
r/LordofTheMysteries

What are some other pathways that can make a 'Supernova'? [V8]
[LotM V8]What is the full limits of rose bishop?
A few questions about rose bishops
1-do they feel pain when they alter their body or change its shape? If they do can they just cut connection to nerves to not feel pain?
2-is the only way to kill them by spirit, mind attacks and destoying every part of their flesh?
3-how much control they have over bodies? Is it as much as mahito from jjk?
4-can they turn their whole body into a ball than turn their bones into small sharapnels and use their blood to pressure it until it explodes so they can clear a room of enemies by the bones? Can they reasamble after that? (i made a painting to make it more understandable)
5-if they loose some flesh can they just kill a animal and turn it flesh into human flesh then heal themselfs?
6-can they change and alter blood to transfer?
[LotM TTRPG] Corpse Collector Pathway (Sequence 9 – 4)
Credit for the art: Angry_Pepper (u/Affectionate-Bad1284)
You can find this post in PT-BR on: LotM TTRpg Caminhos: Colecionador de Cadáveres - Imortal
Corpse Collector
Corpse Resistance: 15
The character gains resistance to cold, decomposition, and the corrosiveness of corpse auras (undead), gaining DR 10 against attacks of this type. He becomes partially immune to afflictions, gaining a +8 bonus to resist the effects of corpse auras.
Corpse Camouflage: 5
The character’s dark presence and low body temperature prevent less intelligent undead from attacking him outright.
Knowledge (Undead): 20 The character has a Talent for: Occultism (IQ/A), Expert Skill (Anatomy; IQ/H), Expert Skill (Thanatology; IQ/H), Exorcism (Will/H), Professional Skill (Autopsy; IQ/E), and *Identification of Undead Creatures (Per/E); a +4 bonus to the skill, even on rolls with preset values. This increases the effective value only for the attribute associated with the skill.
Identification of Undead Creatures (Per/E): This skill helps quickly recognize creature types and their weaknesses, as well as anticipate their behavior and attack methods. If the character’s skill level in Identification of Undead Creatures is 15, any attack made against him and any defense maneuver suffers a -1 penalty, because he is able to predict its behavior. If the character is a specialist (level 20 or higher), attacks suffer a -2 penalty.
Innate Spiritual Perception: 5
The character can see Ghosts, Malignant Spirits, and Apparitions even without activating Spirit Vision.
Dark Appearance: 0 The character has a dark aura around him, granting a +2 bonus to Intimidation. Beyond this, he has a supernatural feature: low body temperature, which gives -1 on reaction rolls from those who know.
Phobias: -45 The character has a growing fear of sunlight (Heliophobia) and of being purified (Hagnophobia), both with a self-control roll of 9 to resist fear (see phobia rules p. 140). The character can buy off these disadvantages or change the self-control roll to 12 (spending 15 points per level until fully bought off).
Physical Enhancement: 20 ST+1 (10); HT+1 (10).
Gravedigger
Spirit Communication: 24 The character can communicate with a small number of spirits near him, summoning them to explore areas or assist with specific tasks. These spirits can perform simple actions on command, such as grabbing a target to immobilize it. This ability functions as an Ally Group of 6 to 10 spirits, each with about 25% of the character’s points. The ability has Quite Often frequency (appears on a roll of 12 or less) and is Summonable, allowing new spirits to be called as needed. For each summoning, the GM may decide whether the same spirits return or new entities appear. In the case of new allies, a reaction roll determines the spirits’ willingness to obey the character’s commands. If any spirit is destroyed, the user must wait a full day before summoning replacements.
Eye of Death: 6 When the character presses his eyes, they turn gray and then colorless, allowing him to quickly determine the weaknesses of even unknown spiritual creatures and undead through observation. To use this ability, a successful Perception roll is required as a free action before his next attack. That attack suffers a -2 penalty, in addition to any other hit location modifier (see Hit Location, p. 398). If the character hits, all damage that penetrates DR is doubled; if the undead already has vitals, this ability does not add the multipliers—use only the higher of them.
Flexibility: 5 The character becomes more flexible, receiving a +3 bonus to Climbing rolls, Escape rolls to get free of ropes, handcuffs, and similar restraints, the Erotic Art skill, and all attempts to break free during close combat (p. 391). The character can also ignore penalties of up to -3 for working in tight spaces (including rolls with Explosives and Mechanic).
Physical Improvement: 25
DX+1 (20); Per+1 (5).
Spirit Medium
Mediumship: 10/5=2 The character can speak with any spirit present, provided they share a common language.
Spirit Affinity: 10/5=2 To dead souls and natural spirits around him, the character is seen as a kindred being and therefore not a threat. The ability works with the full value of IQ and the bonus to Detect Lies. Fortune-Telling and Psychology receive a +3 bonus; his Influence skills (Diplomacy, etc.) work normally on spirits. If they are friendly enough, these entities may even take the initiative to give him information.
Spirit Contacts: 20/5=4 The character can perceive and communicate directly with natural spirits and dead souls wandering around him, thus having informants everywhere, warning him of any danger or informing him of the enemy’s whereabouts (Contact Group: Spirits, “quick and cheap” but dangerous, skill 12 at all times, Somewhat Reliable).
Danger Sense: 20 The character cannot always count on this advantage, but from time to time the spirits warn that something is wrong, and whenever the character is in danger of an ambush, imminent disaster, or another similar type of danger, the GM must secretly roll against a skill of 12. On a success, the GM must provide some details about the nature of the danger.
Spirit Probe: 10/5=2 Spirits and Ghosts: The character can interrogate spirits and ghosts. To do so, he and the spirit must share a language and concentrate for 1 second. Once the connection is made, the character can extract directly from the spirit’s mind the answer it believes to be true.
- Spirits get no resistance roll and cannot lie; they answer only based on what they knew in life. If the spirit does not know the answer, it simply says so.
- There is no limit to the questions, but each one requires a new round of concentration. The character can also channel recently deceased spirits, such as those of defeated enemies.
Living Beings: The same ability can be used to interrogate living beings, but requires a 10-minute preparatory ritual. During this time, the character tries to communicate directly with the target’s inner spirit while still alive.
- After preparation, make a Quick Contest, comparing the character’s IQ (or Interrogation skill, if higher) against the target’s Will.
- On a win, the character extracts from the target’s mind the answer it believes to be true.
- On a failure, he may try again, but suffers a cumulative -2 penalty for each new attempt (for the same or a similar question) within one hour.
- On a critical failure, the character cannot try again with the same target for 24 hours. This method is extremely dangerous without the use of sedatives or adequate magical support. Forcing this contact can cause mental or spiritual damage to both parties.
Spirit Magic: 30 The character can use different spirits to perform different types of magic (Symbol Drawing; IQ/H to cast), creating various types of supernatural phenomena in a highly versatile way. When the character uses a spirit, it sometimes reacts badly; make a reaction roll with modifiers (if any) each time he wishes to create a new spell. Creating each spell costs $5 per point; this value represents the materials consumed for the experiments. As in the spell table, each spell can have a maximum number of points.
- On a reaction of Neutral (10+) or better, everything goes well and the spell is cast without problems.
- On a Very Good reaction (16-18), the spirit helps with the creation of the spell, granting +5 spell points.
- On an Excellent reaction (19+), it grants +10 spell points.
- On a reaction of Weak (9 or less) or worse, the character fails to create the spell, losing 1 hour of work.
- On a reaction of Very Weak (3 or less) or worse, the spirit attacks you, or something similar happens. The character takes much less time: a Simple (1/4 points) spell requires only 1d-2 hours (a result of <1 indicates assembly in 30 minutes); an Average (1/2 points) spell takes 2d hours; a Complex (3/4 points) spell requires 4d hours; and an Amazing (up to the total points) spell takes 2d days.
Detect Spirits: 20/5=4 The character can detect hidden spirits even with his eyes closed. This ability requires 1 second of concentration. The GM makes a secret Sense roll, with distance modifiers (p. 550). A success reveals direction, distance, and a sense of what was detected. A decisive success also reveals precise details, such as the spirit’s nature. After detection, an IQ roll can provide more detailed analysis.
Zombie Disguise: 16/5=4 The character can disguise himself as a zombie. In this state he has a monstrous, corpse-like appearance (-5 on reaction rolls), and his body becomes like that of an undead, meaning he is less vulnerable to impaling and piercing damage. This results in the following wounding modifiers: impaling and huge piercing, x1; large piercing, x1/2; piercing, x1/3; and small piercing, x1/5. However, he becomes more susceptible to holy and purifying attacks from the Sun domain, such as the Invocation of the Sacred Light of the Solar High Priest. Multiply damage by 2x from these types of sources.
Strengthened Abilities: Spirit Communication ➔ Spirit Channeling: +40 The spiritual allies are now 50% of your character points, and the group base is now 11 to 20 spirits.
Eye of Death: +12 This ability has been greatly improved; it works not only on undead but also on any spirit. It now not only multiplies damage to vitals. When making the Perception roll to find secret points, the margin of success is added to the damage roll, giving a maximum of +2 per damage die.
Attribute Improvement: 30 FP+10 (30)
Spirit Guide
Language of the Dead: 97/5=20 When speaking the language of the dead, the character emanates a supernatural power that affects an area of 100 meters. Within this radius, he can choose specific targets to force their spirits to abandon their physical bodies. The selected targets must resist through a Quick Contest of Will against the user. If a target fails this contest, DR is completely ignored for a number of minutes equal to the contest’s margin of failure (minimum one), and the target is stunned for 1 second.
Control Undead: 75/5=15 The character, in an area 50m around him, is able to dominate entire groups of Undead or ownerless natural spirits that are at a level similar to his. He must make a Quick Contest of Will, where targets who fail are subjugated. If the character has exceeded the ally limit in his Spirit Channeling, he must use his character points to buy them as an Ally, along with the Minion enhancement (+50%). If the character does not have enough points, the creature will obey only for 10 minutes, after which it becomes immune to the effects of his ability for 24 hours.
Knowledge (Spirit World): 44
The character has vast knowledge about the Spirit World, its rules, inhabitants, and hidden paths, gaining a +4 bonus in Area Knowledge (Spirit World; IQ/E), Area Knowledge (Underworld; IQ/E), Hidden Lore (Rules of the Spirit World; IQ/A), Hidden Lore (Inhabitants of the Spirit World; IQ/A), Hidden Lore (Rules of the Underworld; IQ/A), and Hidden Lore (Inhabitants of the Underworld; IQ/A). Each of these skills gains 4 XP.
Improved Abilities: Spirit Channeling: +176 This ability has been greatly improved; allies now have 100% of the points and the frequency of participation has increased (result of 15 or less). The character can recruit Spirit Messengers on his own and obtain aid from certain spiritual entities. However, maintaining these Undead and natural spirits without them being detected or influenced by other factors is quite challenging.
Necromancy (Resurrection): The character is now able to transform corpses into living skeletons and Zombies. However, this type of resurrection does not grant the reanimated body any will or vitality of its own; they are merely obedient shells.
Physical Improvement: 45 IQ+1 (20), Will+5 (25)
Gatekeeper
Find a point where the aura of the Underworld leaks into our world, establish contact… and survive.
Gate to the Underworld: 60
The character is able to summon a gate to the Underworld, controlling it and the undead that dwell within it, using its powers as if they were his own. The gate has the following powers:
- It has a suction force that, when activated, draws everything around it in a 100m area into it. Targets in a 2-meter cone in front of the gate are pulled with ST 50; targets outside the cone are still pulled, but with ST divided per meter outside the radius. This ability affects insubstantial beings.
- The undead behind the gate can be commanded to coil around, grab, suffocate, and drag targets into the Underworld. This is a grapple that affects a 2m area in front of the gate with ST 25 (DR 8), affecting insubstantial beings. Targets caught are unable to breathe. If they run out of breath before breaking free (see Holding Your Breath, p. B355), they begin to suffocate; see Suffocation (p. B437).
- Targets caught by the undead’s arms and who fail to resist the grapple must make a skill roll of 5; on a failure, they are sent to the Underworld.
Internal Underworld: +260
The character can house countless souls, the deceased, and natural spirits in an internal underworld, allowing him to transport an army of obedient undead wherever he goes. This place can be considered a miniature underworld. Spirits under the effect of domination can enter this internal underworld; to do so, he must touch the spirit of his choice. The limit of this ability to house them is a group of 21-50 spirits. Normally, the entrance to the internal underworld is in the center of the Gatekeeper’s forehead.
Attribute Enhancement: 30 HT+3 (30).
Undying
Locate a subterranean river corrupted by death. Perform a true funeral on its banks, then bury yourself with the potion at the site and remain buried for sixty days. If you do not survive or do not retain enough sanity at the end of the period, the ritual will fail.
Sealing: 90
The character is able to reduce the negative effects of sealed artifacts using the power of the Underworld to create protective spiritual seals. To do so, he must perform an 8-hour ritual and make a Will roll, where each point of margin of victory reduces the side effects by 10%, to a maximum of 80%. This effect is permanent unless purified.
Spirit World Translocation: 84 Thanks to his connection with the Underworld, the character can use the spirit world as a means of transport to cross great distances. To enter the spirit world, he must concentrate for 10s and make an IQ roll. It is possible to hurry this ability, but it suffers a -1 penalty for each second of concentration omitted (-10 if used without any preparation). Regardless of IQ, a result of 14 or higher is always a failure. Within the spirit world, the character is able to locate himself and move 32x faster. This ability can affect everyone within a 2m radius of the character, making group travel possible.
Resurrection: 11
Every 60 years, the character dies and then resurrects. From the first death onward, he can recover memories of his past lives, taking 1 year to do so. If he dies many times, some memories become irretrievable; thus, as the centuries pass, his rationality degrades and he risks becoming just another purposeless undead. His maximum life expectancy is 2000 years.
Spiritual Body: 40 The character exists in a hybrid state between physical body and spiritual body. Injuries affect him normally, but he never needs to make an HT roll to stay alive, being able to survive to -10×initial HP; beyond that, he dies immediately. He recovers at the normal rate of 1 HP/day. Additionally, the character can pass through barriers and move in any direction with his full Move as if gravity did not affect him. Purely physical or spiritual attacks cause only half damage.
Vulnerability: -20 The character is weak to spells of the Sun domain, such as the Invocation of the Sacred Light of the Solar High Priest. Multiply damage by 2x from these types of sources.
Language of the Dead (Witchcraft): 95
The ancient Language of the Dead now transforms into a complete system of witchcraft (Symbol Drawing; IQ/H to cast), with spells related to:
- Death
- Spirits
- Reanimated Bodies
- Decomposition
- Spiritual Enslavement Creating a Simple (1/4 points) spell requires only 1d minutes; an Average (1/2 points) spell requires 5d minutes; a Complex (3/4 points) spell requires 1d-2 hours (a result of 1 or 2 indicates assembly in 30 minutes); and an Amazing (up to the total points) spell takes 2d hours. It has no material costs, but all must have the Verbal Accessibility limitation, -20%.
Improved Abilities:
Internal Underworld: +100 The character can house a group of 51-100 spirits.
Gate to the Underworld: 0
The character is now able to use the gate to invoke the powers of the Underworld and change the environment in his favor, creating a spiritual battlefield that:
- In a 100m area around the gate, everyone who is not adapted to the Underworld aura (the character, undead, and spiritual beings) in the area must make a Will roll at -4 every second; on a failure, they are affected by Hallucinations of voices and screams from the Underworld (see p. 428).
- It is possible to summon dangerous creatures from the Underworld into the physical world. Whether by luck or influence, he must make a participation roll at skill 12; on a success, roll 3d and determine the strength of the creature or creatures summoned using the table below. These beings are not his allies and may be a potential danger.
Invocation Strength Table:
"150%" (3 to 6): Bone Dragon
"100%" (7 to 9): King of the Dead
"75%" (10 to 12): Death Knights
"50%" (13 to 15): Mocking Ghost
"25%" (16 to 18): Skeleton Archer
[LOTM end] I have a theory about this Authority.
A few days ago, I was thinking again about which Sequence 0 could definitively kill a Fool in a 1v1. And obviously, there is only one Sequence 0 that can do it: Death. It is the only one that can definitively kill a Fool because of its Authority over Death.
Then I started thinking about what a Fool would do to avoid this Authority, and I realized that, besides Fooling, the other Authority that would prevent the Fool from dying would be Anchor of Destiny. And I realized that this Authority is much more OP than I initially thought.
The description of the Authority is:
The crucial part is the first description: "The Fate of the Anchor of Destiny is exceedingly difficult to alter." My theory or assumption is that this doesn't only mean that their Fate is difficult to alter, but also that whenever someone does something to alter their Fate, the Fool will sense it and receive revelations about where their Fate was altered.
And if we take this theory as correct, then whenever another Sequence 0 tries to do something to harm them, they would not only sense the change, but would also be able to discern and receive revelations about where, who, and when the danger will occur. This would be very similar to the malice perception of Devils, but in this case, it would come from Fate itself, making it much harder to evade.
This made me realize where the Clown's danger intuition comes from. It comes from this. It is a direct change in one's Fate, which is why the Clown's danger intuition is so powerful.
Furthermore, even Authorities related to Concealment, although effective, would still have a problem: the moment the action actually takes place in the real world, the Fool would sense it, and a Fool is always prepared, so they would act the instant they sensed the change.
This is extremely OP. Death would not be able to kill him because he would sense his own death and evade it, whether through Miracles, Concealment, or the old reliable method of "committing suicide" before the Authority could take effect.
If killing a Sequence 0 in a 1v1 is already almost impossible, then it would be straight-up impossible to kill a Fool in a 1v1, Hahaha. Maybe I'm overthinking this, but I found it interesting. Although someone has probably already said something similar, what do you guys think? Is this theory correct or not?
[LotmV8] a petition
This u/Derek_berg
This guy has been posting pictures of Mr. Fool for 160 days
Please mods give him a personal tag for his dedication
[Lotm RP] The Tragic Story of the Dragons and the Benevolence of the Hanged Lady
(This post is inspired by this one: https://www.reddit.com/r/LordofTheMysteries/s/JvZF3zvjw5 )
Long ago, when the first gods were beginning to ascend, there was great resistance
A clear example is what befell the dragon race; they were forced to swear allegiance to a stranger who had attained divinity
Yet, resistance was futile; they stood no chance against a god
The hunt for the dragons lasted for centuries; no matter how well they hid, it was difficult to withstand the immense control a god exerts over the Beyonders on their path
Is it right to attack someone who cannot defend themselves? Can one force another to believe in them?
No, that was something I could not tolerate.
I offered them my help
Unfortunately,, they could not accept that a god would wish to help someone without expecting anything in return—especially someone with whom they shared no bond
To those proud dragons, it was inconceivable that a superior being would stoop to aid an inferior one.
They suspected I was an evil god seeking to enslave them, or that the whole affair was merely a ploy by the Visionary to hunt them down
I did everything I could to save them, but I could not force salvation upon them; I could only mourn the loss of those I failed to rescue
In the end, I managed to win the loyalty of several dragons who sensed the compassion in my words.
I bestowed my blessing upon them so they could dwell in my World of Shadows, free from the fear of being hunted
As time passed, some of the dragons flourished, and the memory of their rescue faded into the past; there were those who came to venerate me with loyalty, praying daily in gratitude for their lives
Faith is not something that can be imposed by force; it is like a seed that must be cultivated in order to germinate. If you have done so well, the believer's faith will not waver, not even in the face of the fiercest storm
Source: Shadows House manga