For those that are interested we've taken the following approach after a bit of arguing prior to starting the game last night:
The first part is a mod to shaman rules:
Integrating Spirits
Members of a Shamanistic tradition have the option of integrating spirits of their Totem. A Wolf Spirit cult can integrate wolf spirits, a Dandelion Spirit cult allows the integration of Dandelion Spirits etc.
Non-Totem Spirits cannot be integrated even if provide by the cult or helper traditions.
Process: The Spirit cultist finds his Spirit, he then must expend an
Improvement Roll and engages it in Spirit Combat.
If successful the Spirit loses its individuality and its essence merges with the cultist.
If the cultist fails the spirit flees and it and other spirits of the same classification will not respond or interact with the Cultist (except in a hostile manner) for a month.
Benefits: The Cultist gains the spirits benefit and may activate it by spending a single magic point. The effect lasts 5 minutes. The effect may be dispelled or countered, but the spirit may not be affected in any way (Commanded, Exorcised, bond etc) as it now a permanent part of the cultist).
Draw Backs: Spirit powers that require the spirit itself to manifest and attack spiritually or physically will not function once integrated.
Integrated spirits still take up slot in the CHA of the cultist; however if the CHA of the character drops these spirits are not lost though those in fetishes will, no new spirits may be gained/integrated until CHA rises again.
Second Mod is to the spirit description:
Animal/Plant Spirits have an additional key word to indicate which part of the body they affect; Head, Body, Limbs, or None.
The keyword has no affect except with regard to integration.
Finally an addition to Beast Cults
Hsunchen/Beast Cults
The Cult teaches a heroic ability to those who meet its requirements:
Become <Totem Animal>
Requirement: Three points of magnitude of integrated spirits in each of the three keyword locations (Head, Body, Limbs).
Cost: None
Effect: The Character can transform himself into his totem animal, become a member of that species in every way; However he retains his INT, POW, and memories.
It takes three rounds to transform to and from Animal form, and costs three magic points to initiate the change. There is no duration on the change and they may remain in either for for as long as they wish, however equipment and items carried do not change with the character and may cause injury if not removed prior to changing.
Note most animals aren't wired for speech and chances are they aren't capable of much on the manual dexterity side either.
Anyway that is how I'll be running Hsunchen
Example Tribes (Spirits are incomplete):
Lion Hsunchen
Spirits
Amber-Eye (Intensity 1, Trait Night Sight, Lion spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Spirit grants the Night Sight Trait.
Great Roarer (Intensity 3, Thunder-Voice Effect, Lion spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
As Common Magic Spell Thunder-voice.
Tooth-And-Claw (Intensity 2, Unarmed Damage increase, Lion spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Increases damage from unarmed attacks by two step.
Heart of Purity (Intensity 2, Fanaticism Effect, Lion spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
As Common Magic Fanaticism.
Tawny Hide (Intensity 2, Armour, Lion spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Gain +1 AP on all locations
Sinew of the Hunter (Intensity 3, Boost STR & CON, Lion spirit, Limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
+2 STR and +2 CON
Keen-claw (Intensity 2, Skill increase Unarmed Combat, Lion spirit, Limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Claw%.
+10% bonus to any unarmed combat.
Pride-walker (Intensity 1, Acceptance of a pride, Lion spirit)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Claw%.
Allows the Shaman to mingle amongst a pride of lions without being attacked, even when the Shaman is alien to the pride.
Generally the pride totally ignores the Shaman.
Pride-Brother (Intensity 1 Dominate Lion, Lion spirit)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
Spirit will allow the magician to dominate and control a single Lion.
Full Animal Forms
Lion pg176 core.
Sofali/Turtle Folk
Spirits
Breath of the Deep (Intensity 2, Trait Hold breath, Sea Turtle spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Hold Breath for 30 minutes.
Old Snap Jaws (Intensity 1, Bite attack damage Mod., Sea Turtle spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Bite attack damage bonus stepped twice.
Hide of Deep Swimmer (Intensity 1, Armour, Sea Turtle spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Armour increase on head +2 AP
Plastron of Deep Swimmer (Intensity 2, Armour, Sea Turtle spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Armour increase on Abdomen and Chest +3 AP .
Tideborn's Endurance (Intensity 1, +1DEX & CON, Sea Turtle spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Gain +1 DEX and CON while in the Sea.
Sleeves of Deep Swimmer (Intensity 1, Armour, Sea Turtle spirit, Limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Armour increase on limbs +2 AP
Sofal's Oar (Intensity 2, Swim Skill Increase, Sea Turtle spirit, Limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
+40% Swim
Tide-Rider (Intensity 1, Increase Swim Speed, Sea Turtle spirit, Limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
+2 move when Swimming
Full Animal Forms
Sofali Sea Turtle
Traits ....Average
STR: 2d6 ....12
CON: 2d6+6 ....13
DEX: 3d6 ....11
SIZ: 2d6+2 ....9
INT: 3 ....3
POW: 3d6 ....11
Combat Actions: 2
Damage Modifier: 0
Magic Points: 11
Movement: 1m on land, 4m Swimming.
Strike Rank: 7
Typical Armour: 4pt leathery shell covering Abdomen and Chest, 1pt leathery skin covering all other locations.
Traits: Stay submerged for 40 minutes, and safely dive to depths of around 1000'. Metabolise Sea Water.
Skills: Perception 40%, Athletics 5% (60% in Sea), Persistence 50%, Resilience 50%, Survival 70%, Stealth 5% (25% in Sea), Swim 80%.
Weapon Siz Reach Damage AP/HP
Bite S T 1d4 as Head