Zsa Zsa Gaboon

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  • The newly appointed Shaman of the troop, you are a born leader and a mother to most of the troop. Adept at conversing with spirits you have contacted many of your ancestors, who now feel that it's their duty to 'ahem' advise you at all times. To be honest it's starting to piss you off.

Abilities

  • Agility 1d6
  • Smarts 1d10
  • Spirit 1d10
  • Strength 1d8
  • Vigor 1d6


  • Parry 4
  • Toughness 5
  • Pace 7
  • Armour
  • Charisma 0


  • POW 18

Skills

  • Climbing d8 (default)
  • Fighting d4
  • Guts d6
  • Healing d10
  • Knowledge Plants and Animals d6
  • Knowledge Monkey Business d8
  • Notice d6
  • Persuasion d10
  • Stealth d4
  • Survival d4
  • Summon Spirit d6

Hindrances

  • All Thumbs
  • Outsider
  • Addicted to Bass...gotta play those drums.

Edges

  • Attractive
  • Command

Cult Edges

  • Shaman
  • Common bond
  • Natural Leader


Magic

  • The Funky Drums
    • Gives strange and random bonuses to the baboons when they hear them. Depends on what's going on.
  • Second Sight: With this ability a shaman can see the auras of living things, as if using the Second Sight spell. No expenditure of Power Points is required, only concentration.

Spells

  • Sprit binding1
  • Spirit screen 1
  • Glamour 2
  • Healing 1
  • Visibility 1

Divine

  • Grandfather Baboon has given you the use of the following spells.
  • Summon Ancestor
  • Incarnate Ancestor
  • Free Ghost
  • Divine spells

Fetch

  • Smarts d6
  • POW 8

Bound spirits

  • One
    • Smarts d4 POW 5 Furstiff 2
  • Two
    • Smarts d6 POW 9 Dispel magic 2, demoralize 1.

Weapons

  • Staff Str+d4 parry+1 Reach 1 2 hands
  • Claws Str +d6
  • Bite Str+d4

Languages

  • Beast
  • Spiritspeech
  • Tradetalk

Equipment