The Strange Ohunkakan-TheLivingMyths
The Strange Ohunkakan-TheLivingMyths
The Strange Ohunkakan-TheLivingMyths
OHUNKAKAN:
THE LIVING MYTHS
The name Ohunkakan
derives from Ohkaka,
a Lakota word meaning
myth or story of the
remote past.
Ohunkakan is
pronounced o-HOONka-kan: o like oh,
HOON like soon,
ka like spa,
and kan like khan.
Ohunkakan was seeded
through a genesis quest,
but when or by whom is
unknown.
Ohunkakan spirit,
typical: level 3, tasks
related to telling and
creating stories as level 5
In Ohunkakan, the old stories still live. Taletellers practice their art throughout the
recursion, the constant flux of their tellings and
retellings weaving an ever-changing tapestry
of myth that shapes the fabric of reality.
Landmarks, villages, and even the patterns of
stars shift across the landscape, the familiar
freely mixes with the mythic, and elements of
dim ages stubbornly persist alongside images
pulled from modern Earth. Even today, a tale
told powerfully enough might just become true.
The terrain of Ohunkakan is vivid and
changeable; every object seems to shudder
and breathe with life as if freshly imagined.
Throughout the plains, old men repair even
older cars with parts dug up from middens
deep in the hills intermixed with ancient
serpent bones, and then they trade stories with
far-ranging hunters beside towering tipis of
shimmering hides. Towns of stocky whitewashed
houses by day transform into rings of hoodoos
by night, the townsfolk whispering from within
the stones. Grandmothers watch sitcoms on
flickering screens of painted hide while their
Throughout this
book, youll see page
references to various
items accompanied
by this symbol. These
are page references to
The Strange corebook,
where you can find
additional details
about that item, place,
creature, or concept. It
isnt necessary to look
up the referenced items
in the corebook, but
doing so will provide
useful information for
character creation and
gameplay.
CREDITS
Monte Cook Games
Editorial Board
Scott C. Bourgeois
David Wilson Brown
Eric Coates
Gareth Hodges
Mila Irek
Jeremy Land
Laura Wilkinson
Marina Wold
George Ziets
Writers/Designers
Alina Pete
Anthony Pastores
Developer
Monte Cook
Creative Director
Shanna Germain
Editor/Proofreader
Ray Vallese
Artist
Winona Nelson
Graphic Designer
Bear Weiter
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OHUNKAKAN ATTRIBUTES
Level: 6
Laws: Magic
Playable Races: Humans
Foci: Carries a Quiver, Entertains, Leads,
Lives in the Wilderness, Shepherds the
Dead, Works Miracles
Skills: Ohunkakan storytelling
Connection to Strange: Where the wills
of elder spirits collide, occasional tears in
reality rip directly through to the Strange. The
battlefields of the Thunderer and the Horned
Serpent are particularly known for this.
Connection to Earth: Various gates, all
located at the sites of deeds celebrated in
story.
Size: Exact size unknown due to
malleable nature, but approximately as
large as the Great Plains of North America
Spark: 80%
Trait: Strange. The difficulty of tasks to
recognize and understand the Strange
and its denizens (including identifying
translated visitors from alternate recursions,
as well as identifying and understanding
cyphers) is reduced by one step.
STORYTELLING
A peculiar kind of narrative magic is practiced
in Ohunkakan, allowing storytellers to alter
the world around them with the power of their
words. This ability is highly esteemed, and those
with powerful stories to tell are welcome in
every village. Skilled storytellers might move a
village away from an oncoming storm, calm a
long-standing feud between families, or produce
many other fantastic effects.
Some professional tale-tellers act as healers,
collecting curing tales to help the weary fend off
magical maladies or curses. Each cure requires
participation from the patient to complete the tale.
Often this is a simple processperhaps bathing
in cedar smoke or spending a night atop a sacred
bluff with a red ribbon tied around ones hands.
But more complex curses require more complex
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A FRACTURED LANDSCAPE
The Thunderer and the Horned Serpent have
been at war since time began. Their continuous
struggle, as regular and as unavoidable as weather,
is terrible and awe-inspiring to behold. Each
possesses a will so powerful that the very nature
of Ohunkakan cracks as their stories collide,
exploding in ribbons of amorphous blackness
across land and sky. Near these storms, threads of
separate tales freely mix and overlap, birthing new
horrors to slink off into the night and terrorize the
people. These broken threads must be woven back
together by skilled storytellers, lest their nullity
spread and open Ohunkakan to the Strange.
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TRICKSTERS CHARM
Level: 1d6 + 4
Form: A yellow stone painted with a bestial eye
Effect: The incidence of foolishness increases
dramatically near the tricksters charm. Any
d20 rolls the bearer makes provoke GM
intrusions on a result that is 1 higher than
normal, which usually means 1 or 2 instead
of just 1. This effect does not require a
depletion roll.
The bearer also gains the ability to get a major
effect on any task roll, even a failed roll.
The player and the GM should work out the
details, but the consequences of failure cant
WIND COCOON
Level:1d6 + 1
Form:A fist-sized butterfly cocoon, rattling with
potency
Effect:The wielder activates the cocoon by
prying it open manually, releasing the
whirlwind trapped inside to manifest at a
location the wielder can see within long
range. The whirlwind buffets objects and
skews passing physical projectiles (modified
by two steps in the defenders favor) within
an immediate distance of its origin point.
If used outdoors, the whirlwind also raises a
cloud of swirling dust that obscures sight
and chokes breath. Living creatures that
breathe that are caught in the cloud suffer a
fit of coughing that renders them unable to
act in the following round.
The whirlwind lingers for a number of rounds
equal to the artifacts level. Normally, it
then rushes back into its cocoon, but if the
depletion roll indicates that the artifact is
depleted, the whirlwind instead spins off in a
random direction, to wander the world of its
own volition.
Depletion:13 in 1d20
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Inapposite gate,
page 135
DOUBLE FACE
GM Intrusion: The
double faces entire
body shudders and
shrugs as its cackling
secondary face swims and
stretches across its form,
immediately subjecting
all within short range to
its gaze.
4 (12)
Two visages mark the double face. One it displays on the front of its head, kindly and calm. The second
it hides elsewhere on its body, grimacing, hideous, and hateful. The beast is otherwise well formed and
pleasing to look upon, able to conceal its monstrousness behind a human faade. Its loathsome nature
becomes apparent only when a second face emerges to gaze into the eyes of its intended victims.
The double face is a creature of human ills. Greed, impatience, lust, and gluttony define it. It
lures human prey deep into the wilderness or back to its smoke-stained home to cook them alive in
boiling kettles of human gore. Despite the creatures preference for solitary hunting, these dwellings
are often home to human relatives and degenerate cohabitants who assist the double face in the
preparation of its gruesome meals.
Motive: Hungers for flesh
Environment (Ohunkakan | Magic): Out on the plains, alone and beckoning
Health: 18
Damage Inflicted: 6 points
Movement: Short
Modifications: Trick and deceive as level 6 as it lies from one mouth while smiling with the other.
Combat: The double face strikes with ghastly strength, using fists, claws, or whatever weapons are available.
As part of the same action it uses to strike one creature, the double face can also attempt a gaze
attack against another creature within short range of the initial target. Victims must succeed
on an Intellect defense roll or become paralyzed for one round and suffer 4 points of Intellect
damage (ignores Armor) as their face and limbs twitch in exaggerated paroxysms of fear. The
faces of those killed by this attack are frozen in grisly inhuman contortions.
A double face corpse that has been burned, gutted, or rotted away leaves behind many unspoiled
tools and treasures. Carrying any of these allows the ghost of the double face a chance to
possess the holders body and drive him to evil if he fails an Intellect defense roll. A possessed
victim is eventually distorted into a new double face.
Interaction: A double face will say anything to ensnare its victims, offering food, shelter, flattery, or
declarations of eternal love to lure them into a position of vulnerability. The creature displays a
gentle teasing manner that slowly gives way to impatience and anger.
Use: The double face appears in the wilderness when the PCs are at their most desperate, offering
to lead them to a place of respite.
Loot: A double faces lair is filled with the former possessions of its victims, hidden among their
cleaned bones.
SUGGESTED READING
STORY ANTHOLOGIES
CHILDRENS BOOKS
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