162 lines
5.3 KiB
Plaintext
162 lines
5.3 KiB
Plaintext
|
SHADOWRUN
|
|||
|
|
|||
|
SHAMANIC TOTEMS
|
|||
|
|
|||
|
COLLECTION 1
|
|||
|
|
|||
|
Wolverine, Tiger, Panther (Leopard), Hyena
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Wolverine
|
|||
|
|
|||
|
Type: Wilderness
|
|||
|
|
|||
|
Characteristics: Wolverine is an aggressive and enduring killer.
|
|||
|
Once he has discovered his prey it will take hell and high water
|
|||
|
to stop him from killing it. Wolverine is hard to back down. He
|
|||
|
is a beast of fury. Befriend him and you have a true friend
|
|||
|
(even if he is easy to piss off). Anger him at your own risk.
|
|||
|
|
|||
|
Favored Environment: Forest, Tundra (cold prairie)
|
|||
|
|
|||
|
Advantages: +3 dice for combat spells. +1 Dice for Detection
|
|||
|
spells. +1 dice for conjuring Forest or Plains spirits (players
|
|||
|
choice)
|
|||
|
|
|||
|
Disadvantages: +2 to all target numbers that are not involved
|
|||
|
with hunting/killing. -1 dice from health spells. Wolverine is
|
|||
|
hardy and enduring. A player of Wolverine must place at least 5
|
|||
|
points to the body attribute and 3 to strength during character
|
|||
|
generation. Wolverines fury when wounded makes bear and sharks
|
|||
|
look like a child playing. When injured beyond serious wounds,
|
|||
|
the Shaman must make a willpower success test with a target
|
|||
|
number of 7. The wolverine will go berserk for 4 turns minus the
|
|||
|
number of success. When in a fury, the wolverine attacks anyone
|
|||
|
that has hurt him in that scene with his most powerful attack
|
|||
|
(spell or weapon). Anyone touching or trying to stop this
|
|||
|
rampage will be considered as having hurt the shaman.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Tiger
|
|||
|
|
|||
|
Type: Wilderness
|
|||
|
|
|||
|
Characteristics: Tiger is power incarnate. He sneaks up on his
|
|||
|
prey and kills them with such force as to be totally
|
|||
|
devastating. He takes crap from nobody. Trifle with him at your
|
|||
|
own risk.
|
|||
|
|
|||
|
Favored Environment: Jungle, Plains (prairie) (rare)
|
|||
|
|
|||
|
Advantages: +4 dice to combat spells. +1 dice to illusion
|
|||
|
spells. +1 dice for conjuring
|
|||
|
|
|||
|
forest (jungle) spirits. Hand Razors (any type) cost NO
|
|||
|
essence!!! Spurs cost 1/2!
|
|||
|
|
|||
|
Disadvantages: Tiger takes no prisoners and is ferocious on an
|
|||
|
attack. After he attacks an opponent, the tiger must make a
|
|||
|
willpower test with a target number of 4 to break off combat.
|
|||
|
Ignore if the tiger has more then light wounds. He must also
|
|||
|
make a willpower test with a target number of 3 whenever he
|
|||
|
wants to use less then devastating force (including trying to
|
|||
|
incapacitate an opponent). If he fails, he must continue
|
|||
|
attacking with full force until his next action. Tiger is also a
|
|||
|
hard totem to get. A character who wants to be tiger must assign
|
|||
|
4 points to strength, 3 to intelligence, 3 to willpower, 4 to
|
|||
|
body, and 4 to quickness during character creation.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Panther (a.k.a. Leopard)
|
|||
|
|
|||
|
Type: Wilderness
|
|||
|
|
|||
|
Characteristics: Panther is a sly killer. A target of panther
|
|||
|
may never even know panther is there until he is lying on the
|
|||
|
floor dead. He strikes with deadly force. He is not, however, a
|
|||
|
fighter. More of an assassin.
|
|||
|
|
|||
|
Favored Environment: Forest, Savanna (African prairie)
|
|||
|
|
|||
|
Advantages: +5 dice and -1 to target number (!!!) for spell
|
|||
|
(including combat!) cast on an unknowing opponent. +3 dice to
|
|||
|
illusion spells. +1 dice to conjuring forest o prairie spirits
|
|||
|
(players choice), +1 dice to manipulation spells. LowLight
|
|||
|
Cybereyes cost No essence! RETRACTABLE Hand Razors cost no
|
|||
|
essence (standard or improved).
|
|||
|
|
|||
|
Disadvantages: +2 target number for magic attacks not done from
|
|||
|
surprise. +1 target number to all other attacks not done from
|
|||
|
surprise. Note that surprise is roughly defined. If the Panther
|
|||
|
Shaman has not killed his opponent by the end of his 4th turn,
|
|||
|
he must make a willpower test with a target number of 5 or he
|
|||
|
will retreat for a few moments and try to attack from surprise
|
|||
|
again or run. To be a Panther shaman the character must put 4
|
|||
|
points into intelligence and 2 into quickness during character
|
|||
|
generation. If wounded above light, the Panther shaman must make
|
|||
|
a willpower success test with a target number of 4 to avoid
|
|||
|
running for safety.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Hyena
|
|||
|
|
|||
|
Type: Wilderness
|
|||
|
|
|||
|
Characteristics: Hyenas make wonderful corporate personnel. They
|
|||
|
are totally faithful to pack, but are ferocious when trying to
|
|||
|
gain something. They are tough survivors. They also like to be
|
|||
|
powerful. Corps just love 'em. As a runner, He will rarely
|
|||
|
bother with anything moral, or anything for that matter, that
|
|||
|
does not bring in good profits, items, etc.
|
|||
|
|
|||
|
Favored environment: Savanna (Prairie)
|
|||
|
|
|||
|
Advantages: +1 dice to combat spells. +2 dice to conjuring
|
|||
|
prairie spirits. +1 dice to detection spells. +1 to shamans body
|
|||
|
attribute (ignoring racial limits!)! Add this in AFTER character
|
|||
|
meets below requirement.
|
|||
|
|
|||
|
Disadvantages: -1 dice to health spells. -1 dice to illusion
|
|||
|
spells. The Hyena shaman must, during character generation,
|
|||
|
assign at least 4 points to body and 3 to strength. When the
|
|||
|
Hyena shaman wants to do something other then what his pack
|
|||
|
(whatever that be) wants to do, he must make a willpower test
|
|||
|
with a target number of 7(!!!) or forget doing whatever he
|
|||
|
wanted to do for a time decided by the GM. When this time is up
|
|||
|
he must again make this roll. This roll is ignored if the
|
|||
|
shamans combined intelligence, willpower, and charisma equals or
|
|||
|
exceeds 14. When a Hyena character sets an objective for himself
|
|||
|
he must make a willpower test with a target number of 4 to break
|
|||
|
off that path. He may try as many times as the GM sees fit.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Author: Michael Best (Capt MJB)
|
|||
|
|
|||
|
|