Description
ASPECTS
MODERN DAY SHAMAN
GO FORWARD WITH COURAGE
WE ARE ALL RELATED
WORKING CLASS HERO
SKILLS
GREAT +4: Empathy, Lore, Presence
GOOD +3: Connections, Intimidation, Investigation, Rapport
FAIR +2: Discipline, Endurance, Scholarship, Survival
AVERAGE +1: Alertness, Athletics, Conviction, Deceit, Might, Weapons
STUNTS
POWERS
THAUMATURGY [–3] (page 275)
- SPECIALIZATION.
Summoning Complexity Bonus.
THE SIGHT [–1] (page 223)
- ARCANE SENSES.
May use Lore as if it were an arcane Investigation skill as well as an arcane Alertness skill. Gain +1 to Lore when using it in this fashion. - WIZARD’S TOUCH.
Touch another being who has some magic potential may roll Lore to catch just a hint of a “spark”—indicating their nature as something other than mundanely mortal. Even on a failed roll, might experience some sense that something is “off,” without being able to pin it down. - OPENING THE THIRD EYE.
See Page 233.
SOULGAZE [–0]
- Page 226
WIZARD’S CONSTITUTION [–0] (page 170)
- TOTAL RECOVERY.
Able to recover from physical harm that would leave a normal person permanently damaged. - LONG LIFE.
As a side-effect of the improved ability to recover from injury lifespan is significantly extended.
GHOST SPEAKER/SPIRIT TALKER [–1] (page 169)
- SEE THE DEAD.
Can perceive the presence of spirits and ghosts. If they are deliberately trying to conceal themselves Roll Investigation (or Alertness) vs. Stealth. - SEEN BY THE DEAD.
Spirits get a +2 when trying to perceive or locate you. - SPEAK TO THE DEAD.
Can speak and otherwise communicate directly with ghosts and other invisible or incorporeal spirits, without any need to perform thaumaturgy. - SEEK THE DEAD.
May use Contacts to seek out information and specific individuals among the dead.
STRESS:
PHYSICAL:
MENTAL:
SOCIAL:
CONSEQUENCES:
MILD:
MODERATE:
SEVERE:
EXTREME:
