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1992-12-26
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From: warmongr@mentor.cc.purdue.edu (Krishgan)
Date: 24 Jul 92 21:27:27 GMT
Newsgroups: rec.games.frp.archives
Subject: SRUN: New Totemic Possibilities-
*******************************************************************************
* *
* The following material has been inspired by the game scenarios played out *
* in the Greater Lafayette Indiana region by a number of Shadowrun players. *
* All material should be considered as entertainment value and game session *
* inspiration. I do hope you enjoy it... *
* *
* Jonathon K. Henry (Keith) >>> the Reflex <<< *
* *
*******************************************************************************
Sun Bear Totemics
Characteristics : Sun Bear is the small cousin of the northern
great bear. He is strong in his healing arts, though he also has a
great sense of wonderment for his world. Sun Bear is usually getting
into things that he shouldn't however, and often is stung for his
nosiness.
Totemic Alliances : +2 Health and Detection spellcraft. +2 to
bringing forth Land Spirits (any).
Disadvantages : Sun Bear is easily mislead. His curiosity and
his wandering sense of attention often are the source of much of his
suffering. Sun Bear shamans suffer DOUBLE the penalty for confusing
and/or disorienting penalties. This is for outside resources however,
not for chemically or pain induced ones. Sun Bear is also easily
manipulated and trusts others to easily at times. As such, they
suffer a -1 penalty vs. Manipulation Sorcery (this is to each die
rolled, not to overall pool).
Additional Note : Sun Bear Shamans can attempt to cause their aura
to manifest in such a way as to benefit others. This will cause a
radiance effect to manifest from their person, with the strongest
source being at their chest. DOUBLE all defense dice/pools when
opposing Illusion and/or Malign Health Sorcery (even for defending
and/or others) while they are doing this.
This is done by making a Willpower test with a target number equal to
the number of turns (3 seconds) they wish it to manifest. They must
resist a drain test equal to (turns)M1 at the end of this. This can
be wounds if the time is beyond/above their magic attribute. Treat
this as a spell for purposes of sustaining the effect (+2 to all
actions). Remember the drain test is made AT THE END of the effects
duration, not once it is started.