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     
       

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