From: galahad@leland.Stanford.EDU (Scott Compton)
Subject: Manual of the Eternal Sages Follow-up
Organization: DSG, Stanford University, CA 94305, USA
Distribution: na
Date: Tue, 12 Jan 93 04:31:47 GMT

Since there was so much follow-up to my RPG that I posted LAST NIGHT,
I only find it fair to give you a flavor for the game.  Besides all
of the art-work, the written game is well over 100 pages.  To contact
me, Scotty, the Sagemaster, you can reply via my address, or my 
real address:
			4b Hoskins
			Escondido Village
			Stanford, CA 94305

Here is a sample of various parts of the game chosen at random:

     Vots (Volumes Of The Sages) was created from Khronicles of 
the Sages, an earlier work of mine that was play-tested for three
years.  Although it was extremely complex and somewhat slow, it 
provided many good ideas that are integrated into this game. Vots
is also a spin-off from another game of mine called CHIME: 
Chivalry, Honor, Invocation, and Medieval Enchantment.  This game
had the asset of quickness and wonderful guidelines, but lacked 
the creativity that was expressed by the Khronicles.  Finally, 
there was a mixture of ideas that ran out of three other works 
of mine: The Phardros Tower epic, MORPH (Manual of Role-playing 
Heroics), and the Quest of the Orbs.  But within the last few
months of forming VOTS, the system was role-played over the
internet from Stanford University.  Many of the players gave
wonderful criticisms that refined the game to MOTES: The MANUAL
OF THE ETERNAL SAGES.  As it stands today, MOTES remains a role-
playing game in which outstanding realism combined with a fantasy
setting that creates a format that any author could use to write
a book.

          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


CUL<Culture)
     +           >--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>-/                   

     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
  

MEM <MEMORY>: 1 MEM = 1 MIRA
     Memory encompasses the mental acumen, short-term thought, 
and mental quickness of the ICE.  MIRA is the <M>aximum <R>e-
membered <I>ncantations at <A>nytime.  If an ICE has a MEM of
15, then s/he can store up to 15 spells.  Spells will last in
the mind up for one day, depending the incantation's Spell Type;
See ELM.  An incantation that has a Spell Type of 12, can be 
stored in the mind for 12 days + the MEM of the ICE.  Therefore, 
you should plan out your magic to minimize the wasting of spell 
points.  To actually memorize an incantation, it takes 10 minutes
per Spell level; See ELM & KNW.
MANUAL OF THE ETERNAL SAGES: Knowledge & Code Capacities


     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.


Elements: This awesome degree lets the character have all four 
attack powers of the Elements.  If the degree roll succeeds, the 
character can throw a bolt of fire (up to 30 feet) for 3d8 EP's, 
throw a bolt of ice (up to 50 feet) for 2d10 EP's, create a gust 
of lightning (up to 20 feet) for 1d20 EP's, or strike with a fist
(touch) for 3d12 EP's damage.  Each time one of these powers are 
used on an opponent, the character must roll to attack as well.
There is one catch, the character cannot use any power twice in 
a row. Gust of lightning is the only power that can be used on 
multiple opponents (up to three) at one time; The damage is not 
divided up, but rather, each opponent takes the 1d20 damage and 
they all must be somewhat close to each other.
Days/DP: 12

ELEMENT: The Keeper of the Elements will be able to withstand 
damage from any natural force, element, Elemental Magic, or the
like by the ICE's amount in NATURE for any attack on a successful
degree roll. Further, the ICE cannot die by elemental means; in 
other words, the ICE is immortal to the Elements if the degree
roll is good.  This degree also gives the ICE a second chance
for any failed degree percentage roll attempt.
Days/DP: 2


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


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 next several pages will outline the Offensive system,
especially regarding the weapons involved. There are five types 
of weapon categories. These are the Bladed, Blunt, Missile, Pole,
and All-types.  Each weapon has a particular identity that makes 
it unique to its wielder, and unique to the culture fighting with
it.  If your character fights with a weapon made for his/her cul-
ture, a +1 WAC# modifier will be added to the weapon.  Yet, the 
main importance of the WAC# is that your character's CRG will be 
added directly to the WAC#, no matter what weapon it is!
......
     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!!

                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

     Treasure is something that is quite unique to this game.
All treasure is similar because it all is derived from one 
precious metal called: The Element.  The "Element" is found deep 
within the mountains and hills, but of different consistency and 
percentage.  When the Element is purified into its pure form, it
has value.  Often this form is referred to as the Grey-element.
However, when heated at great temperatures by the Taeratheus's
(Earth's) natural lava and fiery furnaces, they turn red, and 
thus are called Red-elements. These Red-elements are the normal
trading treasure in Taeratheus.  Often, each culture will imprint
these 'Red-flames' with its political mark and current ruler or
leader.
  
     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!

     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.  

Prices: $11.00 Hole-punched
	$13.50 Cardboard binded
	$15.00 Vinal Binded
	(I found out today at the post office: $2.95 shipping)

Hope you all enjoyed!!

Scotty the Sagemaster and Stanford
-- 

Sir Galahad, Son of Sir Lancelot, Grandson of Sir Parkinglot.
Newsgroups: rec.games.frp.dnd