Nekromanti Hjälp: Mysterier till Oayan - järnets ande [Tarkas]

jensofsweden

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Hej alla glada (och mindre glada)!

Min grupp kommer snart bege sig in i ett äventyr i Tarkas och en av spelarna ville spela en Mystiker som tillber andarna som identifieras i Tarkas-pdf:en. Hans mystiker kommer främst vara fokuserad på Ulgan och Oayan, så jag är i full färd med att pilla ihop mysterier till dessa. Ulgan har jag lyckats pilla ihop en massa roliga alternativ till, dock har jag svårt att komma på lika roliga/intressanta saker till Oayan. Har svårt att komma på saker annat än att förbättra/försämra vapen och rustningar (endast metalliska sådana) och möjligtvis att orsaka blödning och ge bonus mot Nedbrytning/Skräck (våld), och skulle gärna ha lite alternativ som INTE har fokus på 'combat' så att säga.

Så, i desperation vänder jag mig till er, fellow forumiter, i hopp om att någon kanske pillat med just detta tidigare, eller så kanske det finns någon som känner att just järn är superinspirerande :)

Please help?
 

Siljestam

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100
Järn har ju enligt folktro haft krafter att skydda mot onda andar:

"Cold iron" is historically believed to repel, contain, or harm ghosts, fairies, witches, and other malevolent supernatural creatures. This belief continued into later superstitions in a number of forms:
* Nailing an iron horseshoe to a door was said to repel evil spirits or later, to bring good luck.
* Surrounding a cemetery with an iron fence was thought to contain the souls of the dead.
* Burying an iron knife under the entrance to one's home was alleged to keep witches from entering.

Kanske skulle kunna vara mysteriedämpande effekter, såsom att göra alstring av magi svårare, fördriva andar och spöken, och skapa en mer "jordnära" tillvaro.
 

Ymir

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För att Qaynan (som du absolut kan kalla Oayan om du vill, det är också snyggt) ska bli en gud med meningsfulla mysterier måste man nog först ta en funderare på vilka koncept som tarkierna associerar järn med, och sedan utgå från dessa koncept i skapandet av mysterierna.

Tänk delvis på självklara saker som vapen, hårdhet och beständighet, men också på symboliska och mentala saker som känslokyla, beslutsamhet, ogenomtränglighet, magnetism, dragningskraft, hanterandet och skapandet av föremål, den husliga härden, den skapande gnistan, människans makt över naturen, geotropi, nomotropi, pyrotropi, kryotropi.

Effekter som ger buffar till vapen (tex egenskapen Genomslag 5), magiska pansar, försvar mot demoner och skuggvarelser (cold iron etc), länka sig själv till föremål och därmed få buffar (typ Mhîmrättens bågskytte-mysterie som jag tidigare publicerat på forumet), härdeldar som håller illvilliga väsen borta, åkallande av föremål från Hyperuranien (idévärlden), manipulerande av viljestyrka, argumentationsförmåga och förmåga att trycka undan eller dölja sina känslor, är exempel på saker jag kan tänka mig att Qaynans mysterier hade kunnat göra.
 

jensofsweden

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Yes, tack Ymir och Siljestam, precis detta jag var ute efter! :D

Känns som jag varit inne på rätt område gällande 'tropier' iaf, och ni har definitivt gett mig superbra ideer för att pilla ihop lite intressanta alternativ till min spelare att välja mellan :)
 

Kiwok

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11 Feb 2015
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En kul tvist med järn-aspekten skulle kunna vara något blodrelaterat? Beror väl lite på hur man vill tolka det :)
 

jensofsweden

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@Kiwok: Yes, har lite spells som har med blödning att göra just av den anledningen (+ att Oayan är en krigar-ande i min head-canon) :)
 

jensofsweden

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Efter lite trial and error har Ulgan och Oayan (eller Qaynan som han tydligen heter egentligen) båda ett par mysterier var. Kommer uppdatera tråden allt eftersom jag hittar på mer.

(VARNING: allt är på Engelska eftersom jag spelar med en massa Engelsmän).

En hel del är namnlösa och utan beskrivning atm eftersom fokus just nu ligger på att hitta på effekterna så ifall ni kommer på något coolt får ni gärna hojta :)

Har dessutom inte hittat något bra ord att översätta Moment till. Funderade ett tag på att använda 'element' men tänkte att det lätt kan misstolkas just för att det är för nära kopplat till de fyra elementen inom rollspel (speciellt fantasy). Om någon kommit på en bra översättning där skulle det verkligen uppskattas också! :D

ULGAN
ULGAN’S EMMISARY

Ancestral Tounge
Description.

Effect: The target can initiate Social Conflicts with Astral Beings without entering the Astral Plane. However, doing so will place the target at Disadvantage due to being located on a different plane of existence.

Moment: Channel 14

Range: Adjacent
Scope: 1 Target
Duration: Scene [Increases to 1 Day for 3 Advantages]
Magnitude: 14



Ancestral Calling
Description.

Effect: Summons a spirit [+1 Spirit per 2 Advantages] belonging to an ancestor of the target. The spirit is of the second rank and has a Neutral attitude towards the target and any of their relatives. The spirit will remain in the area until dismissed, attacked, frightened, offended, or in another way removed.

Moment: Ceremony*, Channel, History
Time: 1 Hour
Difficulty: 15

Range: Adjacent
Scope: 1 Target and 1 Spirit within a 1KM Area
Duration: Instantaneous
Magnitude: 30


MYSTERY (Nameless)

Ancestral Eye
Description.

Effect: The target can ‘see’ Astral Beings located within the scope of the prayer without needing to roll against Spirit-Sense.

Moment: Channel 14

Range: Adjacent
Scope: 1 Target and a Small Area
Duration: Scene [Increases to 1 Day for 3 Advantages]
Magnitude: 14



Remote Senses
Description.

Effect: The Target must clear Self-Control 14 (+2 per Advantage) or the Caster will be able experience one of the senses belonging to the target by Concentrating. The Caster cannot use any of their own senses while experiencing senses belonging to the Target. This effect can only be activated while the Caster and Target are both within the Ceremony’s Scope. If either the Caster or Target leaves the Scope, the effect immediately wears off.

Moment: Ceremony*, Ceremony, Channel
Time: 8 Hours
DC: 15

Range: Adjacent
Scope: The Caster and one other target within 1KM Large Area
Duration: 1 Week
Magnitude: 37



OAYAN/QAYNAN

MYSTERY (Nameless)

Spectral Shield
Description.

Effect: The target may use the Shield skill instead of Self-Control to defend themselves when engaged in Astral Battle. Note that the target must hold the Shield in order to do this.

Moment: Channel 14

Range: Adjacent
Scope: An Iron Shield
Duration: Scene [increases to 1 Day for 3 Advantages]
Magnitude: 14



Blessed Blades of Oayan
Description.

Effect: The Weapon can be used to inflict damage to non-corporeal beings.

Moment: Channel 12

Range: Adjacent
Scope: An Iron Dagger or Sword
Duration: Scene [Increases to 1 Day for 2 Advantages]
Magnitude: 12



Oayan's Barrier-Breaking Beacon
Description.

Effect: The arrow functions as a beacon, reducing the difficulty to find the area it is located in while in the Astral Plane.

Moment: Ceremony*, Channel
Time: 2 Hours
Difficulty: 15

Range: Adjacent
Scope: 1 Projectile (Iron Tipped)
Duration: 1 Week
Magnitude: 34



MYSTERY (Nameless)

Name
Description.

Effect: All Astral Beings within the Scope must clear Self-Control 12 (+2 per Advantage) or Flee (see p.X in the Eon IV Core Module).

Moment: Channel 12

Range: Adjacent
Scope: A Small Area
Duration: Instantaneous
Magnitude: 12



Name
Description.

Effect: Astral Beings, Celestials, and Elementals that are not Friendly towards the Caster must clear Self-Control 14 or be forced out of the Scope. Any creature trying to enter or leave the Scope must clear Physique 14 or be Pushed Back (see p.X in the Eon IV Core Module) and increase their Base Fatigue by 7. Additionally, all creatures within the Scope area gains +1D6 on any roll to resist Magic and Possession.

Moment: Ceremony*, Channel
Time: 1 Hour
Difficulty: 11

Range: Adjacent
Scope: An Iron Horseshoe and a Medium sized Area
Duration: 1 Day [Doubles for each Advantage]
Magnitude: 22
 

jensofsweden

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Nu har det blivit lite fler mysterier. Precis som förut saknas beskrivningar och namn till typ allt (ge gärna förslag om ni vill!), och allt är såklart på Engelska.

ULGAN
MYSTERY

Name
Description.

Effect: The caster enters the Astral Plane adjacent to their location in Mundana (the Caster’s spirit may enter the Astral Plane one distance further away from their body per 2 Advantages)

Moment: Channel 14

Range: Adjacent
Scope: The Caster
Duration: Instantaneous
Magnitude: 14


Name
Description.

Effect: The target accumulates 2 less Suffocation per Round (+1 per 2 Advantages) while performing an Astral Projection. The Target always receives at least 1 Suffocation per Round.

Moment: Ceremony*, Ceremony, Channel
Time: 1 Hour
Difficulty: 12

Range: Adjacent
Scope: 1 Target
Duration: 1 Month
Magnitude: 23


MYSTERY

Name
Description.

Effect: The Caster locates a Spirit within the Scope. The Caster must know the true name of the Spirit they want to locate. It is also possible to locate specific types of Spirit (i.e. a Water Spirit), but this raises the difficulty by 4.

Moment: Channel 12

Range: Adjacent
Scope: A Mid-Sized Area (increases for 2 Advantages)
Duration: Concentration
Magnitude: 12


Name
Description.

Effect: A Spirit that is ‘touched’ by the Caster must clear Self-Control 16 (+2 per Advantage) or reveal their true name to the Caster.

Moment: Ceremony*, Ceremony, Channel
Time: 4
Difficulty: 14

Range: Adjacent
Scope: The Caster
Duration: 1 Week
Magnitude: 36

OAYAN
MYSTERY

Spectral Sword
Description.

Effect: The Target must clear Vitality 14 (+2 per Advantage) or develop a wound in the touched area. For Head or Torso the Target rolls against Vitality 10 instead.

Moment: Channel 10

Range: Adjacent
Scope: 1 Target
Duration: Instantaneous
Magnitude: 10


Name
Description.

Effect: Once during the duration, the Target of this Ceremony can cause Bleeding 3/14 (+0/2 per Advantage) to one other target by running one finger across their skin and uttering the holy Dvaja “Aldam Oyudtahir Olrudha” (The blood cleanses the soul).

Moment: Ceremony*, Channel, Dagger
Time: 4 Hours
Difficulty: 13

Range: Adjacent
Scope: 1 Target
Duration: 1 Week
Magnitude: 34


MYSTERY
Name
Description.

Effect: Select 1 Damage type, the weapon does +1D6 (+2 per Advantage) damage of that type.

Moment: Channel 10

Range: Adjacent
Scope: 1 Iron Dagger, Club or Sword
Duration: Scene
Magnitude: 10


Name
Description.

Effect: When rolling for Serious Injury as a result of an attack made with the weapon, increase the result by +4 [+1 per 2 Advantages].

Moment: Ceremony*, Channel, [Weapon]
Time: 1 Hour
Difficulty: 14

Range: Adjacent
Scope: 1 Weapon [Iron]
Duration: 1 Week
Magnitude: 28


MYSTERY

Name
Description.

Effect: Everyone within the scope gains +1D6 to all rolls against Self Control when dealing with Fear. Additionally, anyone using fire for cooking or crafting gains +1D6 to their skill checks.

Moment: Channel 8

Range: Adjacent
Scope: A Small area surrounding a Fireplace
Duration: Fire
Magnitude: 8


Name
Description.

Effect: The Target can replace any rolls against Channel, Ceremony, or Harmonise with a Craft. Note that the Target must engage with their craft in some way in order to do so (i.e. be in a workshop or be in contact with a tool used to carry out the craft)

Moment: Ceremony*, Ceremony, Channel
Time: 1 Hour
Difficulty: 13

Range: Adjacent
Scope: 1 Target
Duration: 1 Week
Magnitude: 25


STEADFASTNESS OF THE RIGHTEOUS

Name
Description.

Effect: When the Target ignores the Outcome of a Social Conflict, the opponent’s Control is reduced by 1 (+1 per 2 Advantages).

Moment: Channel 10

Range: Adjacent
Scope: 1 Target
Duration: Instantaneous
Magnitude: 10


Name
Description.

Effect: The Target ignores the Effects of Falling and Pushed Back. However, the Target also gets -1D6 to any roll against Acrobatics, Jump, and Evade.

Moment: Channel 8

Range: Adjacent
Scope: 1 Target
Duration: Scene [Increases to 1 Day for 2 Advantages]
Magnitude: 8


Name
Description.

Effect: The Taget ignores the effects of up to 2 Wounds (+1 Wound per 3 Advantages) for the duration. Note that the wounds are not healed, and any other effects that have arisen as a result of the wound (i.e. infection) are still affecting the Target.

Moment: Ceremony*, Channel
Time: 1 Hour
Difficulty: 10

Range: Adjacent
Scope: 1 Target
Duration: 1 Day
Magnitude: 19



NAME

Name
Description.

Effect: The Target receives a +5 Bonus (+1 per Advantage) to all rolls against all Violence-based Breakdown and Fear Checks.

Moment: Channel 10

Range: Adjacent
Scope: 1 Target
Duration: Scene
Magnitude: 10


Glare of the Hardened Veteran
Description.

Effect: Activate only once during the duration. The Target can inflict Fear (Violence) 25 (+2 per Advantage) to a creature within a Short distance of them by spending 1 Round glaring at them.

Moment: Ceremony*, Channel
Time: 8 Hours
DC: 15

Range: Adjacent
Scope: 1 Target
Duration: 1 Week
Magnitude: 42
 
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