviolet radiation which
is much less common. This is generally an active sense with a
higher resolution and better range than infravision.
Ultravision does not have naturally appearing light sources
and does not penetrate normal mist, fog and smoke as does infra-
vision.
x-ray vision
The ability to see x-rays. X-ray vision is useful for
seeing inside of things. It has a base cost of 15 points and a
range of 1 meter per 5 points. It has a base resolution of 10
points per inch, doubled for every 5 points. (Thus for 15 points
base cost: 10ppi; +5: 20ppi; +10: 40ppi; +20: 160ppi; +25:
320ppi -- or about the resolution of a good photocopy machine or
dot matrix printer).
NOTES on active and passive senses.
All senses can be either active or passive. Using normal
senses, a man with a flash light has active sight. He provides
both the light to see by and the sensory organs to respond to the
light. Many deep sea fish have active vision.
Another common example is sonar. Most sonar is active,
where the porpose or bat produces the sound used for the sense to
work.
The advantage to active senses is that they are always
available (the user never has the worry of being "in the dark").
The disadvantage is that any being with a similar sense can tell
when a user of an active sense is present. Some animals stalk
their prey by zeroing in on their active senses.
Generally, active senses do not work without the active
element being brought into play. Passive senses do not work
where there is no background source (just as our passive sense of
sight does not work in darkened rooms). By doubling the cost an
active sense can be bought that also works passively or a passive
sense can be bought that works without an energy source. These
factors are designed and designated when the chaos is shaped for
the sense.
6. Projection
This is the ability to project ranged attacks using one of
the six-fold matrix identities.
For each 10 points of shaped chaos a 1d3 attack with a range
of 3 meters at 100% chance to hit is created. Chance to hit goes
down by 10% per 3 meters (at 3: 100%, at 6: 90%, at 9: 80%, at
12: 70%, at 15: 60%, at 18: 55%, at 21: 50%, etc.).
30 points of shaped chaos would allow a 3d3 attack, 80
points of shaped chaos would allow a 8d3 attack.
The matrix points have the following identities and relevant
colors and attributes:
spirit VIOLET WHITE DISSASSICIATIVE FORCE (radiation up)
This is pure radioactive dissassociation, the dissolution of
bonds and pure destructive force.
fire RED FIRE (radiation down)
This is pure heat.
air BLUE LEVAN (electrical up)
This is electrical force.
liquid GREEN LIGHTNING (electrical down)
This is pure electromagnetic force.
earth BROWN EARTH (kinetic up)
Tangible physical energy.
crystal BLACK ICE (kinetic down)
Pure cold, anti-kinetic in nature.
7. Psionics
Psionics are usually spirit skills and are covered under
those rules.
8. Regeneration/Healing
For every 20 points of shaped chaos dedicated to this power
either 1 point can be regenerated or 2d6 points healed. Regener-
ation occurs once per 10 melee rounds until all damage is healed,
healing occurs once per day.
For double the cost this regeneration will operate even
after negative hit points are reached.
9. Shapeshifting
Temporary Shapeshifting, which usually includes size chang-
ing, density alteration, stretching and so-forth is a form of
dream magic. Permanent shifts in shape is part of chaos as is a
loss of immutability of shape (resulting in a mutable shape where
a person's shape is in constant flux and flow -- generally with
little or no control by the person). See the dream magic rules
for more details and costs.
10. Snarl
This is the power to snare, web or tangle. 1d3 STR of
snarls or tangles are created for every 10 points of shaped chaos
used. The tangles can be spread over a maximum space of 1 cubic
meter per 1d3 of tangle and can be cast up to 3 meters at 90%
chance to hit.
60 points would produce 6d3 STR of tangles. Tangles work by
applying their strength against the STR of the target. If the
snarl wins a STR v. STR battle the target remains snarled and
stuck for the next melee round. If the target wins, the target
has broken free. Tangles lose 1d3 of STR for every round a
target struggles against them.
11. Transmutation
While also a dream magic, transmutation is the premier chaos
shaping mastery. The transmutation special power is the same as
the desire power, allowing temporary creation of substances or
temporary healing equal to the total number of points allocated
to this area as if allocated to a chaos shaping of desire or
passion.
12. Transportation
See the various chaos shaping rules on transportation.
13. Weapons
See the various chaos shaping rules on weapons.
IV. GENERAL NOTE
The special notes above are in addition to the general chaos
shaping rules, not in place of those rules and are designed to
provide guidelines and advice for designing characters who have
shaped chaos instinctively and who are more likely to have chaos
shapings with the so-called "special" powers than are more struc-
tured chaos shapers.
Always feel free to refer to the general chaos shaping rules
for guidelines and advice.
Also note how involuntary chaos shapers resemble metabolic
or natural chaos shapers, such as the Dtagga, when creating one
for a character.
Rules 8 -- Spiritual Essences
I. INTRODUCTION
Just as it is possible to shape chaos, it is possible to
invoke spiritual essences and embody them in this world. Invok-
ing essences is part of a spectrum of magical workings from chaos
shaping, to shadow dancing, through dream weaving and finally to
spiritual essence that unites this level of existance with the
other levels.
Essences are ideals, similar to Plato's philosophy or theory
of ideal, that when invoked take a manifestation of a conceptual
ideal.
Invoking an essence requires the expenditure of will and of
acquired holiness or spirituality. Generally it is difficult to
acquire the spirit necessary to invoke an essence, requiring
dilligence and attainment to spiritual principals (either posi-
tive or corrupt). Paladins and NPCs are best suited to this
endeavor though player characters can acquire holiness in the
same manner as STORMBRINGER characters acquire Elan.
The following are the common ideals embodied as spiritual
essences. They are arranged by concept and include different
levels of effect for each concept.
II. DEFENSE
A. BASIC ESSENSE OF DEFENSE
For all base order Essences of defense roll POW on 4d6, Int
on 3d6. All other requisites are equal to (POW + INT)/2.
They may be manifested in one of two ways.
1. As pure Defense: This Essence can be bound to a person
or thing. In so binding it grants the power of invulnerability
which is really points of armor (on all three levels instead of
just kinetic) equal to the POW of the essence.
As Doors: may also be bound into walls, floors, and mechani-
cal traps causing them to become invulnerable. q.v.
Note that a spiritual essence is considerably weaker against
a basic kinetic attack than a chaos shaping but that the essence
has a broader range of protection.
B. HIGHER ORDER ESSENCE OF DEFENSE
Higher order essences of defense have POW of 18+d6 and INT
of 18 + 2d6. All other requisites are equal to (POW + INT)/1.5
When bound into armor, these grant invulnerability (q.v.) in
addition to the armor also always protecting at twice its maximum
against normal hits and at maximum vs critical hits.
III. COMBAT/ATTACK
A. BASIC ESSENCE OF ATTACK
This type of Essence can take the form of the character's
favorite weapon. Roll POW on 4d6, Int on 3d6. All other requi-
sites are irrelevant for these orders of Essences and can be
treated as equal to POW + INT for special circumstances.
The weapon will not break in combat. If the Essence is
designated as damage enhancing, any hit that causes damage to the
target and that also wins a POW v. POW struggle with the target
will do points equal to POW directly to the constitution of the
target in addition to any normally rolled damage done.
If the Essences of combat is designated as skill enhancing
it adds its INT to the weilder's chance to hit a target.
B. HIGHER ORDER ESSENCES OF ATTACK
Higher order Essences of combat/attack have POW of 18+d6 and
INT of 18 + 2d6. They can kill by touch in combat (POW v. POW
struggle if the Essence hits the flesh of man or demon, if Es-
sence wins, the man or demon dies, if it loses, do POW points of
additional damage direct to CON), and they have their INT added
to %chance to hit.
A higher order Essence may shapechange to a limited extent
in order to be the "ideal" weapon needed at the time. I.e.
cestus could also be gloves or power armor gauntlets. A broad-
sword could also be a saber, an epee or a longsword.
IV. TRAVEL
A. BASE ORDER ESSENCES OF TRAVEL
Essences of travel may be bound into machines and statues.
A rough rule of thumb is that a Essence in a machine can carry as
much, and at one and a half times the speed, as the machine can
usually travel. Machines with essences bound into them do not
need fuel to sustain movement and do not require maintenance.
If bound into a statue, the essence can move at the same
speed as would the creature the statue is of. I.e. an essence
bound into a giant statue of a hawk (x20 in size) could fly as
fast as a hawk and could carry a giant (x20) load.
Essences of travel may be manifested for providing a gate or
for teleportation. For such Essences, give them an INT rating
equal to the binder. The Essence may teleport once a year for
every point of INT it has with the limit that it may only tele-
port to places it has been. It may teleport one person or object
per point of POW.
B. HIGHER ORDER ESSENCES OF TRANSPORT
These Essences are twice as fast or carry twice as much as
base order Essences of transport.
Teleportation Essences may teleport anywhere that the person
commanding them has been or any place that they have been once
per point of intelligence per month.
V. PERFECTION
A. BASIC ESSENCES OF PERFECTION
These are used to perfect living and non-living things.
Bound into an animal: these Essences raise all of the
animal's statistics to the maximum and the animal will thereafter
serve loyally to the natural extent of its breed. A Essence of
perfection "perfects" any animal it is bound into, raising all
requisites to species maximums. Bound into dogs they are common-
ly used in the same role as demons of combat.
Bound into a person: these Essences raise CHA by 6 and CON
by 6. They also grant one point of regeneration. Essences of
perfection may only be bound into those the invoker would consid-
er on the path to the invoker's type of holiness.
VI. TRUTH
A. BASIC ESSENCES OF TRUTH
A Essence of truth has an INT rating equal to the binder and
POW of 3d6+6.
Bound to a person, it can serve one of two functions:
verity or humility.
1. In the function of verity it can force the person to
speak the truth one time for each point of INT. A person who has
bound a Essence of truth may not lie as long as the Essence
remains bound. Once all of the questions are asked and answered,
the Essence fades from this plane.
2. In the function of humility it can force the person to
obey one simple command for each point of INT. Once all of the
commands have been issued and obeyed the Essence fades from this
plane. The person commanded will know when the Essence has left
them and will no longer be compelled to any obedience.
Commands have a time limit equal in days to INT.
VI. KNOWLEDGE
A. BASIC ESSENCES OF KNOWLEDGE
The of essence of knowledge functions functions by increas-
ing memory by % points equal to the INT of the Essence and by
increasing general knowledge skill by % points equal to the POW
of the Essence.
Roll INT on 2d6+12 and POW on 3d6.B.
B. HIGHER ORDER ESSENCES OF KNOWLEDGE
The most common higher order Essence of knowledge is em-
bodied in an amulet or mirror. Such an Essence of knowledge is
active rather than passive. That is, rather than answering
questions, it perceives knowledge or situations.
In game mechanics this means that the Essence is able to
sense things. The Essence should be assigned one sensory skill
and given one supernormal or perfect use of it. The table below
may be of use:
sight: such a Essence would see five times better than a
man and could "see" invisible.
hearing: such a Essence would hear five times better than a
man and would "hear" the intent of those about to attack or
ambush.
taste: such a Essence would hear five times better than a
man and would be able to "taste" magical and herbal potions and
identify same.
feel: such a Essence would feel with five times the sen-
sitivity of a man and would be able to feel the presence of chaos
or magic.
smell: such a Essence would smell five times better than a
man and would be able to smell traps or guardian demons.
The second type of first order Essences of knowledge know
things of themselves rather than by acting on the memory and
knowledge of those they are about. Each Essence has 110% knowl-
edge of any specific skill (e.g. Shannellan language, chess or
Petrochemistry).
Such Essences may be manifested to be questioned about their
area of knowledge or may be invested and used for regular consul-
tation.
Note that investing counts against the total number of
Essences available to a character. In addition, the GM may wish
to require a character to have a skill of at least 50% of the
amount necessary to gain the information in order to understand
the Essence.
(e.g. there is a writing. The Essence of knowledge rolls
95% and is able to read what turns out to be a difficult bit.
The character would need at least 48% in order to understand the
translation). (e.g. a cold sheet takes machine lore of 80% to
build. The character would need at least machine lore of 40% in
order to follow the instructions for building one).
Rules 9 -- Dream Weaving
I. INTRODUCTION
There are multiple levels of reality in the Shadows3 uni-
verse. Reality begins with chaos, filters in through shadow, is
set in the material world and extends out into dream and spirit
through to its final goal. All of these levels of reality can be
worked, invoked, shaped or otherwise subjected to control or
alteration.
While Rules.006 and Rules.007 have concerned chaos shaping
and Rules.008 discussed invoking spiritual essences, this portion
of the rules, Rules.009 concerns dreams and illusions. This
specifically includes shapechanging, gravity control and several
forms of transmutation. Rules.010 will concern shadows and
spells.
II. DREAM WEAVING ILLUSIONS
The basic rules for illusions. Related to the similar
wizardry.
III. SHAPESHIFTING DREAMS
A. Shape (stretching/extra limbs/etc.)
B. Size (growth/shrinking)
C. Appearance (costumes, masks, fur, scales, etc.)
D. Density (increase/decrease)
E. Abilities/Powers (flying, gravity control, etc.)
IV. TRANSMUTATIONS
A. Alterations
B. Buildings
C. Creations
V. WOVEN DREAM GARMENTS
A specific sub-set of transmutations.
VI. NOTES ON THE WORLD OF DREAMS
Rules 10 -- Shadows and Spells
This section, Rules.010 discusses shadows and spells.
Rules.011 covers spirit and psionics.
II. WIZARDRY, THE LANGUAGES OF POWER
(this section covers the five elements system of spell
casting and effects from The Wild Hunt)
III. NOT-WIZARDRY, THE OTHER LANGUAGES OF POWER
(this section covers the unElement [acid] and the sixth
element which falls outside of classical wizardry)
IV. OTHER SPELL CASTING
(this section covers various racial magics from Shadows racial
rules).
V. THE MATRIX
(this section covers the 36 spells available by matrix
manipulation and covered in the Mist World rules)
Rules 11 -- Spirit and Psionics
I. INTRODUCTION
There are multiple levels of reality in the Shadows3 uni-
verse. Reality begins with chaos, filters in through shadow, is
set in the material world and extends out into dream and spirit
through to its final goal. All of these levels of reality can be
worked, invoked, shaped or otherwise subjected to control or
alteration.
While Rules.006 and Rules.007 have concerned chaos shaping,
Rules.008 discussed invoking spiritual essences, and Rules.009
concerned dreams and illusions, Rules.010 discussed shadows and
spells. This, Rules.011, covers spirit and psionics.
II. BASIC PRINCIPLES
There are four basic types of manipulation of the powers of
spirit. The first is embodying spiritual essences or ideals into
forms on the material plane. This was covered earlier. The
second is the power of the mind (psionics). The third is the
apotheosis of man to spiritual being and the fourth is the un-
Faithful twisting of spirit or anti-spirit. This portion of the
Rules covers psionics.
Psionic effects have the following modifiers: range, mass,
area of effect, degree of control.
Range is modified as follows: -5% per range increment,
calculated at (y)^(x-1) and given as .2 meters as the 0 incre-
ment, 1 meter as 1 (-5%), 2 meters as 2 (-10%), 4 meters as 3 (-
15%), 8 meters as 4 (-20%), etc. Thus a psionic activity at 8
meters from the actor would be at -20%.
In addition, each range increment costs 5 points.
Mass is calculated in the same manner, with the following
basis, .2 grams as 0, 1 gram as 1, 2 grams as 2, 4 grams as 3, 8
grams as 4, 16 grams as 5, 32 grams as 6, etc., with the same -5%
per increment.
Area of effect is actually the volume of effect where the
measurement equals 2*radius, and where the increments run as
follows: 1 centimeters, 10 centimeters, 20 centimeters, 40 cen-
timeters, etc., with the same -5% per increment.
In each case, modify the success roll as per the following
example:
Skill of 90%, range of 8 meters (-20%), lifting 32 grams (-30%)
in an area of 10 centimeters (-5%) or (90%-55%) 35% chance of
success. If a 20 was rolled, 3 points of results were inflicted.
That is (skill + additives + advantages) - (difficulty
factors + defenses + disadvantages) = %chance. (%chance - %tage
rolled)/5 = points of effect.
III. PSIONIC POWERS
Each power is an area of mental activity that is seperately
acquired and which has a seperate skill roll. Thus all psionic
skills have the master limit of Psionic Skill (limited by spirit-
ual capacity) and then are rolled against for specific sub-
skills.
For example, an individual may have basic psionic skill of
80 (generally determined by (POW + points of will spent)*5%.
That individual may then buy/learn psionic skills up to 80%,
learning each skill seperately (thus telekinesis does not give
one telepathy). Within each area are sub-skills and powers.
These require 5 points each to acquire but are not learned se-
perately.
Telepathy
Skill name (modifier): effect
Shield (-0%): this skill allows one to add a portion of
one's total psionic skill as a defense against telepathy or
empathy attacks. There is no modifier for the use of this skill
and no cost to use this skill. Points of effect are the margin
of success.
E.g. A person has telepathy at 65% and 80% psionics and
decides to raise a mental shield. If they roll a 15%, then they
get (65-15) 50% subtracted from any telepathy that involves them.
The person can keep rolling and each success is added to the
shield to the limit of 80% (total psionic skill). Each failure
is subtracted from total shield strength (minimum of 0%).
Awareness (-10%): detect sentient life
Receive Emotions (-20%)
Send Surface Emotions (-30%)
Receive Surface Thoughts (-40%)
Impose Emotions (-50%) (in addition, costs 5 points per type
of emotion)
Send Surface Thoughts (-60%)
Read Surface Memories (-70%)
Impose Surface Thoughts (-80%) (suggestion)
Read Memories (-90%)
Control Surface Thoughts (-100%)
Read Deep Memories (-110%)
Stop Thought (-120%)
Clairvoyance
+10 pts per sense
+20 pts for active sense
Telekinesis
Per general guidelines. Skill/controll modifiers as fol-
lows:
Awareness (self)
Slow bodily function
Speed bodily function
Strengthen bodily function
Accellerated Healing
Neutralize Poison
Neutralize Viral Action
Regeneration
Neutralize Cancers
Neutralize Immune System Disorders
Counter Aging
Neutralize Aging
Alter Bodily function/size
Awareness (others)
As above, but for others. Time limits, increased difficul-
ty, migration of effect.
Teleportation
Truth
Relative truth (simple "truth sense")
Knowledge/Memory
Absolute truth
Inspiration/Knowledge
Pre-cognition
Sense Immediate Danger
Identify Immediate Danger
Sense Immediate Occurance
Predict Immediate Occurance
APPENDIX
RUNES
Rune Opposing Rune
Dark Fire
Fire Water
Water Earth
Earth Air
Air Dark
Death Life
Man Beast
Beast Plant
Plant Man
Spirit* Shadow*
Law* Anarchy/Chaos*
Stasis* Change/Movement*
Harmony* Disorder*
Magic* Contrary*
Mastery Luck
Luck Fate
Fate Mastery
Truth* Illusion*
Infinity* Entropy/Chaos*
TRAITS
Chaste......./.....Lustful
Energetic..../.....Lazy
Forgiving..../.....Vengeful
Generous...../.....Selfish
Honest......./.....Deceitful
Just........./.....Arbitrary
Merciful...../.....Cruel
Modest......./.....Proud
Pious......../.....Worldly
Temperate..../.....Indulgent
Trusting...../.....Suspicious
Valorous...../.....Cowardly
Return to Index