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MistworldShaman The mystery of shamanism is a two part mystery. The first part is the level of initiation and the second level is one one becomes an adept. Many mysteries have this pattern, especially magical and racial mysteries. To enter into the path one needs:
Entering the Shaman's path lets one undertake two quests. The first is the vision of the heart of the world, and involves obtaining a piece of quartz or a knob of wood (either about the side of a typical d20) which results in gaining the runeskill "Initiate." The second is the vision quest which results in the shaman obtaining a fetch or a fetch-familiar (two similar but different things). A fetch is the standard RQ fetch, the fetch-familiar is a RQ familiar that can also see into the spirit/magical world. To become adept one needs:
With those one can have skills rise to higher than 100% and gain the abilities of the mystery. Compare with shamans.html -- Sandy Petersen's rules. |
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There is a separate runeskill, "Initiate" -- tied to the infinity rune. Every 5% in Initiate raises max POW by 1 point and raises the chance to gain POW by the %tage. The advantage is cumulative, so to speak. (e.g. Osterfall with 3d6 POW would have a normal maximum POW of 21. With 16% in Initiate his max POW would be 24 and any POW gain would be calculated against a base of 24, not 21, plus he would gain 16% on his chances to gain POW in addition to the benefit of having a base of 24).
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The elemental schools of wizardry
are similar to shamanism, except the language is the appropriate elemental
language and the traits are one or the other, but specific for each element.
Obviously one gets a very good idea of the core personality of an elemental wizard by the primary trait. The secondary trait is not required (e.g. Cold wizards do not get any benefit from being both chaste and cruel), though various schools often have a secondary trait (not the ones listed) associated with them such as the Light Wizards of Harazath who are known for being Honest, or the Earth Mages of the Spine who are known for being Just and and Proud (as well as being either reliable or selfish). In Mistworld some of the traits have definite negative side-effects (since they allow the undead tied to that trait to rise to the surface if the presence of people with that trait is strongly enough established), but in Shattered Norns that is not an issue.
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