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Old 09-18-2013, 10:59 PM   #1
Whitelaughter
 
Join Date: Jun 2011
Default The Twelve Symbols of Karathra-Or.

Some powers spread swiftly. Sorcerers, Dream Soldiers, even mundane martial artists have mastered the Twelve Symbols of Karathra-Or. Each grants immunity to a different threat; but to master one requires spending a millennia meditating on the symbol in a Domain deep in the Far Marches. Lucid Dreamers hunt for them: and return the following morning, their minds ablaze with new wisdom.

Each of the Twelve Symbols is an Ethereal with an unique image: their symbol. Each Symbol possesses a Worship Rite, that they gladly give out - they do not expect to be worshiped, instead the Rite is used by mortals as a protection. As Rites grant immunity during the duration of the Rite (http://www.sjgames.com/in-nomine/faq...es-general-001) the Ethereals created Rites for common threats so that mortals would desire the Rites as defences. The Rites all take the form of "spend time in the presence of [Danger]" - the Rite completes when either the mortal ceases to be in danger or when the Rite has protected from as much danger as it can (usually less than a single Body Hit, but for mortals this matters!) The sudden loss of essence also serves to warn the mortal that they are/were in danger.

The Rites protect from:
Radiation (including sunlight - especially loved for protecting against sunburn and skin cancer)
Heat (including heatstroke)
Cold (including frostbite)
Abrasions (useless against actual attacks, but great for preventing gravel rash etc)
Toxins (will prevent toxic build up eg lead poisoning)
Allergens (by preventing increased sensitivity, this can be a life saver)
Addictions (increases the doses needed to require a Strength roll against Addiction by 1)
Electricity (prevents most domestic accidents, or being zapped by static)
Stunning (yes, will prevent being Stunned).
Asphyxiation (prevents the consequences of a single failed Swimming roll)
Disease (blocks a risk of infection)
Environment (cancels the effects of a failed Survival roll).

Travelling to the home of the Twelve Symbols takes you to a swirling realm of windy mountain peaks; millennia pass every night. Once the mortal has memorized a symbol, the ethereal will grant the Worship Rite. (The memorization is required to prevent essence accidentally going to an imposter symbol!)

The Symbols never leave their Domain (being more interested in their internal politics), do not actively recruit, and are basically benign: so Heaven has no reason to move against them.

"Karathra-Or" is assumed by most to have been a great sorcerer or minor god - in fact, he was an ordinary child who dreamed the spirits into existence. He is now an ordinary Joe living a simple mundane existence. While he still remembers his dreams, he has heard so many other people reference the Symbols of Karathra-Or that he assumes that his dreams must have been inspired by a movie or something, and so he isn't aware of the awe he inspired in the sorcerous world.
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Old 09-26-2013, 08:57 AM   #2
thorr-kan
 
Join Date: Sep 2008
Default Re: The Twelve Symbols of Karathra-Or.

This is a fun idea. It reminds me (A LOT) of the sidebars in the EPG.
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Old 09-28-2013, 06:09 AM   #3
Whitelaughter
 
Join Date: Jun 2011
Default Re: The Twelve Symbols of Karathra-Or.

Thank you! Am very pleased by the comparison :)
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