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