I'm working on spirit magic and would like feedback.
Here's what I've come up with as a basic understanding and/or house rules:
-using the power of a spirit costs 1 Magic Point.
-Combat stats for spirits are used for spirit combat. If attached to a fetish, a spirit gives a shaman one ongoing ability as long as the spirit is invoked.
-Shamans start the game with either one Intensity 2 spirit bound to a fetish or two Intensity 1 spirits bound to fetishes. They don’t start with a fetch.
Here are some spirits I came up with to fill the missing gaps in the rules:
For ancestors, they use skills for you. If you desire to have an ancestor possess your Adventurer, check with the GM for stats.
Grandfather Clockmaker (Intensity 1, ancestor spirit mother’s side)—Culture (Amperian) 60%, Mechanisms 60%, Persistence 40%, Streetwise 60%. Shaman must make an opposed Influence test versus Persistence to gain answers sought.
Ancient Hero Spiritbroker (Intensity 2, ancestor spirit father’s side)—Commerce 85%, Courtesy 85%, Persistence 65%, Spirit Walking 85%. Shaman must make an opposed Influence test versus Persistence to gain answers sought.
Firebrand (Intensity 1 Persistence 40%, salamander spirit 1 cubic meter)—INT 1, POW 6, CHA --, CA 2, SR +5, HP 10, Spirit Damage +1d6, Persistence 40%, Spectral Engulf 50%. Shaman does an extra point of fire damage with weapons or an unarmed attack. Shaman can use a candle flame to heal himself of 1 hit point on one location thrust in the flame.
Zephyr (Intesity 2 Persistence 65%, sylph spirit 2 cubic meters)—INT 2, POW 10, CHA --, CA 2, SR +7, HP 20, Spirit Damage +1d8, Persistence 40%, Spectral Drop 75%. A shaman firing a missile causes it to inflict an additional 1d6 points of damage. A shaman may push away an item or creature of up to 2 SIZ or 2 ENC in a straight line 8 meters long (Resilience roll to resist).
Ironward (Intensity 1 Persistence 40%, iron sorcery spirit)—INT 9, POW 10, CHA 5, CA 2, SR +5, HP 10, Spirit Damage +1d6, Persistence 40%, Spectral Sword 50%. Protects shaman from hostile magic (must penetrate Persistence 40%).
Threshold (Intensity 2 Persistence 65%, Amperian house spirit)—INT 5, POW 11, CHA 9, CA 2, SR +4, HP 18, Spirit Damage +1d8, Persistence 65%, Spectral Bite 75%. Protects shaman from hostile magic (must penetrate Persistence 65%).
Do these spirits look about right for both stats for spirit combat and for abilities granted to a shaman? I need magic points for each as well don't I? The example spirits don't have magic points listed.
Thanks.
Here's what I've come up with as a basic understanding and/or house rules:
-using the power of a spirit costs 1 Magic Point.
-Combat stats for spirits are used for spirit combat. If attached to a fetish, a spirit gives a shaman one ongoing ability as long as the spirit is invoked.
-Shamans start the game with either one Intensity 2 spirit bound to a fetish or two Intensity 1 spirits bound to fetishes. They don’t start with a fetch.
Here are some spirits I came up with to fill the missing gaps in the rules:
For ancestors, they use skills for you. If you desire to have an ancestor possess your Adventurer, check with the GM for stats.
Grandfather Clockmaker (Intensity 1, ancestor spirit mother’s side)—Culture (Amperian) 60%, Mechanisms 60%, Persistence 40%, Streetwise 60%. Shaman must make an opposed Influence test versus Persistence to gain answers sought.
Ancient Hero Spiritbroker (Intensity 2, ancestor spirit father’s side)—Commerce 85%, Courtesy 85%, Persistence 65%, Spirit Walking 85%. Shaman must make an opposed Influence test versus Persistence to gain answers sought.
Firebrand (Intensity 1 Persistence 40%, salamander spirit 1 cubic meter)—INT 1, POW 6, CHA --, CA 2, SR +5, HP 10, Spirit Damage +1d6, Persistence 40%, Spectral Engulf 50%. Shaman does an extra point of fire damage with weapons or an unarmed attack. Shaman can use a candle flame to heal himself of 1 hit point on one location thrust in the flame.
Zephyr (Intesity 2 Persistence 65%, sylph spirit 2 cubic meters)—INT 2, POW 10, CHA --, CA 2, SR +7, HP 20, Spirit Damage +1d8, Persistence 40%, Spectral Drop 75%. A shaman firing a missile causes it to inflict an additional 1d6 points of damage. A shaman may push away an item or creature of up to 2 SIZ or 2 ENC in a straight line 8 meters long (Resilience roll to resist).
Ironward (Intensity 1 Persistence 40%, iron sorcery spirit)—INT 9, POW 10, CHA 5, CA 2, SR +5, HP 10, Spirit Damage +1d6, Persistence 40%, Spectral Sword 50%. Protects shaman from hostile magic (must penetrate Persistence 40%).
Threshold (Intensity 2 Persistence 65%, Amperian house spirit)—INT 5, POW 11, CHA 9, CA 2, SR +4, HP 18, Spirit Damage +1d8, Persistence 65%, Spectral Bite 75%. Protects shaman from hostile magic (must penetrate Persistence 65%).
Do these spirits look about right for both stats for spirit combat and for abilities granted to a shaman? I need magic points for each as well don't I? The example spirits don't have magic points listed.
Thanks.