Shamanism

Shamanism:

Required advantages:

  • Claim to Hospitality [2]
  • Clerical Investment [1]
  • At least one of Blessed (Spirit, -25%) [8], Channeling (Spirit, -25%) [8], Medium (Spirit, -25%) [8], or Oracle (Spirit, -25%) [12]
  • Social Regard 1 (Respected) [1]
  • Spirit Empathy [10]

Other possible advantages:

  • Absolute Direction (Spirit, -25%) [4]
  • Ally [varies]
  • Alternate Form (Avatar) [varies]
  • Contact (Spirit) or Contact Group (Local Spirits) [varies]
  • Detect (Spirits, Vague, -50%, Pact: Ritualism, -5%) [5], (Spirits, Pact: Ritualism, -5%) [10], or (Spirits, Precise, +100%, Pact: Ritualism, -5%) [20]
  • Fetish [6+4/level]
  • Healing (Faith Healing, +20%, Diseases Only, -40%, Spirit, -25%) [18] or (Faith Healing, +20%, Spirit, -25%) [29]
  • Intuition (Spirit, -25%) [12]
  • Jumper (Spirit Realm, -10%, Projection, -25%, Spirit, -25%) [40]
  • Mind Shield (Spirit, -25%) [3/level]
  • Patron (9 or less) [15], (12 or less) [30] - Optionally, for spirits not bound to one region, add Highly Accessible for +50%, and ou may for any spirit add Minimal Intervention for -50%.
  • See Invisible (Spirits, Pact: Ritualism, -5%) [14]
  • Telekinesis (Spirit, -25%) [4/level]
  • True Faith (Pact: Ritualism) [15]
  • Visualization (Spirit, -25%) [8]

Required disadvantages:

  • One of Epilepsy [-30], Flashbacks [-5, -10, or -20], Neurological Disorder [-15, -35, or -55], or Phantom Voices [-5, -10, or -15] - Optionally, add Mitigator: Daily Herbal Treatment, -60% to any of these.
  • Disciplines of Faith (Ritualism) [-5]

Other possible disadvantages:

  • Distinctive Features (Ritual Tattoos) [-1]
  • Frightens Animals [-10]
  • Odious Personal Habit (Bizarre Ritual Behaviors) [-5 to -10]
  • Sense of Duty (Village) [-5] or (Orc society) [-10]
  • Vow (Specific Ritual Behavior) [-1, -5, -10, or -15]
  • Weirdness Magnet [-15]

Common skills:

  • Esoteric Medicine (Per/H)
  • Religious Ritual (IQ/H)
  • Pharmacy (Herbal) (IQ/H)

Shamanic Allies:
For each type, the first point cost is for spirits that appear on a 9 or less. The second cost is for spirits that appear on a 12 or less. For the base price, an ally will be either a willing ally, or a bound servitor (Unwilling and Minion).
Petty Spirit (Built on 25%, Pact: Ritualism) [1/2]

  • Summonable/Conjurable, [+1/+2]
  • Willing Minion, [+1/+1]
  • Unwilling, [-0/-1]

Minor Spirit (Built on 50%, Pact: Ritualism) [2/4]

  • Summonable/Conjurable, [+2/+4]
  • Willing Minion, [+1/+2]
  • Unwilling, [-1/-2]

Common Spirit (Built on 75%, Pact: Ritualism) [3/6]

  • Summonable/Conjurable, [+3/+6]
  • Willing Minion, [+2/+3]
  • Unwilling, [-1/-3]

Major Spirit (Built on 100%, Pact: Ritualism) [5/10]

  • Summonable/Conjurable, [+5/+10]
  • Willing Minion, [+3/+5]
  • Unwilling, [-2/-5]

Fetishes:
Fetishes are magical objects that bind a portion of a spirit’s power to the physical world, allowing a shaman (or anyone who the shaman willingly gives the fetish to) to use a single ability of that spirit. Each individual fetish is a separate advantage, and each has a specific level. The fetish can hold an ability of up to its own level in character points. By releasing the bound spirit, the shaman can bind a new spirit to the fetish to change the abilities she has access to. Doing so requires accessing the spirit world through the Medium, Channeling, or Jumper advantages, and convincing (whether by negotiation, trickery, or threats) a spirit to allow you to tap into its power.

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