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[[Category:MHR]][[Category:NPC]][[Category:Hero Datafile]][[Category:Alpha Flight]]
 
[[Category:MHR]][[Category:NPC]][[Category:Hero Datafile]][[Category:Alpha Flight]]
  
* '''SHAMAN''' (Michael Twoyoungmen, public)
+
SHAMAN (Michael Twoyoungmen, public)
:Affiliations: Solo D6, Buddy D8, Team D10
 
:Distinctions: Dedicated Surgeon, Sarcee Shaman, Poor Father Figure
 
:Power Sets:
 
  
'''ANCESTRAL MAGIC'''
+
Affiliations: Solo D6, Buddy D8, Team D10
Levitation D6, Mystical Bolt D8, Mystic Senses D10, Master Sorcery D10
 
'''SFX:''' ''Clear Mind.'' If your pool includes an Ancestral Magic power, you may replace two dice of equal
 
size with one stepped-up die.
 
'''SFX:''' ''Natural Dimensional Nullification.'' Spend 1 PP to counter extra-dimensional magics or return
 
an extra-dimensional being to its home dimension.
 
'''SFX:''' ''Summon Spirits.'' When creating spirit-based assets, complications or resources, add a D6 to
 
your Sorcery Mastery power and step up the effect die.
 
'''Limit:''' ''Blessing of the Ancestors.'' If Shaman receives emotional trauma, shutdown all Power Sets
 
until trauma is recovered.
 
'''Limit:''' ''The Extent of Sorcery.'' When you add Sorcery Mastery to any pool, you may only create assets
 
and complications as your effect.
 
  
'''ASTRAL TRAVELER'''
+
Distinctions: Dedicated Surgeon, Sarcee Shaman, Poor Father Figure
Intagibility D10, Invisibility D8
 
'''SFX:''' ''Without Form.'' Spend 1 PP to ignore physical stress caused by anyone attacking your astral form
 
by mundane means.
 
'''Limit:''' ''The Empty Vessel.'' When your dice pool includes an Astral Traveler power, adding a power from
 
any other Power Set costs 1 PP. Your physical form remains where you left it, and for as long as you
 
remain out of sight of it any stress or complications that target it directly are stepped up.
 
  
'''MYSTIC MEDICINE POUCH'''
+
Power Sets:
Mystic Arsenal D10, Weather Control D8
 
'''SFX:''' ''Mystical Constructs.'' Add a D6 and step up your effect die by +1 when using Mystic Medicine Pouch
 
to create assets or resources.
 
'''SFX:''' ''Sarcee Artifacts.'' Spend 1PP to pull a powerful magical item, like the Coronet of Enchantment,
 
the Great Key, or other mystical objects with their own power sets from the pouch. At the end of the
 
Scene choose to unlock the item (see Alpha Flight Unlockables), or return it to the medicine pouch.
 
'''SFX:''' ''Sarcee Sorcery.'' When using a stunt to create magical assets or complications, add a D6 and step
 
up your effect die.
 
'''SFX:''' ''Wood Totem Warriors.'' Spend 1 PP to summon a single Wood Totem Warrior. Spend 1 PP and add a D6
 
to the doom pool to summon multiple Wood Totem Warriors. Step up the die added to the doom pool by
 
one for each additional team affiliation die beyond the second.
 
'''Limit:''' ''Mystical Items Only.'' When you add Mystic Arsenal to any pool, you may only create assets and
 
complications as your effect.
 
'''Limit:''' ''Empty Medicine Pouch.'' Shutdown Mystic Medicine Pouch Power Set to gain 1PP. Take an action vs.
 
the doom pool to recover.
 
  
:Specialties: Medical Master D10, Mystic Master D10, Combat Expert D8, Psych Expert D8, Wilderness Expert D8
+
ANCESTRAL MAGIC
 +
Levitation D6, Mystical Bolt D8, Mystic Senses D10, Sorcery Mastery D10
 +
SFX: Clear Mind. If your pool includes an Ancestral Magic power, you may replace two dice of equal size with one stepped-up die.
 +
SFX: Natural Dimensional Nullification. Spend 1 PP to counter extra-dimensional magics or return an extra-dimensional being to its home dimension.
 +
SFX: Summon Spirits. When creating spirit-based assets, complications or resources, add a D6 to your Sorcery Mastery power and step up the effect die.
 +
Limit: Blessing of the Ancestors. If Shaman receives emotional trauma, shutdown all Power Sets until trauma is recovered.
 +
Limit: The Extent of Sorcery. When you add Sorcery Mastery to any pool, you may only create assets and complications as your effect.
  
* '''Milestones:'''
+
ASTRAL TRAVELER
 +
Intagibility D10, Invisibility D8
 +
SFX: Without Form. Spend 1 PP to ignore physical stress caused by anyone attacking your astral form by mundane means.
 +
Limit: The Empty Vessel. When your dice pool includes an Astral Traveler power, adding a power from any other Power Set costs 1 PP. Your physical form remains where you left it, and for as long as you remain out of sight of it any stress or complications that target it directly are stepped up.
  
'''GRAND SHAMAN'''
+
MYSTIC MEDICINE POUCH
'''1 XP''' - when you offer advice to an ally.
+
Mystic Arsenal D10, Weather Control D8
'''3 XP''' - when you include an ally in a mystical ritual.
+
SFX: Mystical Constructs. Add a D6 and step up your effect die by +1 when using Mystic Medicine Pouch to create assets or resources.
'''10 XP''' - when you have lost the Blessing of the Ancestors and either successfully regain it, or choose to give
+
SFX: Sarcee Artifacts. Spend 1PP to pull a powerful magical item, like the Coronet of Enchantment, the Great Key, or other mystical objects with their own power sets from the pouch. At the end of the Scene choose to unlock the item (see Alpha Flight Unlockables), or return it to the medicine pouch.
up your role as Shaman once and for all.
+
SFX: Sarcee Sorcery. When using a stunt to create magical assets or complications, add a D6 and step up your effect die.
 +
SFX: Wood Totem Warriors. Spend 1 PP to summon a single Wood Totem Warrior. Spend 1 PP and add a D6 to the doom pool to summon multiple Wood Totem Warriors. Step up the die added to the doom pool by one for each additional team affiliation die beyond the second.
 +
Limit: Mystical Items Only. When you add Mystic Arsenal to any pool, you may only create assets and complications as your effect.
 +
Limit: Empty Medicine Pouch. Shutdown Mystic Medicine Pouch Power Set to gain 1PP. Take an action vs. the doom pool to recover.
  
'''HEALER AT HEART'''
+
Specialties: Medical Master D10, Mystic Master D10, Combat Expert D8, Psych Expert D8, Wilderness Expert D8
'''1 XP''' - when you practice first aid or healing magic.
+
 
'''3 XP''' - when you practice surgery.
+
Milestones:
'''10 XP''' - when you practice medicine, ignoring your duties as shaman, or when you practice magic, ignoring your
+
 
profession as a doctor.
+
GRAND SHAMAN
 +
1 XP - when you offer advice to an ally.
 +
3 XP - when you include an ally in a mystical ritual.
 +
10 XP - when you have lost the Blessing of the Ancestors and either successfully regain it, or choose to give up your role as Shaman once and for all.
 +
 
 +
HEALER AT HEART
 +
1 XP - when you practice first aid or healing magic.
 +
3 XP - when you practice surgery.
 +
10 XP - when you practice medicine, ignoring your duties as shaman, or when you practice magic, ignoring your profession as a doctor.

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