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Topics - Riotoku

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Shaman
     While Wizards and Sorcerers are the magical heavy hitters of the Dresdenverse their are other Players in the large scheme of things. In many places in the americas a Shamnic Tradition has developed into something more. The Primal Spririts of the Natural world grew afraid of Wizards and their Long lived consequences. Many Animal Spirits set out and made pacts with those they could trust and lay their faith in. Giving them the tools to Fight against Wizard’s that would push their destructive envelopes too far.
     Shamans are not Wizards, their magic comes from a Pact made with one, (or Sometimes more) Animal Spirits. Having keen senses and strong ties to nature, as well as Strong faith in the natural world on par with the Champions of God. Many become Shapeshifters and healers.
     Shamans have no strong talent for Evocation, But tend to be more physical than most wizards. The pact extends their lives similar to Wizards and due to their split Soul, One half resting in the Never-never with their spirit Guide(s), they are immune to a soul-gaze. Though this often causes more problems for them then it cures. Inherently distrusting of the White Council, it could be assumed that Listens to Wind is A Shaman who has joined their ranks. (Especially because he has never been soulgazed in the books).

Musts
-Supernatural Sense [-1] (Often Related to the Animal Chosen, Purely Mystical(Using Lore))
-Echoes of the Beast [-1]
-Wizard’s Constitution [+0]
-Either Bless this House [-1] or Guide My Hand [-1]   
-Item of Power [Varies] Talisman (This is the Representation of the Pact that was made. A Dog Shaman Might Have a metal Leash, An Eagle Shaman Might have a Feather.)
 Channeling [-2], and Thamaturgy [-3]
 or
 Channeling [-2], and Rituals [-2]
Options
As with Wizard’s Refinement is always Good, And many buy up to full Evocation. But some Shaman, Focus on Faith based abilities or Shape-shifting. Preferring to grow closer to their Animal Ancestors.
Minimum Refresh Cost: -6
From the Case-files: Listens-to-Wind could be considered. But Lacks the Religious aspects.

The Icogtu
Fearing the Growing power of the Fae Courts the Primal elements sought refuge in our world. Finding the energy necessary to maintain their forms in our world too great, they made a desperate grab. They infused themselves with humanity. Taking either dying or sick children and infusing them with their power. Granting them with control over their element.
The Elemental usually lays dormant feeding of the host until its mentally prepared to handle its power. Often seeming Anemic(in the case of earth), or Asthmatic (for Air). Then when the Child has matured they slowly grant int more and more power. As they accept this power it changes them. They become less and less human and more like their unfeeling neutral patrons. Icogtu have to constantly feed their Patrons, absorbing the element from the world around them. If they need to feed desperately the most nutritious for them are the elements of the human body, Stealing Body heat (Fire), Water causing dehydration (Water).
While under their Human Guise they seem perfectly human, but when it drops their elemental nature instantly shows. Whether Hair made of fire or always being dripping wet. Many mistake them for Fae due to these aspects, but the Icogtu carry their patrons hatred for the Fae and will always seek to end their machinations whenever possible.

Note: I purposefully left out Spirit as that deals with very Human concepts. But if you would like to add a Necromatic or Biomatic Elemental the rules should still apply.

Musts
High Concept must involve your chosen Element. If Evocation or Thumatugry are taken later, their opposite element takes a negative specialty, and focus items of their opposite element will cause them 1 physical stress for every turn held.

Pure Fire [-4], Pure Water [-4], Pure Air [-4], Pure Earth [-4]
Marked by Power [-1]
Human Guise [+0]
Wizard's Constitution [+0]
Feeding Dependency [+1] (Element) Which will effect all Abilities listed below:
At least one of the Following: Inhuman Recovery [-2]
Inhuman Speed [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2] or Supernatural Toughness: to only your own Element [-2] [-4 plus +2 for additional Catch Discount.]
Catch Being an Opposite Element to your own [+2] or all elements besides your own [+3]

Options
An increase in any of their skills or True Magic. Plus other thematic Minor Abilities. Like Cloak of Shadows for An Air Elemental, or Aquatic or Wings for Water and Air. 

Minimum Refresh Cost: -5

Elemental Sponsored Magic Entry
Pure Earth: Drawing on the Primal forces of Earth, you’re able to cast spells that fit its essential Nature: Stone, Metal, Gravity and Magnetism.
Cost: 4 refresh for this package, And being born with an elemental in your soul. Reduce this cost by one if you have Evocation or Thaumaturgy; reduse the cost by two if you have both.
Benefits: Standard sponsored magic benefits. Pure Earth is particullary effective against flying creatures or those associated with Air, Downgrading their toughness by one. Pure Earth can be used for Evocation within the earth Element. And adds a +1 to Conjuration or Earth Alligned objects and creatures, and is Often used for defense and Warding.



Totem Animals
   A Totem animal is Forged by the binding of a Shaman to the power of nature. The specific form it takes is determined by the Shaman’s personality and Echoes of the beast ability. So a Dog Shaman would create a dog, a raven a raven. and so on and so forth.
   They are physical being that has its own personality and its own thoughts. It isn’t an extension of the Shaman but more like a child or partner. A child of the shaman and his magic. They can project their thoughts to communicate with others, though many of them abstain from doing this around strangers, they tend to get tired of people screaming talking dog. Though often they just rationalize it away. 
   The Totem is tied to His Shaman very deeply. Allowing him to use some of the Shamans Magic as well as binding it to his lifeblood. If a shaman Dies so too does his Totem animal, and its believed viceversa. Being Half Spirit creatures they are comfortable in both the Nevernever and the Physical World. Most animals of a similar type view the Totem as a Strong member of their own species, and react accordingly, either fleeing, submitting, or seeking to defeat the Totem. (If you so choose you may treat this as a -1 effect, though i felt it was +0 so i just left it out.) Totems come in many forms usually Mammal, or Bird, though Aquatic and Reptile Totems aren’t unheard of.

Musts: High Concept must reflect both Animal Nature and Shaman they are bound too. Ie: Rio’s Magic Dog, or Guardian raven of Lake. Also if a Totem takes either Evocation, or Thaumaturgy it instantly loses its * Abilities. As it is no longer bound to its Shaman.
 
World Walker [-2]
Mind Speech [+0 or -1] (See Below)
The Sight [-1]
Soul Gaze [+0]
*Find My Shaman [-1] (See Below)
*Rote Magic [-1] (See Below)

*Only if using the Tandem Template, if not replace these With either Channeling or Rituals: Totemic. (Ectomancy, but with Spirits as opposed to Ghosts.)

Options: I highly Suggest Sacred Guardian [-1] OW80, to give yourself a tiny boost. Or Any of the Inhuman Physical abilities. A good catch would be mad made weaponry or True magic. Even Faith for a more darkness aligned Totem. You might also Consider a Demense of Your shaman’s Home or Swift Transition if not bound to a shaman.

Minimum Refresh Cost: -5

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