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Yinkin

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Yinkin

 

 

 

Yinkin the Alynx god is half-brother to Orlanth. He had many adventures with Orlanth. His followers are independent wanderers (who like cats).

The cult of Yinkin is thoroughly detailed in Storm Tribe/181-190; here is our version of it. This section details the skills and spells common to all Yinkin subcults in our campaign It is not yet complete; we have yet to decide whether or not to include other spells derived from Hero Wars.

Skills

 

Animal Lore, Bite Attack, Claw Attack, Dodge, Hide, Jump, Listen, Scan, Seduce, Smell, Sneak, Track, Yinkin Lore.

 

Spirit Magic

 

Cat Whistle, Clawsharp, Detect Enemies, Heal, Jump, Obscure, Preen Self, Seduce, Silence, Sleep Anywhere, Squeeze

 

Divine Magic

 

All Common divine + Cat’s Leap, Commune with the Lady, Feel No Guilt, Grow Claws, Land Safely, Paralysing Bite, Scent Danger.

 

Heroquests

 

Become Alynx.

 

Associate Cults
Charisma (Eurmal), Dance (Silonia), Dodge Missiles (Vinga), Shield (Orlanth).

Other Notes

All initiates of Yinkin gain the ability to Speak with Alynxes as a permanent magical ability. They must take a geas to never harm an alynx needlessly.

Yinkin’s virtues are Curiosity, Hedonism, Loyalty.

 

 

Subcults

 

Subcults of Yinkin currently written up. The name of the subcult serves as a link to the write-up.

 

Spells

 

Become Alynx

 

Divine, Heroquest, 3 points, reusable, temporal, non-stackable.


This allows the user to change shape and form to become the creature specified. The user's characteristics may change, depending on the form taken. The user will be aware of his true self but may not use some of his own skills, instead using the skills of the form taken. At the GM's discretion, the user may be able to cast spells in the animal form.
(SP)

 

Cat Whistle

 

Spirit, 1 point, ranged, instant.


This small charm simply calls all cats within range. They are not compelled to come, but will instantly recognise the whistle of the caster. Cats friendly to the caster are likely to take this as a sign that they should return to the hearth. (SP)

 

Cat’s Leap

 

Divine, 1 point, non-stackable, touch, temporal.

 

This spell provides a 10% Jump bonus and allows the recipient to make jumps of extraordinary length and height. A single Jump made be made each round, this requires a successful skill roll. The characters strength determines the maximum distance of a jump, for each point of STR the character may jump up to 1 metre horizontally, or a foot (c 30cm) vertically. This spell is stackable with the Jump spirit magic spell. (SP/J)

 

Charisma

 

Divine, 1 point, non-stackable, temporal.

1 use (Eurmal).

 

 

This spell doubles the basic APP of the target. Now matter how high APP goes, the target remains recognisable. (RQ)

 

Commune With the Lady

Divine, 1 point, non-stackable, self, temporal.                                    

 

The caster can commune with the spirits and daimones of the Lady of the Wild. In effect it allows her to see nature spirits and local spirits dedicated to the Lady of the Wild, and to talk to them. If required, her effective Speak Spiritspeech is the higher out of her skill in Speak Spiritspeech or Speak Own Language. (NE)

 

Dance

 

Spirit, variable, self, temporal.                                                           

 

This spell adds 10% to the casters Dance skill per point of spell. Members of the hero cult also gain 10% to Sword Dance per point of spell. (J/P)

 

Dodge Missiles

 

Divine, 1 point, touch, temporal, non-stackable.

1 use (Vinga).                                            

 

This useful spell enables its recipient to attempt a Dodge roll to avoid missile attacks. (P)

 

Feel No Guilt

 

Divine, 1 point, reusable, instant, non-stackable.

The user must cast this spell on himself at a point where he is about to do something that he may feel guilty about afterwards. This spell ensures that he does not feel guilty about the act that he performs. It cannot be used to remove the feelings of guilt about something he has already done. So, Fost sees his brother's wife alone in her house and decides to pay her a visit. He casts Feel No Guilt and enters the house, seducing her with his charms. Afterwards, his brother finds out and brings the matter up in a family council, using Shame Wife and Shame Brother to punish him, but Fost feels no guilt and therefore no shame over his deeds. (SP)

 

Grow Claws

 

Divine, 2 points, reusable, non-stackable, temporal.

For the duration of the spell, the user will have cat claws that do 1D6 damage. The user can attack with two sets of claws per round. IN conjunction with Paralysing Bite, the user can attack with Claw/Claw/Bite as a cat can.
(SP)

Land Safely

 

Divine, 1 point, reusable, non-stackable, ranged, instant.

This spell allows the user to ignore any falling damage. It will not ignore damage caused by falling on spikes, but will ignore damage caused by falling on stones etc.
(SP)

Obscure

 

Spirit, variable, self, temporal.                                                            

 

Obscure adds 15% per point of spell to the casters Hide skill. (P)

 

Paralyzing Bite

 

Divine,1 point, reusable, stackable, temporal.

This transforms the user's head into that of an alynx. For the duration of the spell, the user will ooze poison from his fangs. This poison does 1D6 venom damage per point of spell, the venom paralyses the target after 3 rounds. (SP)

 

Preen Self

Spirit, 3 points, self, instant.

The Preen Self spell renders the caster clean, and as neat in appearance as is possible with their current garments. Clothes, body, and hair are effectively washed, tidied, and the character will appear as if they had just finished preparing themselves for an important banquet. As a bonus, the spell also removes fleas from the caster (but does not prevent their return). (J)

 

Scent Danger

 

Divine, 1 point, non-stackable, self, temporal.

 

A character under the effects of this spell can scent any enemy as long as they are downwind and within 1km. (P)

 

Seduce

 

Divine, 1 point, stackable, self, temporal.

 

This spell adds 25% per point to the characters chances at a seduction attempt. (J)

 

Sleep Anywhere

 

Spirit, 2 points, non-stackable, touch, instant.

 

When cast on a willing target, this spell puts the person to sleep, no matter what the external conditions are. The target must not resist this spell otherwise it will fail. (SP)

 

Speak To Alynx

 

Divine, 2 points, reusable, self, temporal.

This allows the user to speak with the type of beast for the duration of the spell. This does not impart intelligence to the beasts, but does allow the user to have a conversation. If the beast needs to be convinced, an Orate, Fast Talk or similar skill must be used.  (SP)

 

Squeeze
 
Spirit, variable, self, temporal.

 

Each point of Squeeze gives the target one less effective SIZ point for trying to squeeze through small spaces. This can only halve the character's effective SIZ, no more. (NE)