Kahmutil

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Kanohi Kahmutil








CategoryEclectic
RarityRare
Kanoka CombinationFreeze + Remove Poison + Enlarge + Regeneration
Always ActiveNo
ImmoralNo
In the Doronai NuiNo
In the Doronai KofoNo
AP costVariable
In-Combat Charge Duration (ICCD)No
BS01

The Kanohi Kahmutil is the Mask of Conjuring.

The Mask of Conjuring is a Kanohi that allows its user to program a limited power into the mask for a brief period of time by speaking the desired power aloud. The user must describe in detail the power desired and at least one weakness. If the phrasing is spoken incorrectly, without a specified weakness, or with an insufficiently-balanced weakness proportional to the power, it causes intense psychic backlash in the user's mind. Another downside is because it takes time, any enemies nearby can hear in detail what power to expect and what its weakness is. Because of this, the usage of the mask is more commonly done alone.

A Kahmutil Nuva is created when a destined Kahmutil is dipped in Energized Protodermis. In addition to its standard abilities, its activated powers last longer, and its power can be shared with individuals near the user; however, it can only be used by Nuva beings.

In the Doronai Nui

Great

On expense of a Kanohi Charge, you may spend up to 8 AP to articulate an ability your mask will bestow upon you, with one grammatically-correct sentence costing 1 AP, and the requisite weakness requiring at least one sentence. Following the guidelines of specificity and adding at least one weakness, KC may be spent to activate the mask’s described power for the next 15 minutes. Ultimately, for the first use of a power described, the Game Master is the ultimate decider of whether the mask accepts the logic presented. However, for every subsequent use of that same power after the first, it can be done without GM approval. If this attempt to articulate a power fails, then the player must make a WILL Save (DC + 6), and take 1d4 WIS damage (reducing your Wisdom score by the result for 36 hours) on a failure.

Noble

On expense of a Kanohi Charge, you may spend up to 8 AP to articulate an ability your mask will bestow upon you, with one grammatically-correct sentence costing 1 AP, and the requisite weakness requiring at least one sentence. Following the guidelines of specificity and adding at least one weakness, KC may be spent to activate the mask’s described power for the next 5 minutes. Ultimately, for the first use of a power described, the Game Master is the ultimate decider of whether the mask accepts the logic presented. However, for every subsequent use of that same power after the first, it can be done without GM approval. If this attempt to articulate a power fails, then the player must make a WILL Save (DC + 9), and take 1d4 WIS damage (reducing your Wisdom score by the result for 36 hours) on a failure.

Great Nuva

On expense of a Kanohi Charge, you may spend up to 8 AP to articulate an ability your mask will bestow upon you, with one grammatically-correct sentence costing 1 AP, and the requisite weakness requiring at least one sentence. Following the guidelines of specificity and adding at least one weakness, KC may be spent to activate the masks described power for the next 20 minutes. Ultimately, for the first use of a power described, the Game Master is the ultimate decider of whether the mask accepts the logic presented. However, for every subsequent use of that same power after the first, it can be done without GM approval. If this attempt to articulate a power fails, then the player must make a WILL Save (DC + 4), and take 1d4 WIS damage (reducing your Wisdom score by the result for 36 hours) on a failure.

Noble Nuva

On expense of a Kanohi Charge, you may spend up to 8 AP to articulate an ability your mask will bestow upon you, with one grammatically correct sentence costing 1 AP, and the requisite weakness requiring at least one sentence. Following the guidelines of specificity and adding at least one weakness, KC may be spent to activate the masks described power for the next 10 minutes. Ultimately, for the first use of a power described, the Game Master is the ultimate decider of whether the mask accepts the logic presented. However, for every subsequent use of that same power after the first, it can be done without GM approval. If this attempt to articulate a power fails, then the player must make a WILL Save (DC + 7), and take 1d4 WIS damage (reducing your Wisdom score by the result for 36 hours) on a failure.

Additional notes

General criteria for powers should have: 1. The tangible benefits, describing what is affected and how. 2. The drawback, describing a condition that must be met to continue the power or that may interrupt the power if met.

Example uses of this mask include:

  • Giving a being a swim speed of 30 feet per AP, but make them incapable of breathing air for the duration of the power being used.
  • Giving a being an attack that damages the armor of an enemy, but damages their armor in kind.
  • Giving a being the ability to increase their strength by a factor of three, but only if their left foot remains on the ground.

This mask is not intended for first-time TTRPG gamers, be they GMs or players. If handled incorrectly at the table, this mask can be either a useless trinket or a master key for any obstacle. While it can be used on the fly, it is recommended that a player who selects this mask take some time before playing to work out a half dozen or so generic uses for the mask so they can get some mileage out of it regardless of exact circumstances. If a GM bestows this mask upon a player as a loot drop or by making it available to them as an item that can be bought or found, it is the GM’s responsibility to allow the player to be able to use it.

Additionally, while the Kanohi description does say that a power cannot fail on later usages, this does not mean that any given power should continue to be used—if a GM believes that a given power is too mechanically strong, has too small a drawback, or solves too many problems, they should feel free to discuss this with the player and re-negotiate the way that the power works. This does not, however, mean that a later activation of the Kanohi to re-use a “problematic” power can cause WIS damage. Instead, both parties should discuss the power and ways that they can fix it so everyone is happy, with the final say laying with the GM.

Known bearers

Models

RSG has several unofficial Kahmutil models: the standard Great (designed by Oomatu and crafted by Petrus, the standard Noble (designed by Perp3tual and crafted by Petrus), Nuva (designed by Perp3tual and crafted by Petrus) Hordika (designed by Perp3tual and crafted by Petrus), modern Vanguard (designed by Perp3tual and crafted by Petrus), and Ancient Vanguard (designed by Oomatu and crafted by Petrus).

See also