From: galahad@leland.Stanford.EDU (Scott Compton)
Subject: MOTES <M>anual <O>f <T>he <E>ternal <S>ages
Organization: DSG, Stanford University, CA 94305, USA
Distribution: na
Date: Sat, 23 Jan 93 03:02:09 GMT

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.
Newsgroups: rec.games.frp.dnd