Mahatman
The Great Souled
History
BeforeTime
The cult has only come into the world since the Dawn of Time!
Since Time
In the year 518 of the Third Age was born to a noble family in the far west a son who grew-up into a noble lord and entering into his father's religion of Typhon and a mighty riever of chaos. However, in his 25th year he attained Windlordhood and, leading a foray against the Chaos-Realm of Karnak, was captured and imprisoned beyond aid. Being noble and a great lord as well as being cultured, he was treated graciously whilst ransom was negotiated and of course heard much poetry of essentially chaotic origin, including many verses which dealt with Lunar Philosophy a nd arcane Truths of Chaos.
After three years he was released and returned to his father's realm, but he was sorely troubled for he had learned much and felt that there was somewhere a great truth behind Chaos and Law concerning the nature of the World. He spent seven years in diligent study and thought during which he became lax over his responsibilities as a Windlord and was many times chastised by his father and mother on his duties. Then after seven years study he announced to his family that he must adventure out into the world to seek the solution to his questions elsewhere, but that he could not go as a Windlord of Typhon or indeed as a worshipper of any God, nor indeed as a mighty Prince, but as the humblest of beggars.
He put aside his armour and his finery and his spear, axe, bow and shield and refused all things save for a wooden begging bowl, a simple wooden staff and a saffron robe. The last thing he did before he left was to shave his head , (thereby breaking his earliest Initiate Geas). Miraculously, no thunderbolt came crashing down and he departed into the world. He wandered the known world, visiting and talking to all with wisdom and willingness to talk. It is said he spoke to Dwarves, Elves, Trolls, Broos, Dragonewts, Griffins, Ducks and even Vampires.
After 9 years he at last came to realise the answer he sought was written in himself and thereafter those that heard him speak said that he was enlightened. Upon his enlightenment he became a teacher and preacher and gathered to him a band of followers who followed his example. He continued to wander until it chanced that passing through Karnak from Moonguard, he was persuaded to settle in a Grove within the Gardens of Caesar Caligula Aquilae with his followers, and there he continued his preaching upon the Eightfold Path to all who came to hear.
Finally as an old man he lay upon his Deathbed when the Wraithewar raged during the Timestop. He informed his disciples that he must pass, but his soul was going to the Peace of Nirvana which is not a place, but a State of Being. He lived to see Phoenix hatch and fly south to destroy Thanatos and indeed it is said that his wisdom was crucial in the destruction of Thanatos and the saving of the World. He died as the dawn broke full upon the night that had lasted for three years, and upon his soul attaining Nirvana, he was raised to the status though, (at his own instance), not the condition of a God. His disciples immediately dispersed to carry his teachings to the world.
Life After Death
The cult teaches that upon death, a person, after a period of grace, will be reincarnated according to his previous spiritual accomplishments and purity, until finally he sees the ultimate truth and upon the passing of his material form, his spirit achieves Nirvana. When this occurs, the body is regarded as waste matter, like urine and sweat. Burial customs are entirely a matter of local preference. The body of Mahatman himself was burned in Karnak upon a great bier.
Runic Associations
The Runes ascribed to the cult are generally Life (because the cult is concerned with the direction a person's life takes him), Spirit (because of
the effects his actions and thoughts have upon his soul), Fate (because destiny is ultimately what the cult is striving to teach) and Harmony (because
it is discipline which is the tool whereby they attempt to attain, The Peace which Passeth Understanding
). But the cultists themselves eschew
all such concepts as runic ties and claim to deal directly with the stuff of reality rather than the World Illusion of Samsara expressed as symbols.
There are places where the cult is attributed the Runes of Death, Truth, Illusion, Mastery, Light, Air, Water, Moon, Man, Movement, Stasis all frankly
dependant upon a perspective which means nothing to a Follower of the Way.
Nature of Cult
The cult seeks to answer certain questions concerning the innateness of Being and thus bring people to a higher awareness of themselves and of the nature of the world. Cultists are most passive and never enact great deeds, relying instead upon the power of thought and teaching to bring the common man to the state of Nirvana.
Socio-Political Position and Power
The cult has no power at all anywhere for followers regard all power as illusion, and the exercise of power as damaging to Karma. Its status definitely varies considerably all over the world. In some places such as Karnak and Moonguard, it is highly venerated for its wisdom and healing powers. Others places hold the cult anathema, (e.g. Trollands). Most places are fairly neutral with chaos areas being more usually friendly than those places suspicious of a cult which claims to be friendly to all cults.
Particular Likes and Dislikes
The cult claims to be friendly to all individuals and cults. Generally those cults with ingrained bigotry and distrust view the cult unfavorably and the others neutrally though the Dragonewts seem especially friendly to followers of the Eightfold Path. The cult preaches total trust and altruism, though many individuals sometimes find it hard to completely trust Viking Deathlords and Thanatar headhunters (the flesh being weak).
Organisation
The cult has no organisation, cultists wander the world preaching to followers and occasionally form schools
, but no constant structure is
necessary or wanted.
Centres of Power and Holy Places
None and none. But the grove in Karnak and the sands west of Necropolis are revered for being the places where Mahatman attained Nirvana and Enlightenment respectively.
Holy Days and High Holy Days
The cult has no worship on any particular day, though some rarely enlightened followers throw a point of POW to Mahatman's spirit on the day of his ascension.
Lay Membership
Anyone may become a Lay Member by being willing to listen to the Teachings of the Followers of the Eightfold Path. They may offer donations and gifts by placing them in a follower's bowl or not as they feel free. They do not have to relinquish cult ties or make any sacrifice if they do not wish to, but they are asked to refrain from harming any creature, sentient or not. If they so choose, they may opt to wear a brown robe over any other garments they choose to wear. They receive free teaching in Mahatman Philosophy and once a season may roll 1D100 against their Philosophy skill to gain a base of 5% in each of Meditation, Perception and Introspection.
Persons hearing sermons do not have to make this roll, they only do so if they actively sit-down and think about the meaning of the Parables and the Philosophy they learn.
Once the skills are acquired, they may be used and raised by experience, but may not be further trained while still a Laymen. In this condition, a person will frequently feel himself to be on the brink of a great event or perhaps in a state of agitation and turmoil.
The first time that he uses any one of Meditation, Perception or Introspection successfully, or makes a critical Philosophy roll, then the Layman gains 5% in Faith plus bonuses and immediately a new world is opened to him. He/she feels driven to approach a Mahatman Teacher and ask to initiate, after questioning this will always be granted.
The alternative is Divine Intervention, which is always granted as the god realises he is about to lose a worshipper. If Divine Intervention is used, then all Mahatman skills are erased from memory and the person may never again listen to a sermon and gain any revelation, such persons often show a distrust of Mahatman followers and persecute the cult. If the Divine Intervention is failed, then clearly the God is not concerned that his worshipper turns to Mahatman!
Initiate Membership
Once a Layman has attained any faith, he may approach a Teacher and request initiation. This is always granted after rigorous questioning. However, the cultist must take-up a most religious and ascetic lifestyle. As Initiate is permitted only three possessions:
- A wooden begging bowl for collecting alms,
- A simple wooden staff to support him as he wanders and ward of robbers and wild beasts
- A long robe of Saffron which is the mark of the order.
He is now referred to as a disciple or follower of the Eightfold Path. He may do no thing with a Karmic burden or else his Faith is damaged by his actions, (roll 1D6×5% and subtract from Faith, this is permanent and must be recovered normally), furthermore all current unraised ticks are removed. Karmically negative actions include any form of lying, actions of lust and gluttony, allowing the poor and weak to be oppressed by the rich and strong without word or action. Killing is usually Karmically burdensome, but may not be if genuinely done in the name of the Divine Aesthetic, i.e. in the Name of Beauty. Such a killing would be in the defense of a weaker person against a willfully evil aggressor, but even so it must be as a last resort. Killing any unintelligent creature is always damaging to Karma for it cannot know any better.
The disciple may retain his old Battlemagic, but should be careful over using it, particularly offensive Battlemagic.
The cult will teach him Teaching, Philosophy, Meditation, Perception and Introspection for free (at double time). Every season he may roll against his Faith skill to gain 5% in each of Soul Strengthening and Healing. A mentor will teach his disciples such Battlemagic spells as he thinks necessary, never offensive Battlemagic. He will make a special effort to ensure his disciples know Healing VI, Protection IV, Detect Life and Parry IV, particularly if a disciple is about to leave and to go out into the World and spread the word. Disciples gain 1 point of free DEX training per year, but may not train STR or CON.
Spells such as Detect Enemies, (this spell will work if a person intends spiritual harm to the disciple), Warding etc. cannot work for a disciple for they have no concept of enemies. They hold that a person who causes harm to another by action or inaction does more harm to himself.
Rishi Sagehood
Once a cultist gains 90% in the skills of Teaching and Philosophy, then he is referred to as Rishi, (Sage), and is regarded as a great spreader of the word. He may gain access to those cult Runemagics labelled R. In these places where the cult is venerated, a Rishi is given the respect owed to a Runepriest. He will gather followers to hear his teachings wherever he goes. Makes POW raises by subtracting from 22, must not lower his POW below 15.
Boddhisatva - Enlightened One
When a cultist gains 90% in the skills of Meditation, Perception and Introspection then he becomes Enlightened for he perceives himself and Samsara as it really is, an illusion, unreal. He becomes revered for his mysticism by all disciples of the cult. He gains +5% on his Faith bonus, and +1D6 CHA. He can sacrifice for all Runespells labelled B. Disciples will ask to become permanent followers of his Teaching and he may accept or decline as he sees fit, though he will never be without an audience for his sermons. His cult skills may now pass beyond 100% as if he were a Runelord. Non-cult skills may not, though he is not limited to DEX×5% as Mahatman followers believe in keeping the body disciplined through exercise as a form of meditation. He makes POW raises by subtracting from 25, and must maintain a POW of 18.
Tathagatha - One who has Achieved
This is the title given to a Mahatman follower who has attained 100% in all the ways of the Eightfold Path. All Runemagic is now accessible and his
veneration is unquestioned, he gains another +1D6 to CHA, His smile becomes imperturbable and inscrutable. Disciples of the Eightfold Path will
traverse the world to hear him preach and they will say that he knows all things
, (meaning that he knows all that is meaningful to them!). Such
a one is greatly respected and such is his demeanor and presence that even a Chaos Berserker hesitates before profaning the world with his blood. Makes
POW raises by subtracting from his Soul Strength ⁄ 5% + 4 and gains 1-4 point POW raises, (see Mordrake). He must maintain a POW of 21.
Mahatma - Great Souled
This is the Ultimate Test given to one who is about to attain Nirvana upon his death having made the Last Sacrifice and seen the Inner Truth within himself. He gains one final addition of 1D6 on his CHA. He does not seek to live and can, if he wishes die the real death by willing it, upon his death his body will remain incorrupt until disposed of.
Nirvana - The Peace which Passeth all Understanding
Upon the death of a Mahatman, his spirit passes into the Spirit World, but retains full knowledge of his self. Such a one is at total peace with all of existence. He retains all skills and can exercise them on the Spiritual Plane, but very rarely interferes with mortal happenings. He no longer thinks as do mortals for it is written,
He who has attained Nirvana
Who is independent of root,
Whose pasture is emptiness -
Without Stricture, signless and Free -
His thoughts are as unknowable
As the paths of Birds across the Heavens.
Runespell Compatibility
The cult's relation to Runemagic is subtle. Although such magics function as spells, they are really abilities gained by sacrificing part of a disciple's innateness of being, (Ugditha), in return for an insight into the nature of Samsara. Thus the POW is sacrificed in the normal way, but once it is obtained then it must be used and reused by sacrificing Battlemagic POW at one point per point of Runemagic. This also applies to Runemagic gained from other sources, such as previous cult ties. Many Philosophers say this is exactly similar to the Dragonewt's relationship with the Infinity Rune. The cult is of course very new and minor and has no relationship to any time deity, but with an attitude of mind and a condition of being, therefore they gain no Standard Runemagic but only the Cult Special and associate Runemagic below.
One Point Spells
Dismiss Elemental I B Range: 160m; Duration: Instant; Non-Stackable; Reusable
As Standard Runespell. Dispels one Small Elemental, no POW roll required.
Free Ghost B Range: 160m; Duration: Instant; Non-Stackable; Reusable
Unbinds a Ghost and returns it to Samsara to be reincarnated into its next cycle.
Mindlink R Range: 160m; Duration: 15 mins; Stackable - no limit; Reusable
As Standard Runespell.
Spell Teaching R Range: Close; Duration: 1 Week; Non-Stackable; Reusable
As Standard Runespell.
Windrush B Range: Self; Duration: 15 mins; Non-Stackable; Reusable
Allows caster to move with the aid of the wind and Movement Rate 12 and with −1 on Strike Ranks and +10% defense.
Windwords B Range: 160m; Duration: 15 mins; Stackable - no limit; Reusable
Any conversation can be born by the wind if within the range of the caster so that conversation can take place as if the target were standing next to
the caster. Each extra point stacked doubles the range of the spell.
Two Point Spells
Dismiss Elemental II B Range: 160m; Duration: Instant; Non-Stackable; Reusable
As 1 point spell, but affects Medium and Small Elementals.
Peace of Preaching R Range: 60m; Duration: 1 Sermon (max 1 Day); Non-Stackable; Reusable
Causes all persons within range to become suffused with the Peace which Passeth Understanding. Those not of violent disposition must roll POW×5%
to avoid stopping to listen to the Sage speak his sermon. Those enraged, fanatic or berserk must be overcome by the casters POW at the expense of one
point per target after beating any magical defense. Person's overcome in this fashion may bellow threats, but will eventually put up their weapons and
depart. However this spell requires a successful Preaching roll to operate, plus one for each special target. The general effect of this spell may be
broken by violence from outside intruders.
Resist Element B Range: Self; Duration: 15 mins; Non-Stackable; Reusable
When cast, this spell renders the caster totally immune to the ravages of one element decided upon sacrifice. Does not work verses Dragonbreath.
Requires a Faith roll to cast successfully which is tested upon encountering the element. This spell often impresses the laymen, but the enlightened
view it as an elementary trick.
Vision T Range: 1 mile; Duration: 15 mins; Non-Stackable; Reusable
As the Standard Runespell, but each point of POW over and above the minimum doubles the range.
Three Point Spells
Dismiss Demon T Range: 15m; Duration: Instant; Non-Stackable; Reusable
Upon a successful POW vs. POW roll, causes the target to be dismissed back to whence it came and trouble the world no more. The cult views demons as a
malign deific influence that would prey upon their souls and prevent them ever attaining Nirvana. Requires a successful Perception roll to see the
demon for what it is.
Dismiss Elemental III B Range: 160m; Duration: Instant; Non-Stackable; Reusable
As 1 point spell, but affects elementals of all sizes.
Project Dreams of Revelation T Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
Occasionally there will come a person of whom the Tathagatha deems it necessary that he be forcibly shown the Peace of Nirvana. Using this spell, the
Tathagatha can force an individual or group of individuals to fall into a slumber and then dream a vision of his own destiny. This way he can instil a
base of 5% plus bonuses in such an individual in each of Philosophy, Meditation, Perception and Introspection. Alternatively he can direct their
dreams elsewhere to convey any other message he desires. In order for this spell to function, the victim(s) POW(s) must be overcome by the POW placed
in the spell. POW points must be allotted individually, but they can be drawn from all his disciples in spell range that are successfully meditating.
For example, a group of 3 persons, POW 18, 15 and 12 enter the area of this spell in a grove where a Tathagatha meditates with 12 disciples. Each has
50% Meditation and 12 POW, 6 successfully meditate offering a maximum of 66 POW points, plus the 20 the Tathagatha has available himself; he can
comfortably direct enough POW against each individual to ensure 95% success of Dreaming.
A person affected by this spell will only gradually became aware of its affects. First he will sense a great spiritual pressure upon him which with a POW×1% roll he will identify, (POW×5% if he has received this spell before). Second he will become drowsy and leaden-limbed, finally he will find a place to sleep and receive the Dream.
Four Point Spells
Perceive the Innermost Truth and Transcend the Final Barrier T Range: Self; Duration: Permanent, Instant; Non-Stackable; Non-Reusable
Upon the attaining of the rank of Tathagatha, the followers of the Eightfold Path will face the final hurdle before perceiving the Vision of Nirvana.
Since he is trying to overcome his personal flaws, he must first gain an insight into his own Psyche. This can only be done by Introspection, he is
allowed to attempt this once per season, he is successful when he rolls a critical. The seeker now sees that which must be done, his next task is to
cure it, this requires Faith and Meditation. He may once again attempt each once per season, he requires a critical on each. Finally he must attempt
to pierce the Veil of Samsara that obscures Nirvana from mortal eyes. His procedure is the same, requiring a critical roll in Meditation and
Perception. Now the seeker sees the truth and may attempt to capture it by sacrificing 4 points of permanent POW and rolling successfully on all 8
skills of the Eightfold Path. Any failure and the seeker must return to Introspection and begin again. If successful, he attains the title of Mahatma -
Great Souled. He gains an immediate gain of 1D6 CHA and his body will remain incorrupt after his death. He does not seek to live, but awaits a suitable
time to leave the mortal world behind and enter Nirvana. He cannot age and is the embodiment of wisdom. Truly it is said that all things come to him
who has transcended Samsara.
Subservient Cult
Spirit of Reprisal
There is no cult spirit of reprisal per se, but hitherto the cult has had no renegades as the life of the ascetic is so strict, and the Way of the Eightfold Path so very hard, that none join who have not truly seen the light. The veracity of all applicants is rigorously tested by questioning. After initiation, self government is vital as personal progression is dependant upon Faith which is damaged by negative Karmic actions.
Typhon
Mahatman took several things from his family cult when he left, including the Runespell Windrush and Windwords listed above. The cult still retains an interest in Lyric Poetry and much of the Cult Philosophy is in this form.
Associate Cults
During Mahatman's wanderings, he learnt of the Philosophies of many religions and his own teachings are a blend of all these philosophies. However the following cults saw in his teachings a deeper reflection of their own beliefs and have been particularly generous to his followers. Historically, Phoenix is the dominant religion in Karnak where Caesar Caligula Aquilae gave the prophet his first permanent home; Selene is the source of the cult's belief in Dream and the nature of Samsara; and Zadok and Banuril is said to have healed Mahatman often in the wilderness.
These cults are rarely distrustful of Mahatman and the belief is strongest in these areas.
Phoenix
Speak to Birds Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
Enables the recipient to converse with any avian creatures of INT less than or equal to 3, one per round. Oratory can be used to influence them.
Selene
Moonvision Range: 160m; Duration 15 mins; Stackable; Reusable; 1 pt
Enables the recipient to see in Moonlight as if it were daylight. Each extra point stacked doubles the duration.
Zadok and Banuril
Speak to Beasts Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
Allows the recipient to converse with all mammalian animals of INT less than or equal to 3, one per round. Oratory can be used to influence them.
Speak to Plants Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 2 pt
Allows the recipient to talk with any plant of at least the size of a small-bush, 1 plant per round. Oratory can be used to influence them. Sentience
is irrelevant.
Miscellaneous Notes
Other Skill Training
Aside form the cult skills, disciples will be taught the following skills free of charge up to 25% plus bonuses. Lyric Poetry, R/W Mannis, Find Healing Plants and Spiritspeech. In addition, those who are to go wandering will be taught up to 50% in Quarterstaff Parry, and all cultists gain 10% on Move Quietly for being very minimally encumbered, barefoot and naturally reticent.
Cult Skills
| Stat | 1-4 | 5-8 | 9-12 | 13-16 | 17-20 | 21-24 | each +4 |
|---|---|---|---|---|---|---|---|
| INT | −5% | - | - | - | +5% | +10% | +5% |
| POW | −10% | −5% | - | +5% | +10% | +15% | +5% |
There are eight skills, each representing one branch of the Eightfold Path. Three belong to a special skill group called Faith
skills,
modified as below.
Faith skills, by their nature, cannot be trained, but only raised by experience. Mahatman followers must have faith because, unlike all other religions, they have no god who can visibly demonstrate his/her existence, but instead must believe in an abstract concept. Faith skills have the same relationship to POW, as Oratory skills have to CHA.
Faith Faith Skill; 00% Base; Untrainable
This skill is a measure of the disciple's Strength of Belief in the Teachings. It can be used to enable the mind to overcome the weakness of the
flesh, (e.g. pain, hunger and the effects of certain spells which affect the body, but not the mind - Harmonise, Shade Attacks, etc.).
Faith Healing Faith Skill; 00% Base; Untrainable
This functions as First Aid, but if used in conjunction with a Healing spell cast by a healer, will reduce the POW cost by a third, (rounded up). If
the victim also rolls successfully on his Faith skill, then the POW is reduced to half. When this skill reaches 90% the user can cure disease by
laying on hands as does a shaman. If killed and he has 100% meditation, then, he can heal his own body using temporary POW, (without 90% healing
permanent POW is used). At 100% healing, he can regrow the limb of a believer, (including himself), or resurrect anybody, (who automatically acquires
5% in Faith). If he has 90% Meditation, then he does not have to beat the departed spirit in combat, but instead can use his teaching skills to
persuade the spirit to return. These abilities cost Battlemagic POW equal to the Runespell they simulate, in addition, this form of resurrection
requires the body to be healed/cured in addition to the act of Resurrection.
It is a difficult question as to when a person should be resurrected or allowed to reincarnate into another life-cycle. The Healer should examine his Philosophy very carefully; generally, persons who are likely to reincarnate into a lower life-form must be saved. Those that are going to reincarnate into a higher plane of existence should be allowed to do so, (e.g. most animals). Children should be raised for their potential is as yet untested.
Introspection Perception Skill; 00% Base; 800/1600/3200/6400
The ability to objectively examine oneself and ones faults and to strive to correct them. Functions against certain mind affecting spells such as
Fanaticism, Demoralise and Befuddle where the source of the effect emanates from within the Psyche causing a destruction in the subjects perspective
that makes him view the object as other than which it really is.
Mahatman Philosophy Knowledge Skill; 00% Base; 400/800/1600/2400
This skill represents the disciple's knowledge of the Eightfold Path and the nature of Karma, the Soul, Samsara and Nirvana. The disciple cannot use
any non-faith cult skill at a percentage higher than his Philosophy skill. Each 25% of Mahatman Philosophy adds +1 to INT.
Meditation Knowledge Skill; 00% Base; 800/1600/3200/6400
This skill allows the user to rest his internal being and concentrate upon releasing his consciousness from the prison of Samsara despite worldly
distractions. Can be as restful as sleep. At 90% allows discorporation, as spell, roll for every round out of the body. At 100% enables the spirit to
survive death and if he has a high enough Healing skill, to repair his body as does a shaman and reenter it later. A roll must be made every minute in
this condition, failure causes the spirit to drift away and lose interest in raising his dead body. Time to reach the fully meditative state is
21−(Skill ⁄ 5%) full minutes.
Perception Perception Skill; 00% Base; 800/1600/3200/6400
The ability to objectively observe Samsara and see the world as it really is. Enables the user to see through illusions and Disguises. One roll is
allowed to recognise a deception as such. If successful, then the user may continue his study until he rolls a critical, (when he truly sees what the
thing is beneath its cover), or fails/fumbles his Perception skill roll. At 90%, can be used with ranged detection spells so that a successful roll
can make a spell function as permanent, active spell. At 100%, the user can intimately peruse an unseen thing by simultaneous use of several such
spells. This has led to the saying that He who has achieved enlightenment knows all things!
Each 10% of this skill adds +1% to the user's
Perception bonus.
Soul Strengthening Faith Skill; 00% Base; Untrainable
Causes the user to add +4 to his current POW for all defensive purposes, (e.g. Spell Resistance and Spirit Combat). Must be rolled for each separate
attack. An impale adds half the current POW again; a critical doubles current POW. At 90%, the user automatically defends at maximum POW before
bonuses unless the skill is fumbled. Above 100%, the user's racial maximum POW is raised to Skill ⁄ 5%. If the extra defensive POW due to a
successful roll causes an attack to fail, then the user may opt for a POW tick instead of a Soul Strengthening tick, (both are actually aspects of the
same thing).
Teaching Oratory Skill; 5% Base; 500/1000/3000/6000
The ability to teach others about the Way of the Eightfold Path. See Mahatman Philosophy.
Starting Player Character Disciples
For starting player characters it is assumed that they are presented to a teacher and, after questioning, accepted when a teenager. Such an individual is given a brown robe and tutored carefully for 5 years. He or she will receive the following training.
Weapon Skills
Quarterstaff: Attack 30% / Parry 50% (plus bonuses)
Cult Skills
- Mahatman Philosophy 70%
- Teaching 50%
- Meditation 30%
- Perception 30%
- Introspection 30%
- Faith (1D4−1)×5%
- Faith Healing (1D4−1)×5%
- Soul Strengthening (1D4−1)×5%
All plus bonuses. If Faith is lower than either Healing or Soul Strengthening, then switch them over.
Related Skills
Two of the following skills are at 50% plus bunuses and the remainder are at 30% plus bonuses.
- Lyric Poetry
- R/W Mannic
- Find Healing Plant
- Spirit Speech
Move Quietly is at +10% above base.
Stat raises
Cultists gain one raise roll in POW and CHA, and two in DEX.
Spells
They get the following spells dependant upon their teacher's knowledge. No individual will be taught as a starting character more Battlemagic than
he has INT. The first spells rolled for must be Healing and Detect Life, after that he may choose the order in which to roll. Once all spells have
been tested, he has explored his teacher's regular spells and may request rarer magics, but beware, for some are Karmically damaging .
| POW Roll | Healing | Det Life | Protection | Shimmer | Parry | Countermagic | Det Spirit | Mindspeech | Farsee | Det Undead |
| Critical ×5 | 8 | Yes | 4 | 4 | 4 | 4 | Yes | 2 | Yes | Yes |
| ×1 | 7 | Yes | 4 | 3 | 3 | 3 | Yes | 1 | Yes | Yes |
| ×2 | 6 | Yes | 3 | 2 | 2 | 2 | Yes | - | - | - |
| ×3 | 6 | Yes | 3 | 1 | 2 | 1 | Yes | - | - | - |
| ×4 | 4 | Yes | 2 | - | 1 | - | - | - | - | - |
| ×5 | 3 | Yes | 2 | - | 1 | - | - | - | - | - |
| ×7 | 2 | - | 1 | - | - | - | - | - | - | - |
| Failed ×7 | 1 | - | - | - | - | - | - | - | - | - |
| Fumble ×5 | - | - | - | - | - | - | - | - | - | - |
If the individual has any Faith, he/she is a disciple. A cultist's only possessions are the bowl, staff and robe of the appropriate colour.
Mahatman Philosophy
Definitions, Assumptions and Inferences.
Atman
The soul, composed of three parts
- The Intellect, which is the source of reason and conscious thought,
- The Ugditha or Life Force, which is the driving power behind the persona, and
- The Karma, which is the quality of the soul as evidenced in its altruism and compassion.
The Way of the Eightfold Path seeks to attain Nirvana by refining all three unto perfection.
Karma
The third component of the Atman, possibly the most important and certainly the most overlooked. All religions recognise the existence of Ugditha and
Intellect, (POW and INT), but generally the Karma is only indirectly recognised by the implication of moral strictures. Often these strictures are
based upon dogma and bear little relation to the true Karma, sometimes they are even detrimental to the willingless to the wellbeing of the Atman.
Mahatman confers Karma a status commensurate with Intellect and Ugditha as parameters of the soul.
Karma is affected by desires and actions of the soul. Negative Karmic acts burden the soul with guilt which must be worked-off during subsequent lives. This guilt can be removed by positive Karmic acts. Acts which are positive Karmically are those performed out of altruism, love and compassion; negative acts are performed from selfishness, hate and vindictiveness. Upon death, a person's Karmic burden of guilt determines the form and quality of the next life. Over several lifetimes, an individual may refine his soul to the point where he is perfect and achieves Nirvana, after which no further incarnations are necessary.
Nirvana
A State of Being, independent of body, in which the Atman is in complete rest, in a state of peace, devoid of desire. The attainment of this state is
held to be the natural goal of every individual. The barriers to attaining Nirvana may be divided into two forms.
- Desires of Flesh, which directly impede progress in refining the Atman by provoking selfishness, and
- Samsara, which obscures the clear vision of Nirvana from the seeker's view.
The Way of the Eightfold Path therefore requires that a seeker must strive to control his desires and clear his vision 'ere he attains enlightenment.
Samsara
The World Illusion. Mahatman Philosophy calls the everyday world around us by this title for the habit, (common to all who have not received
enlightenment), of the common-man of failing to see the World as it really is. Samsara has two sources of origin. External Illusion whereby the object
seeks to deceive the subject and Internal distortion whereby the subject perceives the object from an erroneous perspective. In the words of Mahatman,
(in a sermon addressed to the people of the City of Heliopolis).
The Senses are Horses and Objects the roads they travel!
If the Intellect pertains to a Mind that is distracted, then it loses its discrimination.
In this case, the Senses become uncontrolled like Wild Stallions beneath the reins of a weak charioteer!
Mahatman Philosophy holds that each person is in fact dreaming his or her part in Samsara and that one of the cheifest obstacles before a Dreamer is to realise that he is dreaming. But what is dreaming? It is held that the Atman is the Essence of the person and that the Essence dreams it a dream of form. Part of the Illusion of Samsara is the effect of words. The most difficult aspect of Teaching is to convey Truth by words without it being distorted by the very words which are its vehicle. As the Mahatman said in Karnak in his last sermon to his flock.
I have many names, and none of them matter!
Names are not important.
To speak is to name names, but to speak is not important!
No word matters. But Man forgets reality and remembers words.
The more words he remembers, the cleverer do his fellows esteem him.
He looks upon the Great Transformations of the World,
but he does not see them in their reality,
Their names come to his lips and he smiles as he tastes them,
thinking he knows them in the naming.
The thing that has never happened before
is still happening. It is a miracle.
The Great Burning squats, flowing, upon the Limb of the World,
excreting the Ash of the World.
Being none of these things; bearing names
and at the same time; all of them.
This is Reality - The Nameless.
Doctrines
Ahimsa
Karma is burdened only by the actions of the Soul, by thoughts. Only thoughts may have direct Karmic consequences, actions nonesuch. However, since it
is impossible to act without thought, any act must bear a Karmic burden by implication, positive or negative. Yet whatever the deed, it is the thought
behind the deed which is the operative Karmic influence and the Guilt of the thought is operative at the moment of conception and remains even if the
act, to which the thought was parent, remains unconsumated. Thus, should a man, seeing a wasp, conceive the idea of swatting the wasp out of malice or
fear, then the Guilt will take effect and his Karma shall suffer accordingly; even if, out of compassion, fear of retribution, or even concern for his
own Karmic welfare he restrains himself and withdraws his hand. Yet if he should slay the wasp out of compassion or love, it would be as if he had
not slain and might be deemed an act of Karmic Charity. Some say then
If then one conceives of an act which is Karmically burdened with Guilt, such as the taking of life out of malice, (even so mean a life as that of a wasp), then is the harm done so that to consummate the idea by action does not further harm the Karma and so self-restraint twixt mind and hand is a pointless exercise!
Not so! For though the thought is father to the deed, there is that span of time when there may be born that seed of restraint, charged with Karmic Charity, which may cause the thought to miscarry and the deed to be stillborn. Thus, he who conceives of murder has done himself harm, but should he restrain himself from compassion for his victim, then is the Guilt of thought reduced by his restraint of action. However, should he restrain himself for fear of retribution, then is his restraint imbued with further Guilt and he compounds the offence against his own Spirit.
Poverty
The Seeker renounces possessions because Possession is the Mother of Desire. Yet to renounce all worldly goods is to turn ones back upon the World and
lose sight of Samsara within which may be found Nirvana. Thus it is customary for a disciple to own those things which bind him to Samsara as a mortal
being. These are as follows.
- A garment, to protect him from the elements,
- A staff, to support him in the wilderness, and
- A begging bowl, that he may receive sustenance.
The bowl is a marvelous Instrument of Karmic Charity, for by begging, the disciple learns humility, and by giving alms, those who fill his bowl may rid themselves of some of their Burden of Guilt and thereby come closer to Nirvana.
Chastity
Abstinence from desire, including Lust, Gluttony, Covetousness, Fame, etc. The Seeker should not take more than he needs to maintain his mortal frame,
and yet he should take this minimum for too much abstinence is itself a denial of Chastity and a manifestation of pride.
Obedience
A disciple should harken to his Teacher for the Teacher imparts wisdom and points the Way for the disciple to follow when he may not be able to
perceive it himself. But the disciple should also harken to that teacher within himself, his conscience, which is the voice of his own Karma leading
him to Nirvana and spurn his desires, for they are the voices of the flesh seeking to subvert his soul.
ORMAZD - The Dark Side
History
Inland of the South Coast at the extreme western end of the Great Central Sea there sprang-up briefly a military state ruled by a man of barbarian origin who had heard the teachings of Mahatman and perverted them and he has lent his name to a previously unrecognised Dark-Side of the Eightfold Path. The man called himself Ormazd and claimed Godhood and although he himself was slain, his spirit is said to live on. He is still worshipped by people in the area in a placatory manner though his so-called cult exists, all its members are too selfish to give it any cohesion. However his name is usually given to the twisted teachings of the Dark-Side, though of course Ormazd never professed or taught this way.
Since then one or two perverted individuals have followed the same path, but never with as great success.
Perversion may occur in the interval between the disciple hearing the teachings and thereby gaining Philosophy and attaining any Faith. A extremely selfish individual may attempt to roll against his Philosophy skill once per season to gain 5% plus knowledge bonus in Mazdian Philosophy and may now peruse the Dark-Side of the Eightfold Path.
These persons are never true followers of Mahatman for at no time do they have any true Faith and are not therefore renegades in the true sense of the word.
Mazdian Philosophy
Mazdian Philosophy is the precise opposite to Mahatman Philosophy. Life is regarded as a competitive scramble in which each person is striving to attain godhood and in which every person has a responsibility to further themselves as much as possible at the expense of everyone else! It is a creed of pure selfishness. If everyone does this then, in successive lives, individuals grow stronger until eventually they attain the status and power of Gods. Kindness is Cruelty for altruism weakens both the giver and receiver.
Initiate Membership
Once a person has any Mazdian Faith, he is forced by his own convictions to leave all other cults, for he cannot permit his money and power to go to another. He commences his progress to his goal by seeking mastery of eight skills, as do the disciples of Mahatman, but the skills are different. A follower of the path of Ormazd may never use any form of healing, for this is based from altruistic concepts. Nor may he use Introspection, for he cannot face the havoc he wreaks on his own soul. Finally he may not pass-on the secrets of his creed, for it is not in his interest for others to know the Path and so Teaching is proscribed.
No skills are taught and the Mazdian must gain spells purely by subterfuge and coercion. He makes no vows and renounces nothing, but must act purely out of self-interest. Altruism damages his faith.
The skills he seeks to refine are Meditation, Perception and Soul Strengthening which function exactly as in Mahatman; Mazdian Faith and Mazdian Philosophy, which function as do the Mahatman skills; A Weapon Attack and Parry, for a Mazdian must have the ability to defend himself physically and slay those who get in his way as he cannot expect others to do this for him; Deceit, an oratory skill which enables him to lie barefaced to persons questioning his ethics and intentions.
Successful use of this Deceit enables Mazdians to confound skills such as Sense Assassin and Sense Criminal, and spells such as Detect Enemies, (NOTE: without this skill a Mazdian always shows up as an enemy to everyone). Only someone using the skill of Perception may see him for what he is, otherwise only a Divination can detect a Master of Deceit.
Finally there is the Faith skill Assertion. This allows the user to dominate another persons will with a direct command in a POW vs. POW attack.
These must be one-word commands, instantly obeyable, voiced so that the victim can hear. Commands to Die
or Suicide
will be ignored.
The number of words in the command is one per 25% of skill, but each word reduces the chance of success by 5%. At 90%, the command may be willed
rather than voiced. Above 90%, the use adds 1 to his effective POW for every extra 10%. At 100%, the user can split his skill between opponents, (as
in Melee skills). At 100% a user can force a victim to suspend his bodily functions, including breathing, and will Kill the victim in CON melee rounds
of continuous successful assertion. The victim is unconscious after falling below half CON, but upon being relinquished, will make a full recovery in
1D3 rounds. If both Assertion and Deceit are at 90%, then the user can cause the victim to see things which are not there - he merely says, (for
example), See the lion!
and the victim will see the lion, upon a succesful POW vs. POW attack.
Mahatman cultists can use their Faith skills to counter Assertion.
Sagehood
The equivalent rank to Rishi is achieved upon attaining 15+ POW and 90% in Deceit and Mazdian Philosophy. The benefits are the same, save for the Runespells, (see below).
Enlightenment
The Ormazd equivalent of Enlightenment comes when the acolyte has mastered Meditation, Perception, a compatible Attack and Parry, and 18+ POW. Benefits are similar to Boddhisatva save for Runespells, (see below). Mortals tend to offer the individual Fear rather than respect.
Rakasha - Achievement
When all eight skills are at 100% and has achieved 21 POW. The status equivalent to Tathagatha is attained. Benefits are once again as for
Mahatman. Ormazd himself set about creating his desert kingdom calling himself Rakasha meaning Merciless Ravager
. The Mazdian must be
absolutely strong from now-on. He must not show the slightest sign of weakness, only Ruthlessness must prevail.
It is said that above Rakasha, the Mazdian may attain Godhood; Ormazd thankfully was stopped before he reached this status.
Runespell Compatibility
Rank given as Mahatman; R = Rishi, B = Boddhisatva, T = Tathagatha.
One Point Spells
Command Elemental B Range: 60m; Duration: 15 mins; Stackable to 3 pts; Reusable
Upon a successful POW vs. POW roll, enables the caster to seize control of an elemental. One point is needed for a Small Elemental, two for a Medium
and three for a Large. Requires an Assertion roll. If the elemental has orders and is following them, then merely seizing control will not cause it to
desist, it must be given new orders.
Command Ghost B Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
Functions as Command Elemental, only works against disembodied spirits.
Disguise R
As Selene Spell.
Spell Stealing Range: Touch; Duration: Instant; Stackable - no limit; Reusable
Must be stacked with Power Drain Touch. When cast as the Mazdian destroys a victim's spirit. It enables him to access the victim's Battlemagic spells
and steal one point of Battlemagic per point of Spell Stealing cast.
Windrush B Range: Self; Duration: 15 mins; Non-Stackable; Reusable
Allows caster to move with the aid of the wind and Movement Rate 12 and with −1 on Strike Ranks and +10% defense.
Windwords B Range: 160m; Duration: 15 mins; Stackable - no limit; Reusable
Any conversation can be born by the wind if within the range of the caster so that conversation can take place as if the target were standing next to
the caster. Each extra point stacked doubles the range of the spell.
Two Point Spells
Power Drain Touch R Range: Self; Duration: 15 mins; Non-Stackable; Reusable
The Mazdian's extreme selfishness gives them access to this ability to seize Battlemagic POW from a victim by touching in a POW vs. POW attack as a
Vampire.
Resist Element B Range: Self; Duration: 15 mins; Non-Stackable; Reusable
When cast, this spell renders the caster totally immune to the ravages of one element decided upon sacrifice. Does not work verses Dragonbreath.
Requires a Faith roll to cast successfully which is tested upon encountering the element. This spell often impresses the laymen, but the enlightened
view it as an elementary trick.
Vampiric Healing B
As Wraithe Spell.
Vision T Range: 1 mile; Duration: 15 mins; Non-Stackable; Reusable
As the Standard Runespell, but each point of POW over and above the minimum doubles the range.