Shattered Norns Supplement -- Background
CREATURE 1
The Kar Manta, Gibbereth and other unDead.
I. INTRODUCTION
This sub-set of the rules discusses the Kar-Manta, the
Gibbereth and the other forms of unDead.
II. THE TWELVE STEPS OF THE KAR MANTA
Kar Manta is the name for those who have mastered certain
rituals. The rituals themselves are the Kli-Yeth (the path of
perversion. Kli-Eord would be close, but eord is more of a
physical filth -- cf excretement. Yeth encompasses mental twist-
ing {like magnethi} and spiritual perversion).
The Kar Manta rituals give great power to mortals. They
require unDead powers (usually gnarls) as their loci and the
intervention of Upharsin. One need not follow the path to its
end and many ritualists use the loci and such independent of the
Kar Manta. Not all loci that can focus or imbue an individual
with a Kli-Yeth power can provide the full range.
To perform a ritual takes a loci, a copy of the ritual,
skill in ritual, a knowledge of the left handed tongue, and power
to sacrafice/form into power. Failure at the ritual results in
being locked in to that ritual and not being able to progress
down the Kli-Yeth path.
The following are the twelve major rituals (the so-called
twelve steps of the Kar Manta). There are alternate rituals and
lesser results. Note that in order to use the power gained from
a ritual, magic points must be expended. The expenditure gives
the power force for 13 hours, after which it drains away at one
point per hour.
Additionally, on the Kli-Yeth one may sacrafice a sentient
of the same species in place of sacraficing one's own power. The
exchange ratio is 6 pts of sacrafice = 1 pt of one's own power.
Once the base level of a power has been gained, further improve-
ments do not require as strong of a loci or as difficult of
ritual steps.
Upon finishing twelve steps (with a different major ritual
at each step), one passes the 13th step, receiving a familiar,
sealing (double con and then double calculated hit points) and
may pass through other ritual steps without risk. There is no
requirement to use the rituals in any particular order.
Finally, each point of attribute power sacraficed in the
Kli-Yeth reduces the magic point generation of the Kar Manta.
E.g. if a Kar Manta had sacraficed 19 points of attribute power
in ritual and their current power was 21, then they would gener-
ate only (21-19) 2 magic points a day.
As one might suspect, the Kar Manta are hated with a vir-
ulence one might associate with a Kurd's feelings for Saddam
Hussien or a Jew's feelings for Adolph Hitler.
The common ritual powers follow:
DOMINATION 1 point per species (race) affected
1 point per 10m range for the power
1 point per 10% control
1 point per target
This power works as would a harmonize spell except that the
control is exercised via harmony with a mental construct and not
harmony with the actual physical movements of the Kar Manta.
ARMOR 1 point per area armored
1 point per point of armor
This power often alters the appearance of the skin, but need
not do so. The affect varies by the specific loci.
STRENGTH 2 points per point of strength gained.
This power also adds one point to mass (SIZ) for each point
of strength gained.
IMMUNITY 1 point per mundane immunity (20 points of armor vs
that specific substance) gained.
This power allows one to become immune to copper, to lead,
to cold, to steel, etc. It does not allow immunity to any living
substance (including wood, sorcerous alloys, and horns/hands/etc.
as naturally possessed by animals and others).
DRAIN POWER 1 point per point of power that can be drained.
1 point per meter range.
This power allows the Kar Manta to engage in Pow v. Pow
struggles with any one target within range (use the d20 table).
If a target loses, then the Kar Manta may drain points of power
equal to the margin of victory as limited by the strength of the
Kar Manta in Drain Power. (Think of this power as a modified TAP
spell).
DRAIN BLOOD 1 point per point of blood drained per melee round.
Kar Manta heal damage to hit points or con by draining blood
This power is always active. When energized, it allows the
Kar Manta to drain constitution points (in the form of drained
blood) at one point per strike rank rather than one per melee
round. A Kar Manta without this skill/power must drain 1d4+1
points of blood and use 1d4+1 points of healing in order to
recover 1d2 hit points.
CARRION CALL 1 point per species of carrion that can be called.
1 point per 2d4 size points of carrion called.
1 point per ten meters range for calling carrion.
1 point per 10% control of actions of carrion called.
This power allows the Kar Manta to call and control carrion.
Carrion Call is actually a lesser form of the power call unFin-
ished and call unFormed.
SHAPESHIFT 1 point per shape.
1 point per 10% chance of taking shape (one try per melee
round).
1 point per 10% of abilities retained while in alternate
shapes
(e.g. with 6 points in ability retention, when the Kar Manta
takes a shifted shape such as a bat or a boar, it would retain
60% of its skills such as speech, map reading, etc. and could use
them in the shape).
FAMILIARS 1 point per bound spirit.
1 point per point of power in the agglomeration.
This skill or ability causes all bound spirits to be agglom-
erated into one for most purposes. All of the magic points,
intelligence, etc. that the spirits have becomes available for
use when a spirit is bound this way. Each point spent binds a
single named spirit to the agglomeration.
DARKCLOAK 1 point per minute use each lunar month.
1 point per + 3 meters/round gained to travel speed.
1 point per 5% shimmer effect.
REGENERATION 1 point per location the regeneration applies to.
1 point per hit point in the regeneration reserve.
Regeneration creates a reserve of extra hit points for each
location it applies to. Visually regeneration appears to act as
healing, in reality no healing or regrowth occurs when the regen-
eration power is in action.
CREATE UNDEAD 1 point per race this skill applies to.
1 point per ritual this skill applies to.
1 point per 10% chance of success.
1 point per 10% control over those changed.
Create undead allows the Kar Manta to substitute in place of
a loci (it actually makes the Kar Manta a loci for a specified
Kly Yeth ritual).
ACID BLOOD (alternate step example)
3 points for the initial change
1 point for each point of intensity of acid.
This ritual changes the blood of the Kar Manta to acid.
Weapons that draw blood, those who drink the blood, etc. are
attacked by an acid with potency equal to the points paid for
intensity.
Additional alternate step rituals include breath powers,
blood spitting, special senses and various chaos infestations.
LESSER DOMINATION (lesser result example)
range = touch (regardless of points used)
control = 0%, harmony = 0% (those dominated stand static)
species = own.
This is an example of a lesser result from a ritual.
III. THE UNCLEAN GIBBERETH SPIRITS
The Gibbereth spirits are unclean shadows from outside who
walk the left-handed path. They may have left handed magics,
elemental forms, the ability to TAP POW, drink blood, use sorcery
or manipulate chaos. Those without any powers can engage in
covert or overt possession.
INT 3d6 + 6 (only 3d6 FREE)
POW 3d6 x 6 (3 to 108)
DEX 3d6 + 3
Chance to have left-handed magic = (POW)%
Chance to have elemental form = (100 - POW)%
Chance to TAP POW = (DEX)%
Chance to drain blood (DEX v. POW attack, if succeeds, then
drain d3 points <temporarily> from hit points and d3 <temporari-
ly> from fatigue) = 90% if no other special powers above, (FREE
INT)% otherwise.
If none of the above, may engage in possession attacks.
2d6 points of sorcery spells at (INT + POW)%.
45% + (INT)% all sorcery skills.
Speak left-handed speech at (2xINT)%
Speak spirit tongue at (INT)%
d3 chaos gifts
Note that the Gibbereth are similair to the Distryr who
servie the Earth Powers. For reference:
DISTRYR
INT 3d6+6 (all FREE INT)
POW 3d6+12 (Magic Points = POW x 4)
DEX 3d6+12
2d6 Rune Spells (all re-usable)
Spell Teaching = Ceremony skill = (POW + INT) x 3%
Spirit Magic = INT
IV. THE CORRUPT AND ROTTING EARTH POWERS
The Gnarls are the corrupt and rotting earth powers. This
section details the earth powers in their "natural" (uncorrupted)
and in their undead state. On the islands, almost all earth
powers are in their natural state. On the mainland, almost all
are undead.
Earth Spirits Gnarls
EARTH + SPIRIT STASIS + CHAOS
attended by Distryr rarely attended. 05%
4d6+6 Distryr chance of d3 Gibbereth
INT 3D6+6 (FIXED) x .5 (FREE)
POW 6d6+12 x1.5
CON 2d6+6 x1.5
STR -n/a- 3d6 x d6 x d6 (but < SIZ)
SIZ -n/a- d6 x d6 x d6 x d6 (1 to 1,296)
APP 3d6+6 x .5
DEX -n/a- 1d6+6
Magic Points
3 x POW .5 x SIZ
Hit Points
-n/a- CON + .5 x SIZ
Chaos Powers
none one per 50 points of SIZ
Spirit Magics
d3 per point of INT none
Rune Spells
1 per 10 points of PO POW Vampirism
May drain Magic Points in POW
v. POW struggle with any in range.
Range/Area of Effect
1 square kilometer per .1 square kilometer per SIZ
point of POW point, .01 if dreaming
V. THE LEFT HAND
VI. THE COURANTH
Note that the Couranth are not unDead but a race that sold
out to Upharsin. They hunt and consume unDead. They are de-
scribed in the Errata.004 Creatures book section as follows:
Tiev Naneth (Couranth)
Description
The Couranth have long necks and beaked faces that are very
similar in shape and appearance as that of a vulture. The necks
are naked of feathers and taper out to the body admidst a feather
and scale ruff. Attached to the feathered and scaled snake-like
body are six claws and two sets of feathered and skin clad wings
(mostly skin with feather control surfaces). A Couranth is
generally eight to twelve feet in length with a like wingspan on
the major set of wings and a lesser wingspan on the vestigal set
that sits behind the neck.
STR 3d6+12
CON 3D6+12
SIZ 4d6+6
INT 3d6+6
POW 2d6+12
DEX 3D6+6
APP 3d6+6
Determine Movement and Hit Points as Large Wind Elementals.
Fatigue is x2 the calculated. Wind elementals are as follows:
Air/Sylphs
These have the following requisites:
Large Extraordinary (Couranth Major)
STR 18 24
SIZ 6 9
INT 6 6
POW 3d6+6 3d6+12
DEX 21 21
APP 16 18
Move 36; hit points = 2 x SIZ; fatigue = POW x 1.5
A sylph can carry one point of SIZ per point of STR at a
speed of 12. It can push two points of SIZ per point of STR at a
speed of 6 (as in pushing a sailing craft). SIZ/Speed enhance-
ments continue at those ratios to an ultimate maximum speed of 36
unencumbered.
It can destroy two SIZ points of Earth/Gnome for every SIZ
point of its own consumed and one SIZ point of Dark/ Shade for
every two SIZ points of its own consumed.
Physical weapons do not affect a Sylph (though the magic on
them will). Sylphs differ from Couranth as to how they are
affected by weapons.
Notes
The Couranth are the great traitors and scavengers.
Skills
As Humans x 5
Armor
If substantial, Armor = 1POW, if insubstantial = POW
Magic
2d6 sorcery spells at INT x 5%
All sorcery skills at INT x 3%
50% chance of divine magic (2d6+6 points). All divine (or
Rune magic) is Chaos or Air. If they have divine magic, then
they also can become a Sylph and have the abilities of a Sylph of
equivalent SIZ when they change shape. Shape change costs 1 pt
of fatigue per point of SIZ.
They also have the following abilities:
POW v. POW attack vs any magnethi (chaos taint) within POW
in meters. If successful, destroy one chaos gift and add 1 to
the POW of the Couranth, heal 1d6 points of current damage and
2d3 to Magic Points.
POW v. POW attach vs. any within POW/3 in meters. If suc-
cessful, drain d3 magic points. In addition, drain one fatigue
point for every 5% the roll succeeded by. (i.e. if the Couranth
needed 35% or better to succeed and rolled a 50%, then it suc-
ceeded by 15% and would also drain 3 points of fatigue). Round
down.
If no divine magic, then 90% chance of being a male nature
spirit (see nature spirit rules), 10% chance of being a chaos
tainted creature (one taint per five points of power). Chaos
tainted Couranth are -18 to APP, may discorporate and have Fixed
INT. They have no CON (use SIZ to replace to calculate numbers).
Chaos tainted Couranth also have all powers of Wraiths.
Notes:
The Couranth have a semi-feudal society with only nobles and
slaves. They have strong nuclear families, are infertile by
choice, addicted to a diet of hunger and power.
They are driven by hunger, hate and need. A need for taint
to consume (they prey especially on the undead), a hate for the
Norns and those who remained loyal, and a hunger for vindication.
The Couranth are the only race of the Eord that was not
created as a warped thing by Upharsin but instead willingly
embraced him. Their founder took the place of the Hound as the
Chaos/Air focus.
All who followed him (roughly 90%) either were tainted by
Chaos or became a variant of sylphs. His people took the most
casualties in the wars (which is why the balance is now 60%
sylph/chaos and 40% corrupt nature spirit).
CREATURE 2
Nature Spirits
(See separate file)
CREATURE 3
Chaos Demons
I. INTRODUCTION
Chaos Demons are creatures from outside reality that have
managed to force their way into the planes of existence that
comprise Shattered Norns. They are alien to reality and general-
ly take whatever shape or form that the constraints of existence
force upon them.
Aside from the random appearance that chaos demons have,
they also tend to be corroded or deformed by the abrasion of
reality and their unNatural bodies. Chaos Demons often have
mutated running sores, leprous scabs and degenerate and putrefy-
ing anatomy.
The following is a random chart to aid in the rolling up the
appearance and the requisites of chaos demons should such be an
appropriate encounter during the course of an adventure.
II. RANDOM CHARTS
A. Body Segments
1. Number of Segments (roll d6)
1-4 One
5 d3+1
6 d6+1
2. Body Shape (roll for each segment)
1-4 all segments the same
5 all segments differ
6 d3 segments mixed type (roll for each on d6+1)
3. Shapes (roll on d6)
1 round (globular)
2 cubed (squared off globe)
3-5 torsoid (like a human torso)
6 cylindrical (snake-like)
7 flat (like a flat worm)
4. Characteristics
1 fat
2 thin/gaunt
3 muscled
4 rubbery
5 husked
6 completely covered by decaying matter
5. Body covering (roll on d6)
1 skin
1-2 slimy mucous
3-4 normal skin
1-2 warts
3-4 no special covering
5-6 heavy wrinkles
5 heavy hide
6 hide
2 feathers
1-2 vestigial
3-4 heavy
5 protofeathers
6 downy
3 scales
1-2 large
3-4 medium
5-6 small
4 hair (1-3 over skin, 4-6 over psuedoskin)
1-2 thick fur
3-4 fine fur
5-6 banded ruffs of fur
5 fibers
6 spines
1-2 bony plates
3-4 keloid body spines
5-6 bony spines
B. Extremities (roll for extremities 2d6-2 times)
1. Types (roll on d8)
1 arm
d6-1 joints in the arm
d6-1' in length
2 leg
d8-1 joints in leg
d12-1' in length
3 head (roll for each head on d8)
1 fish-like
2 alligator-like
3 snake-like
4 humanoid
5 bird-like
6 deer-like
7 insectoid
8 plant
4 tail
{1-2 fixed tail
3-6 motile tail}
{1-4 single tail
5-6 d6+1 parts}
{length d10'}
{d20-1 joints in tail}
1-2 naked
3-6 covered
1 bone
2 scale
3 hair
4 slime
5 feathers
6 bristles
5 tentacle
1-4 thin
5-6 thick
length d8'
6 stalk
length d6'
d4-1 joints
1-2 bone
3-4 flesh
5-6 composite materials
7 wing
1 batlike (skin & bone)
2-3 birdlike (feathers)
4 butterfly-like (chitin)
5 membrane (unsupported flesh fan)
6 scales
8 membrane shroud
1-2 flesh
3-4 mucous
5-6 other material
2. Extremity ends in a (roll on a d8 for each extremity)
1 claws: d6+1 claws
2 sensory cluster
3 hoof
1-2 solid
3-5 splay
6 multiple divisions
4 pincher
1-5 two pinchers (crablike)
6 d3+2 pinchers
5 hand (d6 fingers)
1 suctioned
2 webbed
3 nails
4 foot
5 paw
6 tentacled
6 mouth
Basics (roll on d6)
1 mandible
2 sucker
3 plate
4 beak
5 teeth
6 ridged
Extras (roll number on d3-1)
1 tentacles
2 tushes
3 multiple mouths
4 lips
5 hair/cilia
6 tongues (d6+1)
7 horn (roll on d8)
unless otherwise stated: bone/tusk/ivory (d3')
1 curled (like a rams horn)
2 spearing (d6+3')
3 curved (d4')
4 antlered (d3'x d4')
5 thin/thick (wavy d4')
6 scale (made of scales d3')
7 knob (d10")
8 hair (made of hair -- like a rhino)(d4')
8 none
C. Methods of movement (d3+1 methods, duplicates are additive)
1 fly
2 walk
3 crawl
4 slide
5 glide
6 swim
D. Medium (roll on d10)
1-5 Air Breather
6-7 Amphibian
8-9 Aquatic
10 Vacuum/any
E. Communication Method (d3 methods)
1 vocal
2 color/light patterns
3 tactile
4 scent patterns
5 musical patterns
6 air pressure patterns
7 telepathy
8 taste patterns
9-10 magical (use a magical spell method)
F. Senses (2d6 sense organs)
1 Eye
1 multifaceted (insect eye)
2 flat (ultraviolet only)
3 color sensitive only
4 black & white only (motion sensitive)
5 enlarged (infrared only)
6 normal range
2 Ear
1 subsonic only
2-5 normal range
6 supersonic only
3 Scent/nose (if rolled more than once, make extra
sensitive)
4 Taste/tongue(s) (3d6")
1 discern salts
2 discern bitters
3 discern sweets
4 full range of taste
5 full range of textures
6 normal range, not enhanced
5 Touch
1 limited tactile area (touch patch)
2 full skin tactile area
3 projected tactile area/magical (d3' range)
4 discerns gasses only
5 discerns fluids only
6 discerns solids only
6 Other
1-5 substitute a sensing spell
6 unique sense
1-5 heightened intrabody sense
6 special, cf chaos shaping and spirit rules
G. Defenses (d2+Rating)
1-5 Basic Defense
1-4 Armor
1-5 body part
6 armoring item
5 Magic Spell-like Power
(defensive magic spell as a power
6 Shield
6 Special Defense
1 Resist Heat
2 Resist Cold
3 Resist Electricity
4 Resist Magic/Dream
5 Resist Spirit
6 Resist Shadow
H. Attacks (d2+Rating Attacks)
1 Elemental Force Projection at yd6 (where y = rating - 1
so that a rating 3 would project 2d6 of force).
2 Magic-like offensive ability derived from
1 Spirit Magic
2 Sorcery
3 Rune Magic
4 Matrix Manipulation
5 Wizardry
6 Other (actual magic use)
3-5 Physical
1-3 natural body part used as weapon
4-6 actual weapon (sword, club, flail, etc.)
6 Other (dream, illusion, shadow, etc. offensive ability)
cf chaos shaping and dream rules.
Base chance to use attack is 50% + (10% x Rating).
NOTE: Chaos Demons will tend to be unbalanced in ap-
pearance, with an uneven number of eyes, arms, legs, wings, etc.
They will be malformed.
This malformation should be especially so with lesser rat-
ings, though the GM may wish to shift toward a more balanced
appearance with higher ratings to reflect greater strength re-
sulting in greater mastery of physical form.
III. RATINGS
A. Basic (0 rating)
All requisites are rolled on 2d6+1
No will
No Free Int
These are basically chaos creatures who are equal to brute
animals in their function and force.
B. Minor (1 rating)
All requisites at 2d6+6
Will 1d3
Int is divided between Free Int and reflexive activity
similar to instincts. 1d3 of Int is Free Int.
These creatures obviously do not have much self-control and
are helpless prisoners of the bodies that their intrusions into
reality have created.
C. Simple (2 rating)
All requisites at 2d6+8
Will 1d3
Free Int
+50% (i.e. x1.5 to damage done) to force of attacks (e.g. if
the demon had a Ccythian sword <d6+2> and a STR + SIZ damage
bonus of 1d6 for a calculated force of attack of 2d6+2, the demon
would actually do 3d6+3).
D. Major (3 rating)
All requisites at 2d6+12
Will 1d6
Free Int = Int + d6
+100% to force of attacks (e.g. double the damage done)
E. Great (4 rating)
All requisites at 3d6+18
Will 2d3
Free Int = Int + d6+6
+200% to force of attacks (e.g. multiply damage by three).
F. Ratings of 5 or more
These should be designed to fit the campaign and never
randomly generated.
MARTIAL ARTS 2
ELEMENTAL FORMS
I. INTRODUCTION
The elemental approach to martial arts (as found in Sai'ord)
is based on meshing with the primal harmonies of the elements
while in combat.
II. THE IDENTITIES
The identities that were explored, extracted, created or
discovered by the founder of the Elemental are as follows:
Wind blowing: throws and parries;
Water flowing: defense, use of articulated weapons;
Earth striking: use of fists, training strength and consti-
tution;
Fire leaping: leaping, acrobatics, falls, and kicks;
Darkness enfolding: pins, matwork, grappling.
III. IN RUNEQUEST THIRD EDITION
To use this as a cult in Runequest (RQIII) the following
steps are taken.
First: all skills are divided as to fitting into the five
elements or not fitting. Initiates learn no physical skills that
do not fit into the five elements.
Second: each subdivision (each element) gives the cult a
runemagic and a rune skill. (A rune skill is a skill that must
be both learned/trained and paid for in POW for each 5% incre-
ment).
The rune skills are:
Wind blowing: barehand parry (each 5% reduces damage by 1
point);
Earth striking: training strength and constitution;
Water flowing: defense;
Fire leaping: falling (each 5% reduces falling damage as if
3 meters less distance);
Darkness enfolding: darkpin (a subduing pin).
The runemagics are two points each. Each one allows the
user to act with the impact of a one point elemental in combat.
(In most ways this is weaker/more dangerous to use than a one
point elemental summoning rune/divine magic spell as the charac-
ter (rather than an elemental) takes the damage inflicted by the
defender in combat.
However, properly described to players it is a pretty neat
effect that they should not feel bad about having the character
pay two power points to obtain).
Third: the cult is set up following RQIII guidelines.
IV. THE MARTIAL ASSOCIATION
(This provides the rules for the cult following normal/usual
RQIII procedures and outlines).