TOTEMIC SHAMAN OF THE URBAN WING
HIGH CONCEPT: TOTEMIC SHAMAN OF THE URBAN WING
• CLUED IN, TUNED OUT
• PIGEONS ARE EVERYWHERE
• ALWAYS ON THE MOVE
GREAT: Contacts, Empathy, Presence
GOOD: Athletics, Alertness, Conviction
FAIR: Investigation, Rapport, Discipline
AVERAGE: Lore, Stealth, Endurance
+2 Athletics when on a Skateboard.
Can use Athletics to entertain when doing tricks on skateboard
- BIRD TALK – (-1)
Works like Ghost Talker only on Pigeons, Crows and other birds.
- ECHOES OF THE BEAST (-1)
BEAST SENSES (dark light/excellent vision)
BEAST TRAPPINGS (Unshakeable Sense of Direction)
BEAST FRIEND (birds/bats)
- THE URBAN WING (-2)
To summon a Flock of birds the shaman must make a Empathy roll with a difficulty equal to the amount of Effort he wishes to summon each round. A shaman may spend several turns on summoning to gather his Flock. He can summon Effort equal to his Presence with no difficulty. For every point summoned over his Presence he takes a point of Mental Stress. If a roll is failed then all the Effort is lost and the summoning must be started anew. Additionally the Shaman suffers Backlash equal to the amount of Effort he has summoned to that point.
EXAMPLE: Andrew has a Presence of Fair and decides to summon a Flock of Birds. He attempts to Summon 2 points of Effort and incurs no Mental Stress. He rolls his Good (+3) Empathy and exeeds the Difficulty of 2 gaining 2 points of Effort. Next round he is forced to gather power quickly and attempts to summon 4 points more points of Effort which forces a 2 point Mental Stress hit on him. He must roll a +1 or better on the dice or all of his Effort will be lost and he will be forced to start over. Additionally he would suffer a 6 stress hit.
This roll can be modified by circumstances as determined by the GM. Some example difficulties include being far from an urban area (+1 to +4 difficulty depending on how far away), high winds during a storm (1 to 4 depending on the severity) or the height of winter when many birds have migrated south (an additional +1 to +2), previously lost many birds in a conflict (1 to +5). For each successful roll he gathers birds and gains Effort Points. Each level of Effort the player gains can be spent to make up the swarm of birds in the following way:
CONTROL – This represents how well a Shaman can direct his flock. The lower the Control the more likely a flock will disperse when they are faced with adversity. All Flocks start out at Mediocre (0) Control with a single stress point per Unit. For every point spent you can increase the Control of the Flock up to maximum of Good (3). Control determines all the skills of the Flock as well as how much stress each Unit can take with a minimum of 1. Note that each point of stress would likely equal many birds. So a Good Quality Flock would cost 3 points which would give them a +3 to all their skill rolls and grant them 3 points of stress per member.
QUANTITY – For every point of Effort spent on Quantity the shaman increases the size of the flock. This will determine how many Units make up the flock. Each Unit will have Stress Points equal to its Control. The Table below shows the bonus to skill rolls a flock will receive due to numbers:
2-3 = 1
4-6 = +2
7-9 = +3
10 = +4
When a Unit of a Flock takes damage, any overflow of stress is applied to the next Unit. This means that a single attack can take out a whole swath of Units. As the flock takes stress and Units are eliminated it will decrease the bonus to skill rolls. In combat each Flock can use spray attacks (p.326) to attack multiple targets in a zone or can attack a single target.
EXAMPLE: Having summoned 6 points of Effort Andrew decides to spend 1 point on Control giving his flock Average (+1) ability on all skill rolls and one point of stress per unit. He then spends the remaining 5 points of Effort on Quantity giving him 5 units. This means that his flock can take 5 stress before being completely dispersed or destroyed. He could instead choose to spend 2 points on Control giving him Fair Control and allowing him to summon 4 units. This would provide better skills and allow the flock to take 2 stress per unit for a total of 8 stress.
Only one Flock may attach to a character at a time, taking hits to its stress track instead of the shaman. A Shaman can also choose to take stress in place of his Flock. An attached Flock can’t act alone. But it does provide the Shaman with an bonus equal to the Quantity of Units in the Flock. Unattached Flocks can attack or maneuver as the shaman directs. Leaving or attaching to a Flock is a free action.
Total Refresh Cost: -6
Refresh Total: 2