A knife dancer. Art By: Me |
Author's Note:
Here is more information about
the Manukari, a group I have based upon: the Romani, Indian Culture,
and Noh & Kabuki theater. I have also included 4 magic pieces of head-wear that are commonly used by the Manukari. The first post about
the Manukari can be found at this LINK. The Manukari are part of the
Dreamland setting I am slowly working on, which can be found at this
LINK. The systems I used to make the magic items are: OSR / LotFP / AD&D, Into the Odd, and Pits & Perils. I am willing to convert these things to over systems by request. As always, I look forward to any comments, suggestions, or
questions you may have.
But
Who Are They Really?
They are like any
other group of people, filled with saints and monsters while the
majority live between. There are those who revel in the richness of
their own culture, while others forsake it for another. In the end,
they are human, and in being so have no single story, but rather a
multitude from every individual.
A common factor, as
common as individuality would allow, is a love for dance and music.
One might blame the blood and its influence of genes, while others
might point to culture, however, the Manukari hold that it is their
souls that call them to love the rhythm of step and strum.
Their magic is based
in song and dance, and from it they are capable of wonders both
terrible and great. Accordingly, their arcane crafts are focused upon
song, dance, and pageantry. One might find these creations in bazaars
in far lands, or pawned in dingy shops nearby. While at one time they
held their creations dear, their fall from grace has lead to times
that become leaner by the day.
A Manukari child dressed in traditional clothing. Art By: Me |
With the youth
abandoning their caravan homes for sessile life in cities, the
nomadic families have become thinner with years. In the hopes that
new blood might reinvigorate the Manukari culture, the elders have
been allowing those who prove to possess an Atmamanu (a Manukari wise
soul) to join their families. Others who assist the families, and
show honor, are allowed to journey through the lands with them, or
are given rare gifts as a sign of the Manukari's favor.
Perhaps you might
hear more of these vibrant, but enigmatic people, perhaps not. A
storyteller tells stories as their mood strikes them, and this one
may wish to remain silent on the tales of the Manukari. What is less
perplexing is their arcane crafts, which I lay before you, an
offering for you to take or leave as you please.
Headdresses
and Masks
Part of the Manukari
culture when concerning dance and song is pageantry. It is not merely
enough to dance and make music, one must show outward signs of the
message being communicated. Each headdress or mask is linked to a set
of dances, each set having its own theme. To gain the benefits of
these magical crafts one must dance or make music for a short time
before the piece awakens to bestow its blessing. The amount of time
needed in order to awake the headdress or mask differs from piece to
piece. It is up to the GM/System as to what constitutes a successful
roll to dance/make music.
Head-Wear of the Manukari. Art By: Me |
I – Headdress
of Thana Muse of the Dead
This headdress is
used during funeral rites, at the bedsides of the dying, and places
where the dead have become restless.
OSR
/ AD&D / LotFP
Dance/Music
Requirement: 5
Rounds
Benefit
Duration: 1
Hour
Benefits:
Those in a 10 foot
radius of the wearer are immune to the pains caused by death, though
not the effects themselves.
Those in a 10 foot
radius of the wearer (including the wearer) are receive a bonus to
their saves versus necromantic or death effects. +1 at 1st
level of the wearer, and another +1 for every 4 levels after the 1st.
The wearer gains a
bonus to their AC against undead creatures. +1 at 1st
level of the wearer, and another +1 for every 3 levels after the 1st.
The wearer is
capable of striking incorporeal undead with any weapon they are
wielding as if the undead was corporeal.
Into
the Odd
Dance/Music
Requirement: 5
Rounds
Benefit
Duration: 1
Hour
Benefits:
Those in a 10 foot
radius of the wearer are immune to the pains caused by death, though
not the effects themselves.
Those in a 10 foot
radius of the wearer (including the wearer) are receive a bonus to
their saves versus Arcana and other supernatural effects that drain
Strength or effect the soul of the individual. At Novice the
bonus is +1, the bonus increases to +2 at Expert, and +3 at Master.
The wearer gains a
bonus to their armor against undead creatures. At Novice the
bonus is +1, the bonus increases to +2 at Expert, and +3 at Master.
The wearer is
capable of striking incorporeal beings with any weapon they are
wielding as if the being was corporeal.
Pits
& Perils
Dance/Music
Requirement: 5
Rounds
Benefit
Duration: 1
Hour
Benefits:
Those in a 10 foot
radius of the wearer are immune to the pains caused by death, though
not the effects themselves.
Those in a 10 foot
radius of the wearer (including the wearer) are receive a bonus to
their saves versus necromantic or death effects. +1 at 1st
level of the wearer, and another +1 for every 4 levels after the 1st.
The wearer gains a
bonus to their Hits when attacked by undead creatures. +1 at 1st
level of the wearer, and another +1 for every 2 levels after the 1st.
(Hits lost only refresh if the the headdress is reactivated).
The wearer is
capable of striking incorporeal undead with any weapon they are
wielding as if the undead was corporeal.
A dancer wearing a Mask of Shivsa. Art By: Me |
II
– Mask of Shivsa Muse of Blades
The
mask is warn by those who guard the Manukari caravans, or during the
rare instances a family caravan goes to war. Those who wear these
masks tend to wield long-knives and shorts-words.
OSR
/ AD&D / LotFP
Dance/Music
Requirement: 1
Turn (10 Rounds)
Benefit
Duration: 4
Hours
Benefits:
The
wearer gains a bonus to AC in combat. At 1st
level the bonus is +1, this bonus increases by +1 for every 4 levels
after the 1st.
The
wearer gains a bonus to-hit with Slashing weapons. At 1st
level the bonus is +1, this bonus increases by +1 for every 3 levels
after the 1st.
The
wearer gains a +50% bonus to their movement rate.
Into
the Odd
Dance/Music
Requirement: 10
Rounds
Benefit
Duration: 4
Hours
Benefits:
The
wearer gains a bonus to their Armor in combat. At Novice
the bonus is +1, the bonus
increases to +2 at Expert, and +3 at Master.
The
damage die of Slashing weapons wielded by the wearer increases by 1
step, even when impaired the lowest damage a Slashing weapon may do
is 1D6.
The
wearer gains a +50% bonus to their movement rate.
Pits
& Perils
Dance/Music
Requirement: 1
Turn (10 Rounds)
Benefit
Duration: 4
Hours
Benefits:
The
wearer gains a bonus to their Hits in combat. At 1st
level the bonus is +1, this bonus increases by +1 for every 3 levels
after the 1st.
(Hits lost only refresh if the the headdress is reactivated).
The
wearer gains a bonus to-hit with Slashing weapons. At 1st
level the bonus is +1, this bonus increases by +1 at level 8.
The
wearer gains a +50% bonus to their movement rate.
A dancer wearing an unnamed mask. Art By: Me |
III
– Mask of Kossa Muse of the Wounded
This
mask is worn by healers and doctors, granting them the ability to
heal fresh wounds, aide the poisoned and sick, as well as regenerate
lost limbs (though at a cost to themselves).
OSR
/ AD&D / LotFP
Dance/Music
Requirement: Any
Benefit
Duration: The
benefits of the mask only function while the wearer is dancing, plus
for 1 round afterward.
Benefits:
Those in a 10 foot
radius of the wearer (including the wearer) heal 1 point of damage
per round.
Those in a 10 foot
radius of the wearer (including the wearer) are receive a bonus to
their saves versus poison and disease. +1 at 1st level of
the wearer, and another +1 for every 3 levels after the 1st.
The wearer gains a
bonus to their AC while dancing. +1 at 1st level of the
wearer, and another +1 for every 3 levels after the 1st.
The wearer is
capable of regenerating the lost limbs of others, however each time
this is done the wearer loses a digit off their hands or feet. While
this may be done a few number of times without ill effects, too many
fingers lost will mean an individual is unable to hold items, while
the loss of a big toe will severely effect someone's balance. When
the digits are lost, the individual feels no pain, and a smooth patch
of skin is left where the digit once was.
Into
the Odd
Dance/Music
Requirement: Any
Benefit
Duration: The
benefits of the mask only function while the wearer is dancing, plus
for 1 round afterward.
Benefits:
Those in a 10 foot
radius of the wearer (including the wearer) heal 1 point of damage
per round. This healing does not effect points lost from stats.
Those in a 10 foot
radius of the wearer (including the wearer) are receive a bonus to
their saves versus poison and disease. At Novice the bonus is
+1, the bonus increases to +2 at Expert, and +3 at Master.
The wearer gains a
bonus to their armor while dancing. At Novice the bonus is
+1, the bonus increases to +2 at Expert, and +3 at Master.
The wearer is
capable of regenerating the lost limbs of others, however each time
this is done the wearer loses a digit off their hands or feet. While
this may be done a few number of times without ill effects, too many
fingers lost will mean an individual is unable to hold items, while
the loss of a big toe will severely effect someone's balance. When
the digits are lost, the individual feels no pain, and a smooth patch
of skin is left where the digit once was.
Pits
& Perils
Dance/Music
Requirement: Any
Benefit
Duration: The
benefits of the mask only function while the wearer is dancing, plus
for 1 round afterward.
Benefits:
Those in a 10 foot
radius of the wearer (including the wearer) 1 Hit of damage per
round.
Those in a 10 foot
radius of the wearer (including the wearer) are receive a bonus to
their saves versus poison and disease. +1 at 1st level of
the wearer, and another +1 for every 4 levels after the 1st.
The number required
to hit the character while they are dancing increases by 1. 10 to 12
for 1 Hit and 13 for 2 Hits. This increase means that only
individuals and monsters with bonuses to-hit are capable of scoring 2
Hits on the dancer.
The wearer is
capable of regenerating the lost limbs of others, however each time
this is done the wearer loses a digit off their hands or feet. While
this may be done a few number of times without ill effects, too many
fingers lost will mean an individual is unable to hold items, while
the loss of a big toe will severely effect someone's balance. When
the digits are lost, the individual feels no pain, and a smooth patch
of skin is left where the digit once was.
An unmasked Manukari woman. Art By: Me |
IV – Headdress
of Tellov Muse of Ways and Roads
These headdresses
are worn by caravan masters/mistresses, as well as those assigned to
guide members of the Manukari.
OSR
/ AD&D / LotFP
Dance/Music
Requirement: 5
Rounds
Benefit
Duration: 2
Hours
Benefits:
Anyone
within 10 feet of the wearer is able to see perfectly in any natural
lighting condition, be it low-light or complete darkness.
The
wearer is able to see perfectly through any type of darkness, even
magical darkness. Furthermore, the wearer may see through fog and
smoke without hindered.
The
wearer is enabled to find the shortest, most direct route that he or
she is seeking, be it the way to or from or out of a locale. The
locale can be outdoors or underground, a trap but not from spells
like the maze spell. The ability will enable the wearer to select the
correct direction which will eventually lead him or her to egress,
the exact path to follow (or actions to take).
Into
the Odd
Dance/Music
Requirement: 5
Rounds
Benefit
Duration: 2
Hours
Benefits:
Anyone
within 10 feet of the wearer is able to see perfectly in any natural
lighting condition, be it low-light or complete darkness.
The
wearer is able to see perfectly through any type of darkness, even
magical darkness. Furthermore, the wearer may see through fog and
smoke without hindered.
The
wearer is enabled to find the shortest, most direct route that he or
she is seeking, be it the way to or from or out of a locale. The
locale can be outdoors or underground, a trap but not from
confinement created through supernatural means. The ability will
enable the wearer to select the correct direction which will
eventually lead him or her to egress, the exact path to follow (or
actions to take).
Pits
& Perils
Dance/Music
Requirement: 5
Rounds
Benefit
Duration: 2
Hours
Benefits:
Anyone
within 10 feet of the wearer is able to see perfectly in any natural
lighting condition, be it low-light or complete darkness.
The
wearer is able to see perfectly through any type of darkness, even
magical darkness. Furthermore, the wearer may see through fog and
smoke without hindered.
The
wearer is enabled to find the shortest, most direct route that he or
she is seeking, be it the way to or from or out of a locale. The
locale can be outdoors or underground, a trap but not from spells
like the maze spell. The ability will enable the wearer to select the
correct direction which will eventually lead him or her to egress,
the exact path to follow (or actions to take).
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