What follow are three totems that were cut from Totem Spirits for the sake of word count. These were held in reserve just in case they were requested, but since they won't be going into Pyramid, they are presented here.
Bear Totem
The bear embodies the courage and power of the warrior, the
unpredictability and freedom of the wind, and the ferocity of a protective
mother. It is a wise spirit who sees into people and is said to be the brother
of men. Druids, mages and shamans who serve as a vessel to this totem gain the
power and ferocity of the bear, along with its protective nature and ill temper.
The short ritual to invite the bear involves donning a bear skin
and chanting for ten seconds. Activation costs 1 FP, plus an additional 1 FP
per minute until the vessel casts off the bear's skin (physically and
metaphorically).
Template
176 points
Attributes: ST+8 [80]; HT+2 [20].
Secondary Characteristics: Will+2 [10].
Advantages: Acute Smell 2 [4]; Common Sense [10]; Constriction
Attack [15]; Discriminatory Smell [15]; DR 2 [10]; Enhanced Move 1/2 (Ground;
Temporary Disadvantage, Quadruped, -35%) [7]; Fearlessness 5 [10]; Hard to
Subdue 3 [6]; Medium [10]; Metabolism Control 2 (Hibernation, -60%) [4];
Nictitating Membrane 1 [1]; Night Vision 4 [4]; Reduced Consumption 1 (Cast
Iron Stomach, -50%) [1]; Sensitivity [5]; Speak with Animals (Specialized,
Bears only, -60%) [10]; Temperature Tolerance 2 (cold) [2]; Ultrahearing [5].
Perks: Fast Eater [1]; Robust Vision [1].
Disadvantages: Bad Temper (9) [-15]; Dependency (Assume my
natural form; Constantly; Fatigue Only, -50%) [-12]; Gluttony (12) [-10];
Ham-Fisted 1 [-10]; Impulsiveness (12) [-10]; Sense of Duty (Own People) [-10];
Stubbornness [-5]; Weak Bite [-2].
Quirks: Dichromatic Sight (Red-Green) [-1]; Uncongenial [-1].
Skills: Body Language (A) Per+0 [2]; Brawling (E) DX+1 [2];
Esoteric Medicine (Shamanic) (E) Per+0 [4]; First Aid (E) IQ+1 [2];
Intimidation (A) Will+1 [4]; Meditation (H) Will+0 [4]; Wrestling (A) DX+1 [4].
Spirit Vessel Advantage
170 points
The base 15-point cost of Alternate Form has these limitations
for a total of -25%:
- Accessibility, requires donning the skin of a bear, -5%
- Costs 1 FP, -5%
- Requires Reaction Roll, -5%
- Totem, -10%
Divine Favor Advantage
While not as powerful as the sun or the sky, the bear still
remains a minor divinity. As such, its Divine Favor takes the Minor Deity
limitation. Typical miracles free a petitioner’s movement and mind, offer
protection, and bolster Strength and Will.
Sample Learned Prayer - Wisdom of the Bear
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 5
points.
The next time you need to make a choice with no clearly good
option or the next time you decide to do something clearly stupid, the GM rolls
against your IQ+2. If you are deciding between options, this roll takes a bonus
equal to the number of good choices and a penalty equal to the number of bad
choices.
On a success, he guides you to a good choice or steers you away
from a bad course of action, and on a critical success, he tells you the best
choice or informs you of your folly. On a failure, he gives you no information,
and on a critical failure, he steers you to a bad choice.
Statistics: Common
Sense (Reliable, +2, +10%; Totem, -10%) [10] + Intuition (Reliable, +2, +10%;
Totem, -10%) [15].
Bear Power
Source: Divine,
Nature, or Spirit.
Focus: Qualities of
the bear.
This power represents Minor
Possession by the bear. Whenever a vessel uses an ability granted by the
bear, he gains some of the bear’s orneriness and free-spirited personality. The
bear prefers vessels with Senses of Duty and may also accept a Code of Honor
that involves protecting others, like Gentleman’s or Chivalry.
Bear Talent
5 points/level
Bear Abilities
Common Sense; Constriction Attack; Discriminatory Smell;
Fearlessness; Hard to Subdue; Medium; Metabolism Control, with Hibernation
Only; Sensitivity; and Speak with Animals, with Specialized, Bears only (-60%).
Power Modifier: Bear.
This includes Temporary Disadvantage, Bad Temper (15) and Bad Temper (15), and Totem. -20%.
Flame Lord
This is a Flame Lord
from GURPS
Dungeon Fantasy Monsters 1 (p. 15) bolstered to serve as a low
level totem. Such flame lords often have improved DX, Basic Speed, Damage
Reduction against fire, and inflict far more fire damage with their fireballs –
which usually add Explosion 1 – and flaming aura. Additional ST is also common,
as are additional fire-based abilities. Because even these more powerful flame
lords are still relatively weak totems, they can only have one vessel at a
time.
Taking on the vestige of a flame lord requires ten seconds of
concentration, after which, the vessel gains the ability to hurl fireballs that
inflict 2d burn exp damage, ignore mundane flames, and even ignite himself for
short periods of time.
Template
41 points
Secondary
Characteristics: Basic Speed +1 [20].
Advantages: Burning
Attack 1d (Aura, +80%; Melee Attack, -30%; Extended Duration x10, +40%) [10];
Burning Attack 2d (Costs 1 FP, -5%; Explosion 1, +50%) [15]; Damage Resistance
5 (Limited, Heat/Fire, -40%) [15]; Infravision [10].
Disadvantages: Bad
Temper (12) [-10]; Pyromania (9) [-7]; Sadism (12) [-15]; Unnatural Features
(Flame-red eyes) [-1].
Skills: Innate
Attack (Projectile) (E) DX+2 [4].
Spirit Vessel Advantage
50 points
The base 15-point cost of Alternate Form has these limitations
for a total of -15%:
- Requires Reaction Roll, -5%
- Totem, -10%
Divine Favor Advantage
Despite being formidable adversaries and powerful allies, flame
lords make relatively weak totems. Only unusually powerful flame lords can even
answer prayers; their Divine Favor takes the Minor Spirit limitation.
Sample Learned Prayer - Firewalker
Learned Prerequisite:
Divine Favor 9.
Learned Prayer Cost: 5
points.
You can ignore all of the hazardous effects related to heat,
smoke, and fire and enjoy DR 5 against heat and fire.
Statistics: Damage
Resistance 5 (Limited, Heat/Fire, -40%) [15] + Immune to Heat/Fire Hazards
[10].
Flame Lord Power
Source: Nature or
Spirit.
Focus: Fire.
This power represents Minor
Possession by a flame lord. Vessels who use flame lord powers gain some of
its hot temper and more than just an unhealthy fascination with fire. Flame
lords usually favor vessels with Disciplines of Faith (Mysticism or Ritualism)
when it involves fire worship or pyromancy and minor Trademarks in the form of
burnt offerings.
Flame Talent
5 points/level
Flame Abilities
Damage Resistance, with Limited, Heat/Fire; Infravision;
Resistant or Immunity to Heat/Fire Effects; and Temperature Tolerance.
Attacks include Burning Attack for fireballs and flame jets, and
Fatigue Attacks with Coughing can represent smoke inhalation.
Flame Modifier: Flame
Lord. This includes Temporary Disadvantage, Bad Temper (15) and Pyromania (12),
and Totem. -30%.
Wolf Totem
The wolf embodies the highest sense of
loyalty of any totem animal. Highly social, friendly, and adept at
communication, the wolf overflows with generosity and compassion for its
friends, and its cunning intelligence makes it dangerous to those who would
threaten them. The wolf represents deep faith, profound understanding,
victory, and lunar power. Those who serve as a vessel for the wolf gain its
intellect, tactical cunning, keen senses, its deep sense of loyalty,
recalcitrance, and vindictiveness.
The short ritual to invite the wolf involves buckling a wolf skin
belt or girdle on and chanting for ten seconds. Activation costs 1 FP, plus an
additional 1 FP per minute until the vessel removes the wolf skin belt.
Template
140 points
Attributes: DX+2 [40]; IQ+1 [20]; HT+1 [10].
Secondary Characteristics: Per+2 [10]; Basic Speed+0.25 [5].
Advantages: Acute Smell 3 [6]; Born War Leader 2 [10];
Combat Reflexes [15]; Discriminatory Smell [15]; DR 1 (Tough Skin, -40%) [3];
Enhanced Move 0.5 (Ground; Temporary Disadvantage, Quadruped, -35%) [7]; Night
Vision 4 [4]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2]; Sensitivity
[5]; Speak with Animals (Specialized, Canines only, -60%) [10]; Temperature
Tolerance 2 (Cold) [2]; Ultrahearing [5].
Perks: Fast Eater [1]; Penetrating Voice [1].
Disadvantages: Dependency (Assume my natural form; Constantly;
Fatigue Only, -50%) [-12]; Gluttony (12) [-10]; Gregarious [-15]; Odious
Personal Habit -2 (Resists authority whenever possible) [-10]; Sense of Duty
(Friends) [-5]; Vow (Always get vengeance) [-10].
Quirks: Dichromatic Sight (Red-Green) [-1]; Distinctive
Features (Hairy) [-1]; Incompetence (Climbing) [-1].
Skills: Body Language (Per/A) Per+2 [8]; Brawling (DX/A) DX+2
[4]; Detect Lies (Per/H) Per+1 [4]; Intimidation (Will/A) Will [2]; Leadership
(IQ/A) IQ+1 [2]; Running (HT/A) HT [2]; Stealth (DX/A)
DX [2]; Strategy (IQ/H) IQ+1 [2]; Tactics (IQ/H) IQ+1 [2]; Tracking (Per/A)
Per+4 [2]; Wrestling (DX/A) DX+2 [4].
Spirit Vessel Advantage
138 points
The base 15-point cost of Alternate Form has these limitations
for a total of -25%:
- Accessibility, requires donning a wolf-skin belt, -5%
- Costs 1 FP, -5%
- Requires Reaction Roll, -5%
- Totem, -10%
Divine Favor Advantage
The wolf is a major spirit willing to perform miracles on behalf
of petitioners and vessels. Its Divine Favor takes the Major Spirit limitation.
Sample Learned Prayer - Howl at the Moon
Learned Prerequisite:
Divine Favor 5.
Learned Prayer Cost: 3
points.
Canines will generally ignore you unless you, personally,
threaten or attack them. Whenever you
first encounter any dog or wolf, the GM will roll against your IQ; on a
success, the GM will tell you how the dog feels. Moreover, you can use
influence skills normally with them, and even speak with them.
Statistics: Animal
Empathy (Specialized, Canines Only, -60%; Totem, -10%) [2] + Brotherhood of the
Wolf [1] + Speak to Animals (Specialized, Canines Only, -60%; Totem, -10%) [8].
Wolf Power
Source: Divine,
Nature, or Spirit.
Focus: Qualities of
the wolf.
This power represents Minor
Possession by the wolf. Vessels who use wolf abilities gain the wolf's need
for companionship and its intense loyalty to its friends. The wolf typically
prefers vessels with a Sense of Duty and a minor Trademark in the form of
offerings of food.
Wolf Talent
5 points/level
Wolf Abilities
Acute Smell; Born War Leader; Combat Reflexes; Discriminatory
Smell; Empathy; Fit; Night Vision; and Speak with Animals, with Specialized,
Canines only ( -60%).
Power Modifier: Wolf.
This includes Temporary Disadvantage, Chummy and Sense of Duty (Friends), and Totem. -20%.
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