We are the many-in-one. We are the water or the cup, or neither, or both. We are a gate and the key that goes with it.
Also Known As: Bó Wū, Shaman (plural Shamasal), Sramana
Pre-requisites: Human, 5 points between Intuition and Will, Concentration 3
Wen, Bó Wū, Shamasal, or Sramana are the inheritors of an ancient and expansive spiritual tradition that stretches to before recorded history. This tradition is most well known in its modern Mujinese form; the Wen, who are able to perceive, communicate with, and channel strange energies and personas into the world as well as dispatch lingering malevolent energies and display other incredible abilities. In most modern cultures the Shamanic tradition is virtually unknown but the Wen are an exception, playing a key role of Mujinese religious and political life and involved in a wide range of ritual services for the people and rulers of the Mists. The first step in becoming a Shaman involves a strange affliction known as ‘spirit-sickness’ or Yonong in Mujinese. This often lethal physio-spiritual illness causes the nascent Shaman to fall into a waking sleep, able to see the spirits of the world. If they survive this and learn to harness their own power, Wen can grow to be powerful intermediaries and agents of strange ephemeral entities. In order to progress Wen must seek out and learn from or host spirits. Many Wen take on a single specific Spirit as a companion, “guest”, or Bànlǚ in High Mujinese.
Wen are able to temporarily host strange entities known as Spirits within their bodies. These entities are diverse in nature, power, and intent, but their presence grants the Wen some portion of their power. This can take the form of knowledge, enhanced physical capacities, or arcane abilities. Wen also wield considerable spiritual and temporal authority within Mujin, and are given great deference as a result.
Spirits are, by their very nature, alien. As such their motives and interests do not always align with those of their host and it is not uncommon for Wen to be injured, killed, or driven mad by their companion. In some cases this is intentional as the act of hosting a malevolent Spirit is an opportunity for direct and permanent access to the human world which they typically lack. Such dark spirits or Yaoling in Muninese consume or enslave the host in order to pursue their own interests. This means that Wen must always show caution in finding Spirits that can be safely channeled. Additionally, some Spirit abilities are not particularly compatible with human biology and can pose a danger to the host directly.
Lore suggests that the Shamanic tradition of the Wen is but one highly structured variant of a primeval legacy, with truly ancient histories recounting Shamasal, or figures analogous to them, as among the first human holy folk. These individuals, speaking with strange voices and imbued with powers and wisdom beyond normal humans, were given authority and seen as teachers, leaders, and protectors, guiding and protecting the constantly imperiled early humans from the threats of the One.
For reasons that are unclear and much debated among those few who study the phenomena, the Shamanic tradition diminished greatly during the age of the Ayr. Some curates and natural philosophers suggest an animosity between the Ayr and the Spirits and many believe the Ayr correctly diagnosed the Spirits as a threat to humanity. Others posit that the Spirits were really just predecessors of, or an early mechanism of interaction between humans and the Ayr. More material explanations point to a decline in the ‘spirit sickness’ that precedes a Wen’s first possession as evidence of a natural immune response developing among humanity. The true answer to this question remains unclear and if the Wen know they are not sharing.
Regardless of cause of their decline, Shamasal such as the Wen are largely unmentioned in records of the Urul. It was only during the fall of the precursor empire that mention of the Wen is first seen.
The Calling of the Wen or Shaman is one that can strike at any time but most frequently does so during youth. All start with the same introduction; the spirit sickness. This ailment, (called Anima Vulneratorum by the Selenians) displays as an extreme fever, erratic body temperature, racing heart, excruciating pain, and apparent hallucinations. In fact these ‘hallucinations’ are the Shaman’s first view of a world beyond the material as their perception is opened up to entities that seem to exist outside of normal awareness. In Mujin this sickness is cause for celebration and the nearest Wen is called to nurse the nascent Shaman, taking them under their wing for training. Not all are so lucky however, particularly those who fall ill outside of Mujin and not all who suffer the spirit sickness are destined to become a Wen. To assume the Calling of the Shaman is to first endure the sickness but *also* to seek mastery of the newly exposed world of the ethereal. Finding a mentor is perhaps the best, though not only, way to do so.
Those who suffer the sickness and are not killed by it, but do not walk the hard path to individual mastery are instead left wounded by the ordeal, made vulnerable to influence from the spirit realm. The Wen term for these people are ‘Fanes’, a term analogous to ’empty temple’.
Once the sickness has passed the spirit sick who chooses to pursue the path of the Wen must learn how to interact with a newly revealed world. The first few months after the sickness are the most difficult as the individual is usually left weak and must endure attempts at possession by curious or sometimes hostile spirits for whom they are now a gateway into the world. During this time the nascent Shaman must learn how to manage their new condition or forever be in thrall to the Spirits. In the Wen tradition mastery comes through training self-control, mental focus and discipline and learning to bend one’s Will *around* the ephemeral entities that haunt them. This is not always successful and the difficulty depends on the nature of the Spirit. The more hostile, malevolent, or willful the Spirit, the harder the task, but also the more potentially rewarding the outcome. For Wen, the end of this process is marked by the pursuit of a semi-permanent Spirit companion, also known as a Familiar or Bànlǚ. Growing further as a Shaman requires finding and hosting additional Spirits and training one’s mental focus and concentration.
Though the Wen are the dominant example of modern Shamanism they are not the only one. Stories of individuals with Shamanic abilities can be heard across the continent, particularly in the wilder areas of the world, from the forests of Vandar and Svertheim to the Luxi Savannah and blasted Badlands, all the way to the Victran swamps and Nehepi sands. The character of the Calling and cultural perception of can shift significantly from place to place. While the Wen of Mujin are treated with great respect and deference and seen as extremely holy and important, more broadly the tradition is viewed with a mixture of fascinated incredulity, suspicion, or outright hostility. For example, in Selene Shamasal are viewed with considerable concern and often treated as mentally ill; in Ossandria any with the abilities of a Shaman are viewed as aberrant mutants or heretics and killed; in Victra they are seen as delightful curiosities and sometimes sought out by Lords for ‘entertainment’; and for the Subinese they are considered cousins to the Ecstatic cults whose chemical indulgences often produce similarly mind bending results.
One notable relative of the Shamasal are the Svertan Vilkappi, who trade in totems and speak of spirits of their own, but the Barsarks and Furies exhibit no obvious spirit sickness and are not as vulnerable as Fanes. Further, they deal exclusively with lesser Ethereals and Primals and their connection to these Spirits is a limited one, more akin to a blessing than the communion experienced by Shamasal.
Regardless of origin and perception, any Shaman who has survived for more than a few years develops strong will, iron focus, and considerable knowledge of the strange.
There is no universal costume for Shamasal. Some wear simple clothes or robes, while others decorate their bodies in strange and elaborate fashion to either attract or please their spirit guests.
Zhì: Among the Mujinese the Wen are granted enormous trust and credibility. When a Wen speaks they are believed, even if what they are saying seems absurd. They are permitted to delve ruins, utilize first age artefacts, and speak on matters of law and governance without censure. (This trust does not extend to Shamasal from other cultures)
Supernal Awareness: Shamasal are able to perceive the use and users of Lingua Arcana and are resilient to the effects thereof. All Shamasal can roll 3d10 when resisting the effects of Lingua Arcana and take the two highest.
Appealing Nature: As conduits to the material world Shamasal are of considerable interest to Spirits and tend to attract their attention. They are unable to hide their nature from Spirits and must often deal with hostile assaults by such entities.
Necrotic Host: The inviting nature of Shamasal does not necessarily disappear upon death. Some unscrupulous spirits will possess the bodies of a dead or dying Shaman, suppressing or devouring anything that remained of the host. Spirits that do so are usually powerful and rarely congenial, utterly unbound by any human morality. This can be avoided if the corpse is properly disposed of through incineration or treated with the proper rites, but is more difficult to guard against when a Shaman is not yet dead…
Core Trait ∞
Control / Kōngxū / Khora / Hollowness: The core trait for a Shaman represents their capacity and control over their own ‘self-spirit’, which for many is analogous to mind or soul. Wen use the term Kōngxū or ‘Hollowness’ to represent this concept, characterizing their nature as not a suggestion of absence so much as a shape of self-spirit. Wen claim to ‘bend’ their own soul to hold a Spirit, like a cup or container and in turn often liken their ‘guests’ as liquid in nature. Shaman from other traditions use different terms such as Khora, or simply Control. The more Hollowness or Control the Shaman has the more potent their abilities, the greater the number of Spirits they can host without injury, and the more easily powerful Spirits can be controlled. Control can be improved through meditation, exercise of abilities, and engaging with and controlling various Spirits.
By enduring the spirit sickness the Shaman gains two innate abilities: Bond and Host.
Bond: By crafting a pact with a Spirit and Asserting this ability the Shaman can bind a Spirit to themselves, making it possible to summon it at will. This ability requires no roll if the Spirit is willing but requires a Will + Control vs. Will against unwilling Spirits. Shamasal can call upon and bond a number of Spirits equal to their level in Control. Attempts to host or connect to additional Spirits automatically fail.
Host: The action of allowing one’s body to take on or be occupied by a Spirit, enabling the Spirit to act through the Shaman and the Shaman to access the Spirit’s own abilities. Some Wen characterize it as ‘bending the self-soul’, an act meant to fit and accommodate an external entity while granting some measure of control or sway over its behavior.
A Shaman who attempts to host a Spirit with a Will higher than their Control must make an opposed check to maintain control of their own body. If they fail they take unsoakable physical damage equal to the difference in Core and Will each minute they host the entity as they grapple for control.
Shamasal like the Wen possess two types of abilities; those Shamanic abilities intrinsic to their nature known as Assertions and those abilities that are derived from Spirits, known as Invocations.
These abilities rely on the Shamasal’s own power and all Shamasal are able to learn these abilities through self-study and practice. These ability levels cannot exceed the characters level in Control.
Call/Pull: Using this ability the Shaman uses their Control to call forth a specific Spirit, forcing them to appear even if they might not wish to. As entities lacking a traditional relationship to space and time Spirits can be called from anywhere using the right method. The three most common are by true name, by destroying something they have imbued with power, or by calling on a binding previously made to the Spirit.
Mechanics: Roll 2d10 + Control + Call and consult the table below [INSERT TABLE] Cost: 3 stress
The Spirit appears initially in their unveiled form, as a flash of light or darkness but disappear from sight almost immediately. Only the Shaman, certain Quasi-humans, or individuals with a Will higher than the Spirit’s can see them thereafter.
Once called the Spirit must remain in the presence of the Shaman for a number of minutes equal to the ability level.
Calling a Spirit does not guarantee it’s cooperation and can sometimes trigger their ire.
Commune: Spirits do not speak in human languages and instead use a variety of sensory, emotional, and more alien mechanisms to communicate. Commune represents the Shaman’s ability to both understand the intentions and desires of Spirits and convey their own, or link the Spirit to another person to communicate.
Mechanics: When initially interacting with new Spirit the Shaman must roll 2d10 + Control + Commune and consult the table below to see the effect on Spirit disposition [INSERT TABLE].
Each commune check represents 8 hours of effort -2 hours per level in Commune (5 = instant). Experienced Shamasal can commune instantly while less experienced ones must take significant time to understand and respond to Spirits.
The commune ability can be used 1 per week per level in this ability but it cannot be used on the same spirit more than once per week.
A Shaman can link a number of individuals to the Spirit equal to their level in Commune, though this does pose some danger if the Spirit is hostile.
Enthrall: Not all Spirits are interested in communing with or even being in the presence of humans. Shamasal have learned how to overcome this by creating a mesmerizing aura meant to hold the Spirit in place so that it may be engaged more meaningfully.
Mechanics: Roll 2d10 + Control + Enthrall vs. Will. On a success the Spirit is enthralled for a number of minutes equal to the spread multiplied by ability level and will not willingly leave the presence of the Shaman. On a failure the Spirit is free to act as they choose.
Cost: 3 stress to activate
Abjure: Just as it is sometimes useful to call upon a Spirit, it can be equally useful to drive them away. Some Spirits are not content to wait for a willing host to call upon them and instead forcefully press themselves into suitable vessels. Wen are uniquely gifted at abjuration, using their Control to rebuke a Spirit and drive them out of unwilling or unknowing hosts. Abjuration requires the Shaman to be in physical proximity to the spirits host.
Mechanics: Roll 2d10 + Control + Abjure vs. Spirit Will. Success means the spirit is driven out. Failure means the Spirit can remain. Exceptional success means the Spirit is driven out for a duration 1 step above the ability level. Critical Failure means the Spirit injures the Shaman, doubling the stress cost.
Cost: 3 stress
Using a Spirit’s weakness grants the Shaman +5 bonus to abjure rolls.
The Spirit is driven out for the period indicated below
Ward/Trap: The Shaman has learned how to create sigils, brands, and markings which exclude Spirits from, or trap Spirits in a certain area. The to empower these sigils the Shaman must imbue them with a portion of their own self-spirit. This takes time and energy, with each ward or trap taking 1 hour to create.
Mechanics: Roll 2d10 + Control + Ward/Trap. The result sets the difficulty for a Spirit seeking to enter a warded area or escape a trapped one. A Spirit may attempt to challenge the ward or trap once per day. Most Spirits find Ward and Traps hostile and will lose disposition towards the Shaman in response. Even if the Shaman is not present, the Spirit knows the taste of the Shaman’s work and will react accordingly.
Cost: 5 stress
Shaman can strengthen an existing ward or trap by spending additional time and investing additional energy. For each additional point of stress spent the Shaman can increase the difficulty by 1.
Consume: One of the darker aspects of some Shaman is their ability to consume Spirit, weaking it in order to strengthen the Shaman. The Shaman shapes themselves into a rending maw that abraids some portion of the Spirits energy, converting it into material power at the Shaman’s hands. This intrinsically hostile action damages the Spirit’s Will and reduces their disposition towards the Shaman. Those Shaman who develop this ability must be cautious in its use or risk driving Spirits away or attracting their wrath.
Mechanics: Roll 2d10 + Will + Consume vs. Spirit Will. On a success the Spirit loses a point of Will, 1/2 their Density, and their disposition is reduced by one class and in return the Shaman can choose one of the following effects.
- Gain a bonus of +5 for one one action
- Go without sleep and food for 1 week
- Heal themselves or another individual by 5 health.
- Invoke the Spirits most powerful ability
- Recover all Stress
This ability can only be used once per day.
Channel/Pull: Channeling or pulling on a Spirits power is a way for a Shaman to direct the energy of a spirit without injuring it. This can be either a cooperative or hostile act, depending on the relationship of the Shaman to the spirit, and so the effect on disposition can vary, but for unwilling Spirits the typical consequence is a drop in disposition.
Mechanics: For cooperative Spirits the Shaman simply calls on the ability by spending 3 stress. For hostile or uncooperative spirits the Shaman must take 3 stress and roll 2d10 + Will + Channel/Pull vs. Will as they drag the energy from the Spirit. On a failure the Spirit successfully resists but on a success they can trigger one of the following effects.
- Roll 3d10 for one action and take the two highest
- Heal themselves for 1 health
- Go without sleep or food for 1 day
- Invoke a known Spirit ability
This ability can be used a number of times per day equal to the level of the ability.
Heal Spirit: Just as its possible for Shamasal to injure a spirit, it is also possible for them to heal one. This comes at a cost to the Shaman who must sacrifice some portion of their own health to heal the target.
Mechanics: The Shaman cuts into their flesh, sacrificing 3 health in blood which seems to evaporate from their wound. The Spirit regains 1 point of Density.
Fetish: Shamasal are able to imbue physical objects they create with facets of their own power as well as the powers of the Spirits they are bonded with. The most common materials for such creations are bone, wood, stone, and jewels which seem to best hold the necessary energy. The nature of the object is up to the Shaman, but common forms include small carvings of Ayr, Spirits or Creatures, staves or staffs carved in elaborate patterns and whorls, or jewels and stones that have been etched with Shamanic sigils. Weapons are rarer and typically restricted to blades and bolts. Whatever the form, it must be crafted by the Shaman, without direct help. Any interference in the process renders the fetish a regular item. Once the object is complete the Shaman must bleed upon it to imbue it with the energy, scribing sigils in blood that only a Spirit can understand. The blood evaporates quickly, leaving no indication of its presence, but the item seems warm to the touch.
Mechanics: The Shaman must first make the object using a standard Aspect + Craft + Focus roll. They can then make a 2d10 + Will + Fetish to imbue it with a specific ability such as Call/Pull, Enthrall, Abjure, Consume, Heal, or a viable Spirit ability. This ability can be used via the Fetish a number of times equal to the Shaman’s level in this ability, after which it is rendered inert, though it can be charged once more by the Shaman. A Shaman can create a number of Fetishes equal to their Control. Anyone can use a Fetish but must be advised in how to do so by the Shaman who made it.
Cost: 1 health and 5 Stress + any stress normally spent for an ability.
Companion/Daemon/Agathion: Some Spirits prefer non-human forms to inhabit and some Shamasal accommodate this by preparing a Companion. Companions are non-sapient creatures that have been fed the blood of the Shaman and had their own spirits changed to host a Spirit. These creatures are a functional cross between a beast and a Spirit.
Companions often take on strange features that are evidence of their possession. Eyes and fur change colour, limbs lengthen, strange auras other effects appear.
Because the creature must eat blood to take on the necessary traits most Companions are carnivorous or at least omnivorous, though some creative Shaman have figured out ways to create more placid hosts.
Mechanics: The Shaman must spend at least one week preparing the animal, taking 1 health damage each day as they feed it on their blood and 2 stress each day as they conduct the rituals necessary to prepare the creature. At the end of the week the Companion is ready to take on the Spirit.
If the Spirit is willing the Shaman need only make a Will + Companion check at a difficulty of 15. If successful the Spirit is able to take control of the Companion.
If the Spirit is unwilling the Shaman must first break the Spirit in a contest of Wills before they can make the above check.
Companions are effectively embodied Spirits and can act entirely independently of the Shaman. Some Shamasal gain Companion cooperation through pacts and trade, while others coerce them via threats of entrapment, abjuration, or even consumption.
Companions can communicate with others mentally, though it often requires a Shaman’s mind to understand the imagery they use.
The Shaman can have a number of Companions equal to their level in this ability.
Invocations represent abilities that are drawn from Spirits or utilized by Spirits when inhabiting a Shaman’s body. These Spirits can be companions who have reached an accord or pact with the Shaman or hostile Spirits that the Shaman dominates via their Assertions. The abilities available to a Shaman are dependent on the Spirit being called upon.
Spirits are distinct and powerful entities with their own histories, goals, and traits. Levels in these abilities are only limited by the Spirit’s Will.
Spirits that are bonded to and friendly with the Shaman are typically known as Companions. All Shaman should start play with one such companion and the nature of this Spirit should be unique and approved by the Storyteller. During character creation you should determine whether the Storyteller or the player will portray the Spirit. Details that should be developed include the following…
Name: What is the Spirits name (best saved for last)
Type: Echo, Ethereal, Celestial, Primal, Abyssal, Other
Origin: How and where was the Spirit located?
Disposition: Is the Spirit Friendly, neutral, or hostile?
Will: The primary trait that determines a Spirit’s power and how difficult it is to host and control. Spirits with distinct volition can work against the Shaman when displeased and use this trait in opposed checks. Scale of 1-10
Density: The health of the Spirit. This can be damaged by certain abilities, creatures or artefacts. Once a spirits density reaches 0 it must make a Will check against a difficulty of 15 or be destroyed.
Attunement: What Aspect is the Spirit tied too? Power, Grace, Intuition, Intellect, Personality, or Appearance. While hosting the Spirit the Shaman gains a bonus to the Aspect equal to the Spirit’s Will. (See Residua section below for more)
Nature: Each Spirit has a particular area of strength that is also it’s driving motivation. Knowledge, Authority, Creativity, Violence, Pleasure, etc.
Goal: Something specific the Spirit wants which is tied to their Nature. e.g. A Spirit with the Nature of Knowledge seeks some specific secret, while one who is driven by Authority seeks to control a specific area or artefact.
Vulnerability: Each Spirit has a weakness of some sort determined by the storyteller and kept hidden initially. Vulnerabilities can be as mundane as a material such as Iron, Gold, or Salt, or as arcane as the blood of a fallen hero or the last words spoken in a dead language.
Spirit abilities vary significantly based on the intrinsic nature of their spirit companion. The Wen tradition has developed a rough taxonomy of Spirits to classify them broadly:
- Echoes: Remnants of death, typically found in places of carnage or loss such as battlefields and plague pits, according to the Wen these entities are often mistaken for ‘ghosts’ by others but are in fact a combination of the individual, the event, others involved, and the emotions that surrounded it. A great battle for example may leave a proud and wrathful Echo that consists of memories and traits from all its participants, while an Echo of a plague might be more circumspect and nihilistic and imbued with the memories of both patients and doctors who suffered through the event. The motives of an Echo are often tied to the event that formed them, but not always in obvious ways. A Spirit of Battle may want its host to avenge some perceived wrong but it might also want them to bring it to other battles simply to observe, or it may want it to abstain from battle entirely.
- Ethereals: Nebulous Spirits that are tied to natural forces and places and found in areas of wonder or wilderness, according to the Wen these entities are usually tied to a specific ecosystem such as a forest, mountain range, or desert. Wen who deal with them characterize them as ancient and bestial, having dwelt in the absence of sapients for hundreds if not thousands of years, but also wise from epochs of observation. Ethereals are often driven by a strange procreative or destructive urges which can be impossible to truly satisfy, such as Desert Ethereals who seek to destroy Mountains or Forest Ethereals who seek to sow their seeds in new places. Some Wen have even reported Ethereals tied to Ruins or Cities, with even stranger desires.
- Celestials: Celestials are exceedingly rare, powerful and dangerous Spirits that many Wen claim are either creations of, or related to the Ten Ayr or their Ayrkin descendants. Celestials are the most recognizably ‘sapient’ of Spirit types, with personas that border on human and some which claim titles or names of ancient heroes or legends. Unlike Echos and Ethereals, Celestials seem unbound to a specific place and some have even been reported to seek out Shamasal directly. Celestial’s are known to tie their goals to those of their host, seeking to elevate them in some capacity or drive them to fulfil archetypical roles and singular positions.
- Primals: The Spirits of powerful and sometimes ancient beasts
- Abyssals: By all accounts Abyssals are the least well understood form of Spirit, exhibiting no common origin, possessing truly occult and arcane intellects, and lacking comprehensible goals. Wen who interact with them characterize their minds as deep, dark and cold, like falling into a great pit, drowning, or being pulled towards a pure and vast darkness. As such, only the most powerful Wen can hope to control or parlay with them and those that do are often indelibly changed by the process.
Example Spirit Names: Shadow in the Door, Echo of Talonglen, Gray Man, Colour of Summer, Silhoutte of Night, Shade of Winter, Warwraith, The Burned Prince.
Residua: By acting as hosts Shamasal begin to take on key aspects of their spirit guests. These aspects are usually temporary, departing along with the spirit when the time comes, but the effect of repeated and long term habitation by a spirit can fundamentally alter the Shaman who benefits from the residue of their energy. Like stretching out a too-small glove this creates space, but does not fill it; it is up to the Shaman to do so once the spirit has left.
Each spirit is attuned to an aspect of humanity and stretches the host in that direction. Power, Grace, Intuition, Intellect, Personality, and Appearance can all be potentially affected, but Will cannot. For each point in the spirits Will the *maximum* value of that aspect is increased by 1/2 (minimum 1). A spirit of Power with 1-2 Will increases the hosts maximum Power by 1, while an Intuitive spirit of 4 Will raises the hosts maximum Intuition by 2.
- Alien Power: Limited by the weakness of humans, the spirit forges new power into the form and the hosts body is made mighty; corded muscles that ripple with potential, a titans heart that drives endless endurance, or protean blood that quickly closes wounds.
- Spectral Grace: Unbound by material physics, the spirit imbues the hosts form with supernal agility that defies the mundane; reflexes that seem to defy causality, dexterity that would confuse the most skilled illusionist, and coordination the envy of the finest martial master.
- Ethereal Beauty: Dissatisfied with the crudity of humans, the spirit moulds the form to its own aesthetic and the hosts appearance takes on an otherworldly sheen; unblemished skin of golden hue, eyes in hues of lavender that seem impossible to look away from, hair that seems spun from silk, or a physical magnetism that causes hearts to quicken and gazes to linger.
- Paragon Presence: Laden with celestial authority, the spirit extends the charisma of their host; granting them the ability to inspire with a word, influence events by mere presence, or charm with a single smile.
- Primordial Instinct: Existing outside the normal senses and simple causality, the spirit gifts the host with near prescient senses; opening their vision to new spectra, their hearing to new octaves, and their touch to new levels of detail.
- Arcane Intelligence: Possessed of secrets both occult and mundane, the spirit offers the host access to indescribable wisdom and secrets known only to the ephemeral.
Spirits have their own traits and abilities that are determined at their creation.
The number of abilities that can be accessed by the Shaman is determined by the Shaman’s Control and is affected by the Spirit’s disposition while the power of the abilities is determined by the Spirit’s Will.
The disposition of the Spirit can be improved through Commune or by demonstrating mastery of the attuned aspects (crits) or satisfying its nature and goals. Conversely, defying the Spirit’s nature and goals or exposing them to their vulnerability reduces their disposition.
The Spirit’s ability list is determined by their traits such as Type, Attunement, and Nature.
The more powerful a spirit, the more dangerous and harder to control.
Spirit Abilities ∞
Revelation: The Spirit can listen to a target and derive their secrets. The Shaman rolls an Intuition + Core + Revelation against the targets Intuition + Will + Core trait. If the target fails the Storyteller will select a secret that will be revealed.
Wisdom of the Ether: Using this ability the Shaman can access the knowledge of their Spirit companion. Once per day the Shaman can gain a bonus to lore checks equal to their Spirit’s Will.
Echo Song: Using this ability the Shaman channels a measure of their Spirits power to mesmerize humans and some animals. The Shaman rolls (Core Trait + Spirit Will / 2) + Echo Song vs. a target’s Will + Concentration. The Shaman can hold 1 individual for 1 minute per level of Echo Song. At Level 5 they can hold 1 individual indefinitely while maintaining the effect or up to 5 individuals for 1 minute. The Shaman must be within 1 meter of the target and mesmerized individuals get a chance to escape if they are harmed or in a position of imminent danger.
Wraith Aura: The Shaman produces an aura that is frightful or disturbing. Shadows without sources gather in their stead, their eyes glow, a hidden wind and ominous static builds around them, or they simply disconcert their target on a more fundamental level. Whatever the cause, the Shaman gains a bonus to intimidate rolls equal to their level in this ability.
Ability 6: Description. Mechanics.
Spiritual Contract: The Shaman can craft contracts with arcane weight. The Wen must create a token of the contract and speak the terms clearly to the recipient. They expend 4 stress and make a Spirit Will + Lore roll. If the result is above 10 parties to the contract face consequences for violation. All parties to the contract suffer a penalty to any action against the terms of the contract equal to the Wen’s level in this ability and suffers an equal amount of permanent, unhealable stress until the situation is rectified. An individual cannot be tricked or cooerced into such a contract and the contract can be broken by destroying the token.
Spirit Ward: The Shaman can mark an entrance to a building or area with an arcane sigil, imbuing it with spirital power. This sigil makes it impossible for anyone with a Will lower than the level in this mark to enter the marked entrance without the Wen’s permission. This ability can be used on doors, windows, chests, or other openings. It can be broken by destroying the symbol so most Wen place the symbol on the interior of the entrance.
Bound Weapon: The Shaman can bind their Companion to a specific weapon, granting it bonuses (Armour Piercing, Parry, Damage, Poison) The weapon can be pulled to the wielder’s hand at will but must be within visible range to do so.
Dull: Roll a Power vs. core + ability level. The target suffers -1 per spread to all actions for minutes equal to failure spread.
Slow: Roll Power vs. core + ability level. The target suffers 1/2 movement for minutes equal to failure spread.
Paralysis: Roll Power vs. core + ability level. The target suffers paralysis for minutes equal to failure spread.
Tenebrae: Roll Power vs. core + ability level. The target suffers 1 unsoakable damage per round for a number of rounds equal to failure spread.
The Mark of Prey: The Shaman touches a target and places a mark upon their body that draws and agitates Spirits to them. The target is plagued by Spirits who assail them. Most are unable to see their assailants in the waking world and are left instead with a general awareness of something wrong. When they sleep they are plagued by nightmares. Liminal places seem full with threat and danger. For the duration of the mark the target suffers a penalty to perception equal to the level of the ability, cannot recover stress, and heals at half their normal rate.
The Wen must spend 5 stress and physically touch the target to apply the mark which can only be removed by a Wen. The duration of the mark is determined by the level in this ability.
Initiative/Reaction: The Shaman’s Spirit reacts before the Shaman can
Abjure: The Shaman uses this ability to supplement their will and drive out a Spirit, at least temporarily.
Environment: The Spirit is tied to a certain type of environment and can trigger events, traps, or use knowledge to their advantage.
Spiritual Sustenance: The Shaman eats as Spirits do. For each level in this ability the Shaman can go without food for their Will in days.
Stress Armour/Recovery: ?
Spirit Armour: The Wen is protected by their Spirit. For each point in this ability enemies suffer an equivalent penalty to their attack rolls. Costs 3 stress to activate and lasts for a single combat.
Spirit Sight: The Wen can see beyond sight, at least temporarily. They can automatically identify covert quasi-humans such as Tamaa, Kaeki, and Oneiri. They are also able to identify Arcane Linguists with a glance.
Rebuke: The Wen’s words carry frightful weight and simply speaking to a target may inflict stress. The target must understand the Wen’s words for this ability to work. The Wen rolls Personality + Core Trait + Ability vs the targets Will + Core ability. If the Wen succeeds the target takes a point of stress for each point in this ability the Wen possesses. The stress cannot be soaked by other abilities. This ability can be used 1/day/level.
Distraction: The Wen sends their spirit out to distract a target or enemy, drawing their attention away from the Shaman.
Hide: The Wen channels their Spirit’s power and vanishes from the perception of those who lack awareness. The Wen spends 3 stress to activate this ability for a scene. Any character with an Intuition score below the level of this ability cannot see the Wen. This ability does not work on Beasts or Kaeki. An individual who can perceive the Wen can attempt to point them out to others; doing so triggers those characters to make an active Perception roll with a difficulty of 12 + Ability Level. Failure indicates the character cannot perceive the Wen, regardless of the active direction.
Endurance: The Wen gains a portion of their companion’s resilience.
|1||The character becomes immune to mundane illnesses.|
|2||The character becomes immune to poisons and toxins.|
|3||The character requires far less rest and can survive perpetually off of 2-3 hours of rest per night.|
|4||The character is restored to their physical prime and ceases aging.|
|5||The character can survive indefinitely without food or water.|
Phantom Fire: The Wen’s hands become a conduit for their companion’s energy. The character must spend 3 stress to activate the ability and it lasts for a number of rounds equal to the ability level. The nature of the energy is dependent on the type of Spirit companion. Targets take a point of damage for each level the Wen has in this ability.
Lancea Imperator: The Ossator calls out to the Imperator to strike an enemy from on high. A lance of lightning descends from the sky inflicting an amount of damage equal to their level the ability x2. The Ossator must spend 3 stress to call upon this ability and targets who can see the Ossator can make a Grace + Athletics check to try and dodge the strike. The difficulty of this check is 18.
Phantasmal Weapon: The Wen channels some of their Spirits energy into an attack or weapon, imbuing it with additional force.. Gain damage to a single attack equal to their level in this ability
Soul Flare: The Wen makes a beacon of their soul, increasing their charm and appeal or generating an aura of terror.
Sin Eater: The Shaman takes stress from a patient, reducing their mental burden but taking a penalty themself.
Aspect of the Other: The Wen’s body is altered by the spiritual power of the Spirit and can take one of the following traits…
– Inspiring Aura
– Shadow cloak
– Arcane Shield
– Elemental Shroud
Farsight: The Spirit sees what the Wen cannot. They gain limited Kaeki-like abilities
Blessing: Some portion of the Wen’s Spiritual energy is bestowed upon another, granting them a single bonus on something tied to the Wen’s spirit.