Totems | Principles | Ways |
The crucial thing about magic - perception - is yet to be fully understood. Too many new ways are discovered every hour on our planet. These are some that I found.
Characteristics:
Pantera is the wild cat. Invisible and unhearable she is the most dangerous
guarilla fighter mankind can imagine. Her home ist the darkest forest or
the dark city. She is quick in mind and in body and hereby nearly uncatchable.
She trusts no one; with all the buddys that go their way there is only
on end: lonely again, deadly, strong, and alone.
Environment: Jungle, City
Advantages:
+2 dice combat spells
+2 dice manipulation combat spells
+2 dice city spirits
+2 dice jungle spirits
Disadvantages:
Pantera isnt the big one to help others. She generally suffers a -1
die penalty when casting a positive spell on others (e.g. healing on someone
other than herself). Her nature is so homeless that home spirits are very
difficult for her to handle. Subtract 3 dice from all home spirits conjuring.
Pantera also tends to get into berserker fury. Every time she is wounded
make a willpower(5) test. If no successes fall, she must'nt get any magic
pool dice for resisting drain and casts all combat spells at their maximum
with a minimum equal to her willpower during the whole battle (two-egded,
that willpower, dont ya think ?).
Characteristics:
Turtle is slow, but strong in mind. Safety is the highest priority
on his list. Slow on his actions like Wyrm, he will first fail if things
go fast and out of order, but he will recover quickly. Then his mind is
cleared to be strong enough to handle. When forced to fight he is very
defensive and he doesnt attack until he realizes that there is no way out.
Turtle shamans tend to be cybered with dermal plating and the like.
Environment: Sea
Advantages:
+2 dice protecting spells
+2 dice for any spirit of sea
Disadvantages:
There are no dice penalties, but complete prohibition for: any non-stun
combat spell, any non-stun manipulation combat spell. Turtle is slow (remember
this) in body and mind. A Turtle shaman must make a willpower(6) test when
trying to decide quickly. Also a quickness(5) test is required to take
rapidly action. Whenever hurting someone, it is so unnaturally that he
must take a 4D stun (on body!).
Characteristics:
Leaf shakes with the wind. Bended by the forces surrounding him, no
one can really destroy him. He is adept in thinking fast and efficient.
No situation will bring Leaf in a helpless state, and he will always be
ready for everything.
Environment: City
Advantages:
+2 dice for detection spells
+2 dice for mental manipulation spells
+2 dice for city spirits
Disadvantages:
Leaf cannot stand very firm to his opinion. He is often irresolute
and will always have too much ways for solving a problem on his mind. Choosing
between that ways may be difficult. He then tends to choose intuitively
(not always for the good of the team). Also, combat is completely not his
thing. Subtract 2 dice for all combat and manipulation combat spells.
Characteristics:
The liar is a complete renaissance / baroque royal court member. An
intriguer like hell, he lies, cheats and believes that this is his good
right. He breaks hearts and destroys friendships just to gain his goals.
Conscience is a long-forgotten term for him. This one makes life interesting.
Often found in corp environment.
Environment: City (Corp, Royality)
Advantages:
-1 TN for social skills
-6 TN for lying
Disadvantages:
This one is selfish. Whenever trying to do something for someone other
than himself, he always gets his mind token off with other thoughts of
gaining win for himself, so add +1 TN for all tests during that period.
He also cannot work well in the team without causing trouble. But thats
roleplay, no rules.
Characteristics:
The scientist is a curious, sometimes naive guy. Whatever he does,
he does it with innocency in his eyes, even if it is as evil as attacking
someone. He believes as long he acts for the freedom of information it
is ok. Of course he will try all the time to do no harm, but curiosity
comes before moral. The scientist normally has a wide range of equipment
and very specialized skills. Alone he couldnt survive on the street, but
his enormous intelligence and his willingness to work together in a team
make him invaluable in a run. He does not know the word "egoism". Whatever
he does, he does it for the sake of curiosity.
Environment: Anywhere but city
Advantages:
-1 TN for technical skills or enchanting (mundane/magic)
-1 TN for knowledge skills
-4 TN for bringing complex information together
Disadvantages:
As was said, he is naive. Very naive. Whenever trying to detect someone
is lying, make a willpower(6) test to see if he succeeds (one success is
enough). He is also not willing to use non-stun ammo, calling deadly ammo
"unscientific". Add +2 TN for any attacking test that inflicts physical
damage.