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).