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16:26, 28th April 2024 (GMT+0)

Background: Shaman.

Posted by The GMFor group 0
The GM
GM, 15 posts
Sun 22 May 2022
at 23:47
  • msg #1

Background: Shaman

Shaman (with the right ingredients and time, you can make entheogens (see below))

NOTE: This Background is really only for Homo Sapiens humans, or Woodlings, or maybe for Giants.

You are a soothsayer, a master of rituals, and a wanderer of lonely dreams. You consort with spirits, deal in borrowed wisdom and defend your tribe against threats from beyond the World of the Living. Perhaps your tribe affords you a role of sacred leadership, calling on you when there are no easy answers. Perhaps they prefer to trust in the wisdom of that which they can see and touch.

EQUIPMENT
Bright ceremonial clothes, 2 purses of decadently spiced meats and roots, a dewskin of strong cider, Idoltrapper’s tools (see TOOLS) or a painter’s kit (see TOOLS), a percussive sceptre (small) and a large totem charm (0 weight), bone phurba (0 weight) or bag of sigil stones.

FOOD FOR THE SPIRIT
The wisest shamans know well the power of herbalism in prodding and tearing at the fickle barriers that separate this world from the next. Entheogens transform a person’s spirit in ways that can range from subtle to extraordinary. Coupled with appropriate rituals and traditions, they can have incredible effects. What entheogen do you carry (to start with)?

D8 Entheogens (start with 3 doses, 0 slots)

1. Frostbite Shards (lasts 2d8 minutes)
A frostbite toad freezes solid to hibernate. Consuming its shattered pieces reveals the secret spiritual natures of inanimate objects. While affected, you may also question a single benevolent object about its experiences or surroundings.


2. Poppywine (lasts 2d4x10 minutes)
This rare, distilled sister to poppyjuice washes away the pain and trials of this Earth, leaving in their place a euphoric clarity. One dose grants advantage on Charming and Insightful checks, but disadvantage on Forceful and Agile saves.

3.  Smudge Sticks (lasts 2d4x10 minutes)
 Light one of these eye-wateringly spicy bundles of herbs and all who smell it will be able to see each other’s every thought as clearly as they sense their own body. Lies are impossible amongst people sharing this state.


4. Fire Plant (lasts 2d8 minutes)
Just a touch of this flamelike berry gives food a flavorsome kick. Eat one whole, however, and the pain will turn every muscle in your body rigid. Your ears, eyes or nose will no longer work, instead sensing whatever the nearest beast does. Roll Insightful to try to get the beast to do what you urge it to do.


5. Numbvine (state lasts 2d4 minutes, you take a -1 to Forceful and Agile rolls until it wears off you)
You nibble some numbvine, and call to the spirit of the paralyzing numbing vine to paralyze one target. Roll Charming. Add +2 to your result if the target is smaller than you. Subtract 1 from the result if the target is larger than you. Subtract 2 from the result if the target is larger than a Giant.

Better than 12: Target is paralyzed for as long as you want (maximum 1 hour).
10-12: Target is paralyzed for 5 minutes.
7-9: Target is paralyzed for 1 round.
6 or lower: You are paralyzed for 2 rounds.


6. Amadou Fungus (state lasts 5 minutes):
You nibble some amadou fungus, and call to the spirit of it to heal one target.

Roll Charming. Add +1 to your result if the target is smaller than you. Subtract 1 from the result if the target is as larger as a Giant or bigger.

Better than 12: Target is healed of 2d4 damage.
10-12: Target is healed 2d2 damage.
7-9: Target is healed 1 point of damage.
6 or lower: You are paralyzed for 1 round.


7. Careful-smoked sabertooth jerky:
You chew a little sabertooth tiger jerky (smoked carefully over the right mix of sacred woods), and you ask the spirit of sabertoothed tigers to frighten one target.

Roll Charming:

Better than 12: Two targets are terrified for three rounds.
10-12: Target is frightened for 2 rounds.
7-9: Target is frightened for 1 round.
6 or lower: You have a vision of the sabertooth spirit attacking you. You are frightened. Take -2 to your next two rolls.


8. Spider Venom
You taste a few drops of spider venom (don't ask how you got it, it's a lot of trouble). You ask the spirit of the spider to block an area that has at least one vertical surface near it (a wall, a monolith, a boulder, a cliff, a tall and sturdy tree). If successful, the area is blocked by thick webs. The webs might not actually be there, but living creatures will perceive them as being there, and will get stuck (or will think they're stuck) if they touch them.

Roll Charming:

Better than 12: The webs last for ten minutes.
10-12: The webs last for five minutes.
7-9: The webs last for three rounds.
6 or lower: You (and the ally nearest to you, if any) are covered in sticky webs for one round.



Entheogens can be replaced if you spend a day replacing them (1d4 doses of one entheogen can be replaced per day.) They can also be traded for with other shamans (trading involves a Charming roll).

Hard to get:
Sabertooth Jerky
Spider Venom

Easier to get:
Amadou Fungus
Numbvine
Fire Plant
Smudge Sticks

In-between:
Frostbite Shards
Poppywine
Smudge Sticks
This message was last edited by the GM at 15:59, Sat 28 May 2022.
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