Basic Roleplaying Forum |
|
Home Forum Downloads Reviews Wiki Gallery Links |
|
|||||||
| Register | FAQ | Members List | Calendar | Search | Today's Posts | Mark Forums Read |
|
|
LinkBack | Article Tools | Display Modes |
|
#1
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
TOTEMIST MAGIC “Fair peace becomes men; ferocious anger belongs to beasts.” -Ovid “Nature teaches beasts to know their friends.” -Coriolanus (Act II, SceneI) “Every man has a wild beast within him.” -Frederick The Great Totemist traditions are aligned to particular beast runes called totems. Through the use of totems these traditions can gain a certain sympathy with particular beasts and derive feral and spiritual abilities from their bestial counterparts. There are a great variety of totemist traditions spread across the lands and climates and their institutions and cultures vary as well as their influence and place in society. Totemist traditions are the strongest among the Trogod who often have a in-born talent and connection with particular species of beasts. Indeed the totality of many trogod religions and societies are based on their totemic traditions and rites. THE TOTEM OF PERUTH THE LORD OF CATS. "Of all God's creatures, there is only one that cannot be made slave of the leash. That one is the cat. If man could be crossed with the cat it would improve the man, but it would deteriorate the cat." - Mark Twain Many trogod in the green practice the totemic rites of the great cat Peruth. “Peruth” is the name of the rune, the god-like manifestation of the rune, as well as the goblin name for cats in general. Many Karee goblins have bound and made pacts with the great tree leopards. In the Green, Peruth is known as the Leopard lord or sometimes the lazy lord. To be initiated into the cult of Peruth a goblin must first go on a sacred hunt and slay one of the tree leopards on his own to prove his strength and worth as a hunter and killer. Once this is accomplished he must carefully, ritually clean and skin the leopard and bring the remains back to his tribe. The meat is shared with the tribe and the bones, blood and skin are prepared for the goblin’s rebirth as a child of Peruth and as a full leopard brother. The bones and often the teeth and claws are treated, hardened and made into weapons. The blood is preserved with herbs and placed in small gourd vials. Finally the goblin must make a sacrifice of one permanent Pow to the spirit of his new skin to activate it. From that time onward the pelt and other items grant the Totemist his powers. The Totemic powers gifted to the initiate are similar to sorcery but need the artifacts of the great cat to function properly. Most spells require the totemist to wear the pelt in order to operate and they will only work for him. Pelt spells: The following spells require the pelt to wear. The pelts are cut and worn differently from tribe to tribe but may be designed to cover all hit locations. Some wear them loosely, like a great cloak, others cut and bind them around the body like armor. The pelt supplies one point of armor but is commonly worn over stiffened leather armor. The claws of the hindquarters are often removed and are specially bound to the forearms of the Pelt bearer. When worn in this fashion claws act as d6 weapons and add 10% to climbing rolls. Growltongue (1): Allows the user to communicate with cats at there level. No complex ideas are possible. Cat Thews (1-3)(Sorcerer’s Strength)(Sorcerer’s leap): This spell increases the innate strength of the user and also gives the added benefit of Sorcerer’s leap at the same spell level level. Hunters Veil (1-4)(Cloak of Night)(Sorcerers Sureness): The coat grants its natural camouflage to the wearer and for one point grants the user both the effects of Cloak of Night and Sorcerer’s Sureness. Leopard Life (1-3)(Sorcerers Vitality). Panther's stride (1-3) (Sorcerers speed)(Sorcerer’s suppleness) Totemist gains the effects of both spells for single power output. Pelt Skin (1-3)(Sorcerer’s Armor): Grants the bonus to the leopard pelt and the locations it is covering on the body. Bone spells: These spells only work on the original bones, claws and teeth of the Cat slain in the initiation ceremony. These items are crafted with runes and totems, then hardened and coated with resin to make them incredibly strong. The following spells only work on items created in such a way. Fartooth (1-4)(Sorcerer’s sharp flame): This spell works on arrows with heads made from the bones and teeth of the great leopard. Arrows used with this spell must be carefully crafted and special totemic runes inscribed. Razorclaw (1-4)(Sorcerer’s Talon, Hammer, Sharp Flame): This spell works on hand held weapons that were make from the bones and claws of leopard killed in the initiation ceremony. Goblins typically use spears and war clubs with sharpened bones imbedded in the business end. Blood spells: These spells require the blood of the great Cat the initiate killed. This blood is preserved with herbs and worn in a small vial-like gourd around the Totemists’ neck. The blood can be renewed by adding the blood of another cat to the gourd but it must be mixed with at least a portion of the original blood. Blood of Beasts (1-4) (Heal): In order for this spell to work the Totemist or the recipient of the spell must drink the blood of one of Peruth’s creatures (cats). This spell may be cast on anyone. Each level of the spell allows one point of healing. Hunter’s Awareness (1-4) This spell grants the caster heightened cat-like awareness. Each point adds 10% to Listen, Sense(Smell), and Spot Rolls. In order for this spell to work the Totemist must sniff the preserved blood of a Great cat. Clawed Priests: When a Totemists has learned at least 10 points of Totemist magic, has a Pow of 18, and Proved himself to the tribe he may become a Claw Priest. (May require an Allegiance of 30 or more to Peruth). At this point a character may gain a tree leopard familiar as discussed in the Magic Chapter. Ignore the Size requirements printed there, but the cost is 2 Pow instead of only 1. At this point or any time afterward the Claw Priest may go through a ceremony and sacrifice a permanent point of power or more to gain a tree leopard form. He should then roll up tree leopard statistics for this form. The clawed priest maintains his original Pow and Intelligence attributes. For every permanent point of Pow sacrificed during this ceremony the tree priest may roll twice for an attribute and pick the highest statistic of the two. A priest must re-learn pertinent skills while in leopard form. Although priests that have learned the claw skill using the pelt claws may transfer this skill to the leopard form. A Claw Priest may take the leopard form any time afterward with the use of the Transform spell. Transform (4): Allows the priest to meld with his pelt and take on his Leopard form. A user may sacrifice a permanent point of Pow to double the duration of this spell from that time on. Each point sacrificed will again double the duration as the priest becomes more and more attuned to his cat form. (As an option every 10 points of allegiance allows for one hour of duration per casting). Leopard Lord: Particularly powerful hunters and warriors may become leopard lords. To become a leopard lord a Totemist must know the weapon skill of claws at at least 75%, know at least 8 Peruth totemic spells and know three of the following skills at at least 75%: Sense, Listen, Climb, Spot, Stealth, Hide.( Optionally, their allegiance to Peruth must be over 30). Leopard lords May become living avatars of Peruth and meld with their pelts to assume a were-leopard form. They must sacrifice Permanent Pow to increase the power of their Were-form. Each Pow sacrificed will allow the were-form to assume the abilities of a spell the Totemist already knows at the same level the spell is currently known at. Wereleopard (4): This spell allow a Totemist to assume a wereleopard form. The abilities of the form depend on the spells the caster already knows and has Sacrificed Pow to gain. All Pelt spells as well as Hunters Awareness may be sacrifice for. When this spell is cast the user melds with his cloak and transforms into his were-leopord form combining the effects of all the spells he has sacrificed for. In addition to the normal spells a totemist may sacrifice to gain the following abilities when under wereleopard form: Elongate Claws: Claw in weretiger form do d6 damage Each Pow sacrificed in the category will add another damage level to this: For 1 pt sacrifice they do D8, 2pts: D10. Totemists may not increase this over d10. Magical immunity: For each point sacrificed the leopard form will add d6 Pow to any resistance roll rolls against magic a were-leopard is forced to make. Extension: For each point sacrificed the Were-leopard spell doubles in Duration. THE TOTEM OF WAZZAKA THE GATOR “If you’re going to live by the river, make friends with the Crocodile”. -Indian Proverb In the swampy depths of the Green dwell the totemist goblin tribes of Wazzaka the Gator. Wazzaka is worshiped as a god and embodies the Fury of the gator and crocodile; clans worshiping him are known for their moodiness and fierceness when aroused. Not only Trogod practice the rites of Wazzaka. Several small tribes of men have been known to worship Wazzaka as their primary death or war god. To become initiated a goblin must first wrestle a Alligator or Crocodile in a shallow pool; the bigger the gator the better. This gator is then dragged on shore where it is ritually slain. Its skin, blood, and bones are then carefully preserved and prepared for the initiate. The bones and teeth are used to make weapons. The skin is used to make the potent ritual armor and the blood is preserved with herbs and carried in vials around the Totemists neck and often used as a component for spells. The Crocodile skin armor counts as 4 point protection. The following spells require the totemist wear the armor made from crocodile skin: Blend (Cloak of Night) (1-4) This spell only works when a totemist can use the natural camouflage of the skin. Is particularly useful when swimming. Croc-mind (1-4) Crocodilians tend to be slightly resistant to the effects of spells. This spell works like the magic spell Countermagic but is learned and cast like a sorcery spell. Scale-skin (1-4) (Sorcerer’s Armor) Scale-strength (1-3) (Sorcerer’s Strength). Wazzaka’s Claw (Sorcerer’s talon). Spells that require the Gator’s blood as a componant: Call Gator (2): To cast this spell the totemist makes a strange call that draws all gators in the region to him. Generally it draws 1D6 alligators or crocodiles in about 5 minutes time. The spell is useless in places wear there are no crocodilians. Command Gator (3): A Totemist may command one gator. The gators Pow must be overcome first and they will only obey simple commands. Gators are notoriously resistant to these spells and can attempt to break free each time they are given a command with a Pow vs.Pow roll. Blood of Beasts (2) (Heal): Gator’s Breath (Breath of life)(1) This spell just allows the Totemist to hold their breaths for very long periods of time rather than breathing under water. Croc-Rage (1) (Fury). This spell only works on the spell caster himself. Scaled Heart (1-3) (Sorcerer’s Vitality). Must be cast on items made from the bone or teeth of gators: Wazzaka’s Tooth (1-4) (Sorcerers Razor): Used upon a warclub edged with Crocodile’s teeth. Sometimes may be used on a spear made of gator bone. Scar Bearer Scar Bearers are the warriors of the Croc clans and are noted for their ferocity in combat and particularly for their rage scream ability. When a totemist knows at least 8 points in spells and knows swim and one weapon skill of at least 80% and wrestle of at least 60% they may become a Scar-bearer. ( Optionally they may be required to have 20% in totemist allegiance). At this point they must ritually sacrifice at least one point of permanent power to their rage scream ability. Rage Scream: Rage scream allows a Scar-bearer to go into a berserk that has the effects of casting a number of particular spells in one combat round. When tooth bearers activate their rage scream they automatically gain the effects of croc-rage at no cost, in addition they may cast all other spells they have previously sacrificed for. When they are initiated scar bearers must sacrifice an number of permanent Pow points to increase the potency of their rage scream. For each Permanent point sacrificed they may add the effects of another spell they know from the following list to the blood scream effects: Wazzaka’s claw, Croc-mind, Scaled Skin, Scaled Heart and Scaled Strength. They do not need to sacrifice for each level in every spell but they do need to pay the Pow point output as if they cast the spells when the rage scream is activated. For example: Three Fang is a Scar-bearer. He has sacrificed two points of power to add Scaled Skin and Scaled Strength to his Rage-Scream. He knows Scaled Skin 3 and Scaled Strength 2. When he is induced to the rage-scream it costs him 5 Pow and he combines the effects of Croc rage, Scaled Strength 2, and Scaled Skin 3. Scaled Fathers The scaled fathers are the spiritual leaders of the Wazzaka clans. They officiate the rites and ceremonies of Wazzaka as well as teach magic and skills to other totemists. To become scaled father a Totemist must know 10 points of Totemist spells have a pow of at least 18 (Optionally they must have an totemist allegiance of at least 30%). Scaled fathers gain the following abilities: -Scaled fathers tend to meld with their ritual skins and take on more and more crocodilian features. As their ritual skin melds with their own skin it becomes more effective increasing its armor to 5. -For a scaled fathers the following spells cost one less pow to cast with the minimum Pow expense of a least 1: Clawfist, Croc-mind, Gator’s Breath, Scaled Skin, Scaled Heart and Scaled Strength. -The Command Gator spell of a scaled father is more effective and gators no longer are able to break the effects of the spell every time a new command is given. In addition the spell works on up to three crocodiles with one casting. Scaled fathers may also sacrifice permanent Pow to gain the following abilities: Awaken tail (2 pt.): This spell animates the tail of the totemist’s skin and attaches it to his body as if it were a mutation. The tail adds + 40% to the swim skill and may be used as a weapon (20% starting skill, D8 damage). In addition the tail acts as a magic staff (Pow battery of current Pow). Chomper (1pt): This spell mutates the head of a Totemist into that of a crocodilian. It allows the Totemist a bite attack (20% starting skill, D10 damage). Croc Slave (1pt): A scaled father may have a crocodile slave that he keeps close by and may order as if he cast a command Gator spell. To bind the Crocodile he must sacrifice a point of permanent Pow and then defeat the Croc in an opposed Pow roll. If the Totemist wins the Croc becomes his bound servant, if the Croc wins the Totemist looses the Pow and must try again. The croc will follow only very simple verbal commands: attack, follow, stay, guard, heel. Skills: Boating, Grapple, Hide, Shield, Swim, Spear, War-club. Fang Fists: Followers of Wazzaka often strap thick long grieves or bucklers prepared from alligator skin and bones onto one or both of their forarms. To the front of these they attach long spikes or blades of bone so they resemble claws. Some Totemists particularly teeth bearers wear fang fists on both arms when they expect combat. Fang Fist: AP/HP:15, Base chance: 10%, Damage: d6, ENC: 1. The spell Wazzaka’s tooth is often cast on Fangfists to make them more potent. SKIERFING: THE WAY OF THE RAT The way of the rat is one of the most widespread and varied totemist traditions. The practice of the Skierfing totems vary based on the culture and local of the traditions. Practitioners are usually well versed in the arts of stealth and perception and are found not only in the wilds, but also amongst the wharves, slums, and docks of the dirtiest and most populous cities. In urban regions many dissolute and downtrodden will find solace in the secrets of Skierfing. The Skierfing totem, particularly in urban areas, also has affiliations with the rune of Shadow and practitioners often are able to use minor powers of darkness and shadow. Rat cults are highly distrusted, suspected and often outlawed in many cities and lands. Along the rivers and in the deep forests of the Green, Skierfing conclaves and tribes form totemic pacts with the many forms tree and swamp rodents which all fall under the dominion of the Skierfing rune. Each tribe or conclave practices slightly different rites and teaches different spells to its practitioners. It is not unknown for tribes of men to practice the Skiefing rites and or become initiated. Initiates To become an initiate a applicant must have proved themselves loyal to the pack or colony.(30% or more allegiance to Skierfing) Initiates must then undergo a series of tests to prove their abilities. These include Perception tests( Usually Sense or Listen), Balance and Agility (Dex based skills), and their Stealth abilities(Hide and Stealth). They are then brought to a tribal totem pole, stand, or tree. These are protected places and sacred to each colony and are covered with runic symbols and decorated with bones of rats and various other creatures. At these Totemic shrines the applicant must sacrifice a point of power and are finally initiated. As part of the initiation the applicants are also taught the basics of Chattertongue, a secret language discernible to rats. They begin this at a percentage equal to their Int. Initiates may learn the following spells from Ratspeakers: Blood of Beasts(2) (Healing). This spell requires blood from rats. Scurryfoot (1-4) (Sorcerer’s Sureness) Quickeye(1-4) This charm adds 5% per level to the Dodge skill. Shadowveil (1-4)(Cloak of Night). Ratscratch (1-4)(Sorcerers Talons) Ratheart (1-4) (Sorc Vitality). Ratdance (1-3) (Sorcerers Suppleness). Rat Ear(1-4) Adds 20% per level to Totemists Listen skill. Rat’s Vison (1) Secret Sharer (1) Sorcerer’s Ear. Midnight (1): This spell is available due to Skierfing totem’s close relation to the Shadow Rune. Rat Chanters The spiritual leaders of the Skierfing packs are called Rat Speakers or Rat Chanters. They vary based on environment and pack to pack. They must have at least 80% in any three of the following skills: Hide, Stealth, Sense, Listen, Climb, or appropriate weapon skill. They must also know Chattertongue at 50% or more and have a Pow of at least 16. (Optionally they must have a Skierfing Allegiance score of 50% or more). They may gain a rat familiar as described in the Core BRP book. Rat Chanters may spend a point of permanent Pow to gain a Skiefing form. From that point on they may transform to their rat form with the use of a Transform spell. The form usually takes the shape of a slightly large rat of the clan’s particular species. Stats should be rolled up for the rat form. Urban Rat Str: d3, Con: 2d4, Siz: 1d2, Dex: 2d6+12. Int and Pow remain the same. Through special ceremonies rat speakers may take on particular embodiments of Skierfing, They may gain the following mutations at the cost of 1 Pow per level: Disease Carrier Keen sense: Touch Keen sense: Hearing Keen sense: Smell Natural weapon: Claws. Ratskin: hairy 1pt armor. These mutations are often visually noticeable and can denote one as a Skiefing initiate by sight. Since rat cults and societies are often poorly regarded or illegal, the mutations are often hid or covered in public if possible. Among certain practices Rat speakers may grow a tail. This requires an involved ceremony and is a sign great devotion to the cult (requires an allegiance of 60% or more). The ceremony cost 1 Permanent Pow. Tails are highly magical and can be used to store power similarly to a magic staff. Tails can be used to make a separate additional attack as if it were a whip. Growing a tail is a high honor and tailed speakers are well regarded among skiefing initiates. Spells available to Skeirfing initiates. Call Pack (1-4): This spell will summon 1 rat pack per level of spell. Rats may then be commanded through a successful chatter tongue roll. For Traditions that revere larger rats like the swamp rats of the Green, this spell will Call only 1d3 Giant rats. Rats must be present in the area to be summoned. They do not magically appear, the come scurrying. Sleen (4)(Duration 15 Min): When cast on a rat this spell will make it transform and grow into a Sleen. Sleens are huge were-rat creatures. They may be commanded by a successful use of the Chattertongue skill. Certain augments and long ceremonies can make this spell permanent. The cost is 1 permanent Pow. These horrific rats are then used to guard dens, catches, or secret meeting places. At other times they are used as guards for the Rat speaker who created them. Transform(3)(Duration:15 Min): This spell allows a Rat chanter to change into his rat form discussed earlier. The rat attributes must be rolled up separately and should be kept handy on the character sheet.. The sorcerer maintains his Pow and Int and may cast spells when in rat form. Skills commonly taught by the Rat clans: Climb, Dagger, Dodge, Hide, Jump, Listen, Sense, Spot, Stealth, Swim(river rat clans), Appraise, Language (Chattertongue), Sleight of Hand. In the Sreen rat clans teach Spear but in more urban setting Skierfing gangs, covens, or packs teach short sword or rapier. Bark/Swamp Rat The bark rats and Swamp rats of the Green are closely related but slightly different species that are about the size of a dog. Their builds are longer and more sinuous than normal rats. Lone rats do not pose much of a threat, but they often hunt in large packs and can often proof quite dangerous Bark rats are excellent climbers and are very quick and weasel-like. They travel in small packs along the boughs and in the foragings. Swamp rats are quite abundant in the Green where they make their homes between the roots and along the river banks. Swamp rat pelts can be made into water-proof hats or garments and they are in very high demand. Swamp/Bark Rat:
Sleen: Sleens are ferocious wolf sized rats. They are more gaunt and elongated in shape than regular rats and they tend to have longer limbs and longer claws. They also tend to walk upright much more than normal rats. Sleen:
Skills
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| LinkBack |
LinkBack URL |
About LinkBacks |

Linear Mode
