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Supplement #4
First Distribution: May 30, 1990
This supplement:
Cult writeup: Babeester Gor (Steve Maurer)
---
This article is probably only of interest only to Runequest
players. It is a cult writeup of Babeester Gor. For keepers
of really old Wyrm's Footnotes, this is BaRbeester Gor, with the
'R' deleted. (Malia also changed from Mallia, etc).
Anyway, as I have noted before, the Chaosium produces very
good gameworld material, but isn't that adept at making rules
systems that work. I use the word "work" to mean 'reflect the
nature of the universe as presented.' I have little knowledge
as to why there is such a disparity between the two areas (I
have always found them to be interrelated). It probably just
has to do with the respective strengths of the Chaosium staff,
and perhaps what interests them too. For instance, Mr Stafford
has always struck me as a very intelligent and imaginative man
(gameworld), but who doesn't like to sweat all the details (rules).
In any case, it behooves the fans of Glorantha to clean up
rules problems as much as possible, and expand the game. Now
admittedly this means that the rules presented aren't official,
and may either conflict with current rules, or be superseeded
by future releases. But from looking at old Wyrm's Footnotes,
I have noticed that past "official" releases aren't immune from
being rewritten either, so this probably isn't that bad.
In the case of Babeester Gor, I had to change what had to be
the two grossest cult spells of all time: Axe Trance and Great Parry.
Combined, they allow an initiate with a handful of spirits take
on the Crimson Bat and win. Instead, I gave them a minor number
of intermediate spells, based on the WF stories of Babeester Gor's
godly deeds (with a bit of embellishment), attempting all the while
to change as little of the current writeup as possible.
One does wonder what Mr Stafford would think of it all.
Steve Maurer
steve@vicom.com
- - - - - - - - - - - Cut Everything Above This Line- - - - - - - - -
The Cult of
_B_a_b_e_e_s_t_e_r _G_o_r
Earth Goddess of Vengeance, Violence, and Liquor
_I. _M_Y_T_H_O_S _A_N_D _H_I_S_T_O_R_Y
_B_e_f_o_r_e _T_i_m_e
In the great darkness, Ernalda, the green mother of all
earth, was bereft of her husband-protectors. Yelm and
Flamal were slain. Argan Argar did fight Lodril. Hykim,
father of snakes, slithered away and was lost. And mighty
Orlanth had left to assemble the Lightbringers. So no gods
remained to protect Ernalda's overwhelming bounty.
It is said then, that a god came from the wilderness to
protect her from darkness and Chaos. Yet unlike her other
protectors, he had no lust for her divine fertility, and
desired not to be a husband. His protection was only a
matter of expediency. For if she died, all the mortal races
would follow, having nothing to eat, and much would be lost
in the great battle against Chaos.
Being spurned for the first time in her existence,
Ernalda soon knew a great need to gather this protector to
her, to ensnare him in her embrace and take him for her hus-
band. She felt this even knowing he desired her not, and
that to press the matter would drive him away forever (for
even the gods desire what they cannot have). So a great
plot was hatched, and by wiles and lies and the extreme
innocence of her protector in these matters, she did finally
know him carnally, though he understood not what she did.
And a substantial portion of his true power entered within
her to lay as god seed within her earthy womb.
Through the war the protector did fight Chaos, and kept
it from Ernalda's soft body. Yet still she became weak, for
a true goddess grew within her, and drew all her power of
Fertility. Soon the presence of the baby became obvious on
her body, and her protector became suspicious. "Whose Child
is this?" he demanded, and before his presence she could not
lie. He grew wroth, and swore he would leave her to her
fate. Using his great power severed all connection with
her, even our knowledge of him. "The child is now thine
alone, lady. For mine is not the power of Life". And with
that, he left.
Ernalda was soon abed, great with child, and the
raveners came and ravished her green fields, tormenting her
with destruction. And when she called for aid, none came,
for there were none left to save her. Seeing her fate (for
the fate of the unprotected in the Wars of Chaos were cer-
tain), she cried out in dispair and collapsed weeping, hav-
ing briefly the look of a child, not that of the mother of
gods.
Yet this did not save her.
Soon one came great enough to kill even all Ernalda.
Zorak Zoran, dark reaver, bloody destroyer. Slayer of
Flamal, with his sap covered Axe. The head of his axe was
Death itself, and with it he swung at defenseless Ernalda.
But then a miracle occurred. For when the axe entered
Ernalda's womb, baby Babeester Gor grabbed it, and pulled
the head from it's haft. (Thereafter, Zorak Zoran's weapon
must needs be blunt.) And she sprung from her mother's
womb, her utterly beautiful face filled with hate. For this
and all other assaults upon her mother, she swung at Zorak
Zoran, and used Death as if born to it. Only by guile and
quick retreat did the Black Lord manage to avoid utter des-
truction, though ever since he has been fearful of her.
From there, all husbands failing, Babeester Gor became
her mother's protector, and fell upon all who would attempt
to ravage the earth. And with Death she slew and slew
again. Never stopping even to gather ramiment about her.
Yet vengeance finally grew empty, for though Babeester
Gor was a goddess, she was still a young goddess. She
needed love, not hate. She knew her mother's heritage was
Life, not Death. So alone (for none had stood before her)
in a field of dying fruit and barley, she tried to bring
forth Life. Yet as she had become so seeped in Death, she
failed. Bemoaning her fate, she wept alone.
It was then that the Trickster found Babeester Gor, of
heavenly beauty and hellish violence, and fell in love.
(Having spurned Uleria, it was impossible for Trickster to
fall in Love, but Trickser is AllGod of Disorder and Impos-
sibilities and did so anyway.) Daring not her bloody axe,
he became a flask, and seduced her with his essence.
Filled with Disorder, filled with Trickster, Babeester
Gor found the happiness she craved, and she called out in
divine drunkenness, and brought a new form of life to her
field.
Passage from "Stolen Origins" - Godlearner Takhir, 612 ST.
_S_i_n_c_e _T_i_m_e _B_e_g_a_n
The cult of Babeester Gor is small and divided. She is
worshiped for two things:
Babeester Gor's first face is Vengeance. It is unpopu-
lar, and rarely venerated. Small temples are only found in
areas with many Earth worshipers, such as the Holy Country.
There the cult trains women to be independent of men. They
guard Earth temples where males are forbidden. And, often
illegally, they seek vengeance on those who have abused
women, but through accident, bribery, or corruption, have
escaped lawful punishment.
Babeester Gor's second face is that of Mother of
Liquor. In this she is very popular, and small statues of
her adorn every bar, tavern, and hostelry which desires her
blessing. These idols have little power. Even men possess
them. Yet brew makers and customers alike swear that the
likenesses of the Goddess increases the potency of all brew
made with her blessing.
_L_i_f_e _A_f_t_e_r _D_e_a_t_h
Babeester Gor promises her female worshipers she will
call them to train with her in the bowels of the Earth,
waiting for the time that once again their Axes shall be
needed to protect mother Ernalda and defenseless women
everywhere.
_R_u_n_i_c _A_s_s_o_c_i_a_t_i_o_n_s
Babeester Gor's Runes are Earth, Death and Disorder.
Her face of Vengeance is Earth and Death. Her face of
Liquor is Earth and Disorder. But she is not a goddess of
Disorderly Death.
_I_I. _N_A_T_U_R_E _O_F _T_H_E _C_U_L_T
_R_e_a_s_o_n _F_o_r _C_o_n_t_i_n_u_e_d _E_x_i_s_t_e_n_c_e
Babeester Gor's cult will live as long as there are
women who are abused, and have no one else to turn to. Her
likeness will also live as long as there are those who enjoy
strong drink.
_S_o_c_i_o-_P_o_l_i_t_i_c_a_l _P_o_s_i_t_i_o_n _a_n_d _P_o_w_e_r
The cult has little power during normal times. Barbes-
ter Gor's face of vengeance is rarely liked by men, espe-
cially worshipers of the 'husband' dieties of Ernalda.
Cultists often skirt the edge of legality. However, the
cult has many friends among Earth cults, who use their
influence to keep the temples open. In wartime, the worship
of Babeester Gor becomes much more prevalent, especially
when wartime atrocities become common.
_P_a_r_t_i_c_u_l_a_r _L_i_k_e_s _a_n_d _D_i_s_l_i_k_e_s
The cult officially hates Zorak Zoran, but most members
have never met a Zorak Zoran cultist, much less been
offended by one. Vengeance is usually sought more close to
home, especially from wife beaters, child molesters and
rapists.
_I_I_I. _O_R_G_A_N_I_Z_A_T_I_O_N
_I_n_t_e_r-_C_u_l_t _O_r_g_a_n_i_z_a_t_i_o_n
The temples to Babeester Gor's face of vengeance keep
as close contact with each other as is possible. But the
cult is small, and it is not often that visiting cultists
come from other temples.
_I_n_t_r_a-_T_e_m_p_l_e _O_r_g_a_n_i_z_a_t_i_o_n
Babeester Gor's temple has a standard hierarchy. The
High Priestess runs the temple, with various Priestesses,
Acolytes, Initiates, and Lay members taking up lesser
duties. As the cult is small, there are always positions
open in a temple for higher rank, except High Priestess.
The goddess is not powerful enough to support a separate
Runelord status, but any quest of vengeance is considered
"temple business", and not counted against the 90% cult time
restrictions.
_C_e_n_t_e_r _o_f _P_o_w_e_r, _H_o_l_y _P_l_a_c_e_s
Babeester Gor's center of power is the Holy Field in
Esrolia, where the goddess was born and defeated Zorak
Zoran. Her rotting field is another holy spot, but the
location of it has been lost, forgotten in the first drunken
stupor.
_H_o_l_y _D_a_y_s _a_n_d _H_i_g_h _H_o_l_y _D_a_y_s
Babeester Gor has two holy days. The first is on Fate
Day, Death week, Dark Season, when she was born. The second
is on Luck day, Disorder Week, Earth season, when she first
made liquor.
_I_V. _L_A_Y _M_E_M_B_E_R_S_H_I_P
_R_e_q_u_i_r_e_m_e_n_t_s _t_o _J_o_i_n
Those who wish to worship the mother of liquor may
become lay members of Babeester Gor by buying a blessed idol
from a Temple or wandering Axe Priestess. Prices vary, but
are never less than 25 SP, and rarely more than 100 SP.
Trickster Initiates get one idol free.
Lay Members of Babeester Gor's face of Vengeance, must
be unmarried women. They must not worship any male god, and
must not be an initiate of any non-earth goddess. They must
pay 10 SP if they have it, and swear to defend the temple
with their life. Non-humans are not usually allowed to
join, but they may if they can show they are in need of pro-
tection against males of their kind.
_R_e_q_u_i_r_e_m_e_n_t_s _t_o _B_e_l_o_n_g
Worshipers of Liquor must sacrifice one magic point
each Holy day, and pray to Babeester Gor. Getting drunk
counts as prayer to this aspect of the Goddess. If they
brew liquor, they must provide it to any Initiate of the
cult who asks, without charge; there are so few such ini-
tiates, this is rarely a burden.
Lay Members of Babeester Gor's face of Vengeance,
called Candidates, must enter a training program run by the
temple. This teaches them self sufficiency in a male dom-
inated world. Candidacy training costs 2000 SP, but the fee
may be waved or reduced for the impoverished (valuable
items, especially weapons, are also accepted). The training
lasts 6 weeks, and the candidates must stay in the temple,
away from all men for this time. Only after this training
has been successfully completed are candidates considered
true Lay Members, called Sisters. Only Sisters are allowed
the full benefits of Lay Membership.
Note: Candidacy has a 60% dropout rate. But it is
assumed that Player Characters have the fortitude to
complete the training.
Sisters must sacrifice all but one magic point each
Holy Day. Yearly, they must donate 10% of their income to
the temple, or 500 SP, whichever is less. They may never
marry, or have a continuing male suitor for more than one
season.
_M_u_n_d_a_n_e _B_e_n_e_f_i_t_s
The wine, ale, and other spirits made by a Lay Member
of the Mother of Liquor is 20% stronger than could be made
otherwise. This allows brewers to charge higher prices.
Prayer to Babeester Gor, and the sacrifice of one magic
point to her idol relieves a Lay Member of most hangover
headaches.
Sisters are given a ceremonial (but functional) hand
axe to commemorate their completion of Candidacy. There is
a ceremonial parade of all new Sisters once candidacy train-
ing is complete. They may be employed as outer guardians
of Earth temples, a lower middle class job. The vast major-
ity of Sisters eventually leave the cult to marry.
_S_k_i_l_l_s
During candidacy, the following skills are learned to
30%: Hand Axe, Battle Axe, Shield, Throwing Axe, and Cult
Lore. Each Candidate also has a: (21 - STR) x 3 percent
chance for STR to increase by 1; this is a one-time benefit.
Sisters may train in any Axe, Shield, and throwing Axe
attack or Parry for half price. Other skills available (at
full price) are: Scan, Brewing, Taste Analysis, Tactics,
Sneak, and Escape Bindings. Free training is often given as
a prize for those who participate on cult missions.
_M_a_g_i_c
After they complete candidacy training, Sisters gain a
one Battlemagic (Spirit) spell from the following list:
Bladesharp, Glamor, Protection, Strength, Shimmer, Fanati-
cism, Demoralize, Disruption, Vigor. These cult spells are
available from the temple for full price. Participation in
a cult mission usually qualifies the Sister to purchase any
one of them for half price.
_V. _I_N_I_T_I_A_T_E _M_E_M_B_E_R_S_H_I_P
_R_e_q_u_i_r_e_m_e_n_t_s _F_o_r _I_n_i_t_i_a_t_i_o_n
There is no Initiate or Rune status in the worship of
the Mother of Liquor. Those who truly wish to devote their
life to drunkenness are encouraged to worship Trickster.
In temples to Babeester Gor's face of Vengeance, ini-
tiates are called Axe Sisters. To become an Axe Sister,
applicants must be a Sister in good standing, abiding by all
Lay Member restrictions. They must have an Axe attack of
50%, and Axe or Shield Parry of 50%, and must also not be an
Initiate of any other god or goddess. They must have been a
Sister for one year, or participated on a cult mission;
doing both adds +20% to their chance for acceptance.
Applicants must then convince the High Priestess they
are worthy. This is abstracted as (STR + CON + Best Axe
Skill/5) * 2 as a percentage. Those who fail must either
wait 1 year, or participate on a cult mission before trying
again. When accepted, they must sacrifice one point of POW
to Babeester Gor.
_R_e_q_u_i_r_e_m_e_n_t_s _T_o _R_e_m_a_i_n _I_n_i_t_i_a_t_e_d
Axe Sisters have all requirements that Sisters do. In
addition, they must devote their lives to Babeester Gor, and
take vengeance upon all those who offend her. They must pay
20% of their income to the cult, or 5000 SP, whichever is
less. Unless questing for personal vengeance, they must
obey the orders of their superiors in the cult.
Axe Sisters must also accept both a Gift and Geas.
_M_u_n_d_a_n_e _B_e_n_e_f_i_t_s
Axe Sisters are respected for their battle prowess
despite their sex, and are sought after as inner-sanctum
guardians of Earth temples (an upper middle class job).
They are entitled to free liquor on demand from all brewers
who are Lay Members of Babeester Gor's liquor aspect. While
Axe Sisters are not above the law, sentences for crimes of
vengeance is sometimes reduced due to pressure from other
politically powerful earth cults.
_S_k_i_l_l_s
All skills offered to Sisters at half price may be
learned by Axe Sisters for free (at twice normal time to
learn). All skills offered to Sisters for full price, are
offered Axe Sisters for half price.
By requesting a gift from the goddess, Axe Sisters may
learn the special cult skill: Sense Rapist.
Sense Rapist -- Perception (Base 10%)
This skill allows the user to identify rapists and
despoilers of the Earth. The user must be close enough
to see the target's mannerisms and hear his voice for at
least one minute. A fumble means an incorrect assessment
is made; no further rolls are allowed. Sense Rapist is
only half as effective at detecting female despoilers.
_M_a_g_i_c
Babeester Gor's Divine Intervention cannot Resurrect or
cause runic healing (Regrow Limb, Heal CON, etc). Spirit
magic healing is possible, so if a cultist has lost a limb,
before 2 minutes are up a D.I. may reattach it. Babeester
Gor does not forbid cultists from getting healing elsewhere.
All Spirit spells offered Sisters, are offered to Axe
Sisters for half price. Cultists can learn Healing from
Ernalda temples for full price. Axe Sisters also may learn
the spell Preserve Loins for 2000 SP.
PRESERVE LOINS
Range-- Touch Magic Point Cost: 3
Type -- focused, passive, permanent
This spell preserves the loins of a man who has
been parted from them, and prevents the target from
growing new ones via any magical means. (If the tar-
get later recovers his loins, they may be reattached
via Healing.) The caster must overcome the man's
Magic Points if he is still alive. The loins are hung
about the neck of the Axe Sister as a trophy and warn-
ing to others who would harm women or despoil the
Earth. The loins also act as 3 points of Magic
storage for the caster while the rapist remains alive;
when he dies, they loose this power.
_G_i_f_t_s _a_n_d _G_e_a_s_e_s
Babeester Gor requires Initiates to come closer to her
divine form by taking gifts and geases. The cultist has a
choice. Lesser gifts are chosen, and have one corresponding
geas. A lesser gift may not be chosen more than once.
Greater gifts and geases are chosen by the goddess (rolled
randomly), and have two geases per gift. An initiate gets
one free gift/geas, but may ask for additional gifts/geases
from the goddess by sacrificing one point of POW at any tem-
ple. If a cultist gains a gift or geas already possessed,
then it is rerolled on the greater gift/geas table until a
different result is obtained.
Typically, only the most devout Axe Sisters sacrifice
for Greater Gifts and Geases as Initiates.
LESSER GIFTS CORRESPONDING GEASES
Begin at 10% Sense Rapist Never trust men or go unarmed in their company
+5% in one cult weapon Use no blunt weapons
+5% in all cult weapons Use no non-cult weapons (axes/shields only)
+10% Defense [+20% Dodge] Always walk barefoot (no armor on areas 1 & 5)
+1 STR and +1 APP Eat no cooked meat
+1 CON and +1 APP If liquor is available, drink only liquor
+1 DEX and +1 APP Never run from a fair fight
+3 APP Hair turns blood red
+25% Escape Bindings Own no female slaves
No unwanted pregnancy Easily seduced when drunk
CON is +6 vs poisons Accept all drinking contests (except in battle)
GREATER GIFTS
Roll Name Game effects
01-25 "Simple Power" - Gain cult Battlemagic spell of choice; can cast
without Magic Point loss (or chance of failure).
26-30 "Divine Rage" - One (1) Berserk per day (as per spell)
31-35 "Divine Blade" - Two (2) points Slash per day (as per spell)
36-40 "Divine Dodge" - One (1) True Dodge per day (as per spell)
41-45 "Divine Parry" - Two (2) True Parrys per day (as per spell)
46-50 "Divine Spell" - One (1) Seize Death per day (as per spell)
51-55 "Divine Shield" - One (1) Great Parry per day (as per spell)
56-60 "Divine Skill" - Master (90%) one Cult Weapon or Skill
61-65 "Iron Stomach" - Immune to all imbibed poisons except liquor
66-70 "True Strength" - Increase STR by 1d4 (this may exceed species max)
71-75 "True Health" - Increase CON by 1d4 (this may exceed species max)
76-80 "True Speed" - Increase DEX by 1d4 (this may exceed species max)
81-85 "True Growth" - Increase SIZ by 1d4 (this may exceed species max)
86-90 "True Beauty" - APP becomes species max or +1d4, whichever higher
91-94 "True Companion"- Gain (second) allied boa (See Allied spirits)
95 "True Hate" - Immune to all Demoralize/Fearshock effects
96 "True Mastery" - Gain two experience gain chances per "check"
in cult skills and weapons; both rolls count.
97 "Face of Death" - Each round, the enemy attacked acts Demoralized;
spells (even Berserk) not withstanding.
98 "Divine Life" - Double hit points (total and every location)
99 "Great Gift" - Roll Two Gifts, ignoring 99-00.
00 "Greatest Gift" - Character's choice, and roll again.
GREATER GEASES
Roll Gift
01 Favored by Babeester Gor; no Geas.
02-05 Never eat cooked meat
06-09 Never have sex unless drunk
10-14 Never trust men or go unarmed in their company
15-19 Own no female slaves
20-23 Free all abused female slaves of men who ask for aid
24-26 Free all female slaves of men who ask for aid
27 Free all female slaves of men asked or not
28-30 Easily seduced when drunk
31-32 Easily seduced by male Trickster initiates
33 Try to find/kill any man who causes you an unwanted child
34-36 Never allow a known rapist to go unpunished
37-38 Kill/Castrate known rapists on sight
39-40 Fight every Zorak Zoran worshiper seen to first blood (at least)
41-42 In battle, take no prisoner ZZ cultists (kill them)
43-46 In battle, take no prisoner rapists/despoilers
47-48 In battle, take no male prisoners
49 In battle, take no prisoners!
50-53 Use no non-cult weapons (Axes/Shields only)
54-56 Never run from a fair fight
57-58 If liquor is available, drink only liquor
59-60 Always drink the blood of each foe
61-63 Always sever the loins of each male foe
64-66 Except in battle, always drink offered/found liquor
67-68 Always drink offered/found liquor, even when Berserk
69-72 Fight men who doubt battle prowess to first blood (at least)
73 Castrate or Kill men who doubt battle prowess (if possible)
74-76 Always walk barefoot (no armor on areas 1 & 5)
77-78 Walk with nude hit location (random - may be rerolled)
79-82 Walk completely nude 1 day/week (random - may be rerolled)
83-85 Walk completely nude 1 week/season (random - may be rerolled)
86-88 Walk completely nude 1 season/year (random - may be rerolled)
89-90 Walk completely nude always; 79-90 now may not be rolled.
91-92 Fight men who comment on appearance to first blood (at least)
93 Castrate or kill men who comment on appearance (if possible)
94-95 Fight men who make a pass to first blood (at least)
96 Castrate or kill men who make a pass (if possible)
97 Act REALLY bitchy; avenge all slights, no matter how small
98 GM's choice
99 Roll twice; ignore 00s.
00 GM chooses two related geas to stronger effect; e.g. Walk
Nude, and Castrate or kill men who comment on appearance.
_V_I. _A_X_E _P_R_I_E_S_T_E_S_S _M_E_M_B_E_R_S_H_I_P
_G_e_n_e_r_a_l _S_t_a_t_e_m_e_n_t
Axe Priestesses are the embodiment of Babeester Gor on
both the mundane and the magical plane. She is priestess,
arms mistress, protector, avenger, organizer, and teacher.
She is responsible only to the high priestess of her temple
and her goddess. Due to the cult's small size, there is no
rune status other than this one.
_R_e_q_u_i_r_e_m_e_n_t_s _f_o_r _A_c_c_e_p_t_a_n_c_e
Axe Priestess applicants must be a Axe Sister in good
standing, and have been with the cult for at least 1 year.
She must have killed at least one enemy in one-on-one com-
bat, preferably male. She must be 90% of three cult weapon
skills, and proficient (75%) in three other cult skills.
She must have an 18 POW (in RQ 3 roll POW x3) to get Barbes-
ter Gor's notice, and must then convince the goddess she is
worthy.
This test is abstracted to a test of: (STR + POW + Best
Axe/5) as a percentile; each act of bravery (GM's opinion),
major gift, or recommendation from a high priestesses adds
+5% to the roll. Applicants who fail must either wait one
year, or lead a cult mission before trying again. Those
who succeed sacrifice one point of permanent POW to the God-
dess.
_R_e_s_t_r_i_c_t_i_o_n_s
In addition to maintaining all initiate restrictions,
Axe Priestesses must aid any free woman who requests refuge
from a man, unless they know the woman to be chaotic, a
despoiler of the Earth, or an ex-cultist who spurned the
goddess. They must defend all non-chaos Earth temples, and
do what is in their power to avenge any wrongs done against
the Earth. They must spend 90% of their time in temple
business, typically running the candidate training program,
providing protection, and fighting on missions of vengeance.
Axe Priestesses must also accept one Greater Gift and it's
attendant Geases.
_B_e_n_e_f_i_t_s
Axe Priestesses are looked to as the protectoress of
women in society when all other protectors have failed.
They are respected by earth cults, and are often given gifts
for the services they do. They may make and sell likenesses
of Babeester Gor to those who worship the goddess's Liquor
brewing aspect.
Due to their martial lifestyle, Axe Priestesses are not
restricted to DEX x 5 in any skill, and also may go above
100% in all cult weapons and skills. They rune magic is
reusable, and call upon Divine Intervention as a Rune Lord,
subject to initiate restrictions on healing.
_R_u_n_e _S_p_e_l_l _C_o_m_p_a_t_i_b_i_l_i_t_y
Babeester Gor priestesses know all standard spells from
Runequest. (In RQ 3, they know Shield, D.I., Divination,
Absorption, Spirit Screen, and Spell Teaching). They may
summon Small and Medium Gnomes.
_C_u_l_t _S_p_e_c_i_a_l _R_u_n_e _M_a_g_i_c
The following special rune magic spells are available:
Slash Cost -- 1 POW Point
Range - 160 meters Duration - 15 minutes
Stackable (to 4 in RQ 2) Reusable
This spell adds +1d6 damage to any axe it is cast upon.
Weapons so treated gain a copper-gold sheen.
True Parry Cost -- 1 POW Point
Range - 180 meters Duration - 1 melee round
Non-stackable Reusable
From the instant True Parry is cast until the same seg-
ment the following round, the recipient will parry all
attacks (including missiles) directed against her with what-
ever she holds in her hands. She will even parry attacks
she cannot normally sense. The recipient cannot block area
attacks (e.g. acid spray or boiling oil) with weapons or
small shields, or prevent excess damage from getting past
the parrying weapon/shield/arm. The recipient must be wil-
ling.
Berserk Cost -- 2 POW Points
Range - 160 meters Duration - 15 minutes
Stackable Reusable
Babeester Gor's version of this spell reserves it's
double weapon skill boost against "despoilers" not Chaos.
These include known rapists, Zorak Zoran cultists, invaders
of Earth Temples, Vampires, and Krarshtkids, but does not
include passive and/or non-threatening Chaos (Lunar cul-
tists, or Nysalor worshipers). In addition to being dispel
resistant, as all Berserk spells are, this Berserk cannot be
calmed by Chalana Arroy cultists.
True Dodge Cost -- 2 POW Points
Range - 180 meters Duration - 15 minutes
Non-stackable Reusable
This spell causes all unparried normal attacks to miss
the recipient. Opponents must Special (roll 1/5 their
attack) to cause any damage. Normal attacks which are par-
ried and have excess damage get past the weapon or shield
armor can damage normally. This spell does not affect dam-
age done by specials or criticals, unless the recipient is
entirely nude, in which case a special becomes a normal hit,
and a critical becomes a special.
Seize Death Cost -- 2 POW Points
Range - Personal Duration - Special
Stackable Reusable
Whenever a death spell (Sever Spirit or Disruption) is
thrown at the priestess, she may invoke this spell regard-
less of any other actions she takes that round. On casting,
the entire death spell, including Magic Points used to back
the spell up, is diverted into the melee weapon held by the
Priestess. It expends against the next target the Priestess
successfully strikes with that weapon; if no one is struck
in the next 15 minutes, the death spell dissipates. Multi-
ple death spells may be seized with multiple Seize Deaths,
in which case the stored spells all expend on the next
successful strike until the target is dead.
Great Parry Cost -- 3 POW Points
Range - 180 meters Duration - 15 minutes
Non-stackable Reusable
Great Parry makes an axe or shield unbreakable for the
duration of the spell. This negates all damage from weapon
boosting spells used against the weapon or shield (such as
Bladesharp, Truesword, Damage Boosting, Crush, etc). Base
weapon damage and damage bonus remains however, so it
doesn't make the shield's wielder immune to very large
creatures or weapons.
_H_i_g_h _P_r_i_e_s_t_e_s_s_e_s
High Priestesses are called Axe Mistresses. They must
have 15 points of sacrificed rune magic, and killed or cas-
trated at least 15 men alone in combat. They must have per-
mission from their current Axe Mistress (almost always
given), and must have at least 20,000 SP saved, or on Temple
credit (part of the 90% donated to the cult). If this is
done, then the new Axe Mistress may go to found a new temple
school elsewhere, or take the place of the current Axe Mis-
tress if she is retiring. The 20,000 SP is used to pur-
chase temple grounds.
At this time the Axe Mistress must take another Greater
Gift and 2 random Geases. They gain access to the following
special Temple defense spell:
Axe Trance (Death Axe) Cost -- 1 POW Point
Range - 180 meters Duration - 15 minutes
Non-stackable Reusable
This spell may only be cast upon a copper axe. It adds
+10% for each Magic Point put into it when first cast. For
instance, casting 100 MP into the Axe, makes the axe +1000%
to hit. Axe Trance may only be cast in a Temple to Barbes-
ter Gor, or an Earth cult, and will stop if the Temple guar-
dian spirit is destroyed, or the temple alter is desecrated.
VII. SUBSERVANT CULTS
_B_o_a
In the chaos wars, Babeester Gor saved her half sister
Boa from destruction. Boa is a child of Hykim and Ernalda,
and is mother of giant snakes. For saving her life, Boa
promised to serve Babeester Gor; statues often show her
wrapped about the Blood Goddess. Boa's powers complement
Babeester Gor's perfectly, for while Boa is slow and cold
blooded, she is also wise, subtle, and magically adept.
Boa provides the cult's allied spirits, and also acts
as the Spirit of Retribution.
Allied Boa Constrictor
STR 2d6+6 CON 3d6+6 SIZ 2d4+4
INT 1d6+12 POW 3d6+6 DEX 1d6 (APP 3d6)
INT worth of Battle (Spirit) Magic
Armor: 3 pts Average Hits: 13
Oratory: 50%, Fast Talk: 60%, Tactics: 70%, Earth Tongue: 80%
The Boa constrictor may wrap around the cultist, pro-
tecting 1/2 it's SIZ worth of hit location die pips (round
down) on the chest, abdomen, and/or legs. For instance a
SIZ 9 Boa, protects 4 locations; it chooses: 9, 10, 11, and
12 (abdomen and chest). When the hit location die is
rolled, any strike on those locations hits the snake
instead; the Boa does get's the benefit of any
Protection/Shield spells cast on the cultist. An allied Boa
wrapped about the cultist does not count as clothing as per
geas or spells.
_S_p_i_r_i_t _o_f _R_e_t_r_i_b_u_t_i_o_n - _C_u_r_s_e _o_f _T_i_m_i_d_i_t_y
Boa sends curses against those who offend Babeester
Gor. She sends nightmares against those who mildly break
restrictions or geases. Against those who spurn the god-
dess, Boa sends the Curse of Timidity.
The Curse has a POW of 2d6+12, which declines one POW
per year. To perform any act of courage, such as entering
battle or even attempting simple self defense, the former
cultist gets one roll of POW (MP) vs Curse POW, to act. If
she fails, she will be too terrified to take any action, and
will allow the attack, beating, robbery, rape, enslavement,
or even murder to happen without struggle.
_V_I_I_I. _A_S_S_O_C_I_A_T_E_D _C_U_L_T_S
_E_r_n_a_l_d_a
Babeester Gor gains no spell from Ernalda, she is too
different from her mother now. However, she allows cultists
who wish to marry to leave her cult in peace if they join
the Earth mother cult. Ernalda, for her part, allows the
bride to join at equivalent status. Initiate becomes ini-
tiate. Priestess becomes priestess. All Gifts and Geases
disappear upon changeover, except increases in APP, which
remain. Runemagic remains, but becomes one-use.
_G_o_r_g_o_r_m_a
Babeester Gor made friends with Gorgorma, who hates all
so-called 'nobility'. Babeester Gor gains command of this
spell from her friend:
Second Mouth Cost -- 1 POW Point
Range - 180 meters Duration - 15 minutes
Non-stackable Reusable
This spell prevents rape by allowing the recipient to
sever anything which attempts to enter within her. The at-
tacker becomes functionally incapacitated by this act.
_M_a_r_a_n _G_o_r
Babeester Gor gains command of this spell from her aunt
and occasional battle companion.
Crevice Cost -- 1 POW Point
Range - 180 meters Duration - Instant
Stackable Reusable
This spell acts like a single Earth elemental attack vs
one target, doing 4d6 damage to each of the target's legs
(armor protects). The target may avoid the damage by roll-
ing under the average of DEX and SIZ multiplied by 5 on
percentile dice. The caster may stack Crevice to either add
+1d6 damage, or lower the dodge multiple (x4, x3, x2, to a
minimum of x1). A Crevice cannot be created on stone, bog,
sand, or anything but normal earth.
_E_u_r_m_a_l (_T_r_i_c_k_s_t_e_r)
Babeester Gor gains command of this spell from her
lover, slave, and master.
Safe Drunk Cost -- 3 POW Points
Range - Personal Duration - Length of Inebriety
Non-stackable Reusable
This spell only works when the caster is totally drunk
beyond any ability to act, think, or remember. It calls
upon the raw power of Disorder to protect the caster from
any harm or capture while in that state. A Safe Drunk may
wander through an apocalyptic battle, stumbling under
scythes, weaving through impenetrable arrow fire, falling
under screaming death magics, avoiding and/or accidentally
killing foes. It cannot be dispelled. There is one draw-
back. Safe Drunk does not keep the caster from waking up in
an unknown lover's bed.
_I_X. _M_I_S_C_E_L_L_A_N_E_O_U_S _N_O_T_E_S
_H_o_l_y _W_e_a_p_o_n_s
Babeester Gor wielded a copper axe, and since that time
copper axes have been holy to the cult. These axes may be
enchanted for +1 armor/+1 damage per one point of POW; the
extra damage only works in the hands of cult initiates.