I'm working on a handful of new animist rites for an NPC featured in an upcoming game session. She is an old wise woman devoted to the old ways (in north central Germany, that would be Wotan). I'd certainly love some feedback as to the power levels. Since these are for an NPC, and there are no animists in the cadre, it's not really a big concern of mine. Still these powers will be associated with a grimoire, so it is possible they might crop up again.
BASIC Thunder of the War God Mastery: 2 Time: 10 minutes/1 round Duration: 1 day (or until following sunrise) Strain: 2 This rite is generally performed prior to battle. By means of this rite, the shaman invokes the spirits of the ancestors to bestow upon a target a blessing. The subject must have faith in the spirits or the old gods to benefit from this rite. By way of this blessing, one of four spirits, chosen by the shaman, are conferred upon the target: Ferocity: A spirit of rage; the target may issue a fierce war cry. This forces all within an area to make a D2 Resolve roll or suffer Fear Effects. Courage: A spirit of bravery; for the duration of the rite, the target receives +1d to Resolve rolls to resist Fear. Spirited: A spirit of urgency; the target receives a +2d bonus to his or her next initiative roll. Once during the duration of the rite, they may receive a +2d bonus to a single Dodge or Parry roll. Resilient: A spirit of endurance; the target may ignore 1 wound penalty for the duration of this rite. Once during the duration of the rite, they may receive a +2d bonus to a single Endurance roll. Boost: Increase Mastery by 1 for each additional target. Boost: Increase Mastery by 2 to increase any granted bonus by 1. Boost: Increase Mastery by 2 for a second use of a conferred bonus.
Call the Mists Mastery: 2 Time: 1 minute/1 round Duration: 1 hour Strain: 2 The shaman calls upon spirits of the air and water to begin a dance, creating a thick mist that fills a 1 square mile area. The mist is thick enough to reduce visibility to twilight levels, providing potential for concealment. All Ranged penalties in the mist are doubled. If this rite is performed at dawn, the shaman receives a +1d bonus. Boost: Increase Mastery by 2 to increase the area of effect to 2 square miles. Boost: Increase Mastery by 2 to increase the duration by an additional hour.
GREATER Loki’s Veil Mastery: 4 Time: 1 rounds/1 round Duration: 1 minute Strain: 2 Damnation: 1/2 The performance of this rite draws spirits of disarray and trickery to dance throughout the battlefield, bedeviling the shaman’s foes. The chaos of battle reaches extreme heights. Friends appear to be enemies, combatants see things that are not there, etc. The enemies of the shaman suffer a –1d penalty to all reaction rolls for the duration of the rite. Also, any successful attack has a 2 in 10 chance of hitting an ally instead of the intended target. The ally must be within melee range for this mistake to occur. Boost: Increase Mastery by 2 to extend the duration by 1 minute.
HEROIC Wrath of Valhalla Mastery: 6 Time: 1 round/1 round Duration: Special Strain: 4 By means of this powerful rite, the shaman summons the fierce warrior spirits of the halls of Valhalla itself to fight on its behalf. These spirits appear as a band of 5 (minions). The summoned spirits will fight at the direction of the shaman until defeated or the enemy is routed. The will only follow rudimentary commands appropriate to the battlefield: attack, guard, etc. These spirits will not attack fleeing combatants. Also, if the shaman flees the battle for any reason (including a failed Fear check) during the duration of this rite, the spirits will abate, for they loath weakness and will see the shaman as unworthy at that point.
Ancestral Spirits (5) Threat Rating: 2 Hell’s Favor: 0 Special Attack: Spirit Weapons (axes, swords, etc.) +2/+3 Talents: Brutal Charge, Grand Fury, Shattering Attack, Swarm Powers/Prices: Incorporeal/Obvious Appearance Frightening Call (War Cry) 7d/Atmospheric Disturbance (Thunder and lightning)
Boost: Increase Mastery by 1 to reduce the Strain by 1. Boost: Increase Mastery by 2 to increase the Threat Rating by 1 (to 3).
_________________ ...and a Brace of Pistols a blog dedicated to swashbuckling, fantasy and horror gaming
Witch Hunter: The Invisible World Unofficial Home on Google+
|