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Precision Software Applications Silver Collection Volume 4 (1993).iso
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!GMNOTES.#01
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1993-06-07
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:Introduction
This file is intended for would be GM's of the MYSTIC EARTH RPG
system and is not intended for players or necessary for such to
read. The author MAY choose to apply some of the details here to
the master rules file in the future.
:Gods_&_Goddesses
The divine is treated in Mystic Earth much differently in other
systems. It is assumed that all gods, goddesses and demons are
for the most part the creations of the wills, minds, energy,
beliefs, history and nature of mankind as a species (this is
also true of the various non-human races).
Thus the members of a religion form a Aklul or Gestault of
sorts from their beliefs, which develops over time and will
eventually gain sentience. The more followers and believers
in such a system the more power it gains.
Tapping the power for personal usage is difficult in some
belief systems, extremely easy in others (ex: the demons of
the Draconian tradition and the various religions that utilize
it is VERY POWERFUL on a personal level, but weak as a
universal power as it is dependent on the psyche of the
individual utilizing it.
The Divine, if made material in some way, are limited to those
powers and abilities possesed by its followers and believers
combined into its own nature and the rules their belief system
holds them to. Thus a Buddah that comes forth will not act
violently for his followers, but a Christian fire-and-brimstone
Evangelical god would.
When a follower dies, unless something changes their nature,
they join the Aklul and become one with the energy, sometimes
losing their individuality and thus feeding the greater power
of the aklul. Those that retain their individuality will be
reborn in a patter of reincarnation eventually, but may also
experience an 'afterlife' while waiting for such. The combined
intellects of the divine end up much more intelligent than that
of the individual, and thus may inspire an individual into
a new life in a newborn child or creature that will serve its
needs in the future (if it remains a follower).
The divine may inspire or assist or even reward a faithful
follower who has died with their next body and starting point
in life, having some influence on where they will end up.
Those who have no following (atheists etc) or whoose link to
the divine are limited or weakened in some way or whoose divinity
is limited, may be subject to entrapment by the less ethical or
will simply go thru the reincarnation pattern themselves eventually
without the aide of the divine (and thus be 'free agents' in the
scheme of things).
As such, GM's should avoid the involvement of the divine directly
in the game, except thru those spells within the system that allow
certain mage types to tap its energies, produce a partial
materialization or manifestation or communication in some way.
This will prevent it from overwhelming the campaign. Equally no
player character can become a Divine being while in play - if
they have followers and they die with sufficient power they might
become a power within the scheme of things, but NOT under the
player's control any longer. Yes new religions form, but it takes
time and effort, not instantaneousness. Use the existing system
rules, regulations and spell system to structure play and things
will remain under control.
:Learning_From_Books_&_Scrolls
First off, these are rare, except in the case of Technomages. The
system for this is the same as for learning a spell from a teacher,
but you don't get the adds for the teachers stats. Otherwise the
time calculation etc is identical.
:Regarding_Telekinesis
This ability may seem powerful within the game because it has no
simple saving throws. Note that a very simple spell FREE ACTION
will negate it from working on an individual and anything they
wear or hold in contact with their body entire, just as it also
negates webs, Paralysis, Hold Person spells etc. Additionally
it fails against anything ASTRAL, ETHEREAL, Held by a Stability
spell or anything or anyone that the caster Cannot See directly.
:Regarding_Telepathy
Having an active Telepathic Link with someone when this is used
against your character will give an additional +20 to your
saving throw against a forced usage of telepathy.