Editing Savage Shadowrun AE Conversion

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Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermetic Mages often follow guidance from science or knowledge such as the Artificer or Sky Father. Shamanic caster tend to follow animal spirit guides like Bear and Wolf. These spirit guides tend to interact with the Shaman type on a more personal level than the others. Technomancers can also have a Mentor Spirit but these are beings of the Deep Matrix. See Technomancers (in the Matrix) for their choices.
 
Any character with an Arcane Background may benefit from a Mentor Spirits. Mentor Spirits run a wide gambit of ideals and cultures. Adepts tend towards the more physical ideals like the Adversary or Fire-Bringer. Hermetic Mages often follow guidance from science or knowledge such as the Artificer or Sky Father. Shamanic caster tend to follow animal spirit guides like Bear and Wolf. These spirit guides tend to interact with the Shaman type on a more personal level than the others. Technomancers can also have a Mentor Spirit but these are beings of the Deep Matrix. See Technomancers (in the Matrix) for their choices.
  
Mentor Spirits grant the magic user certain benefits to skills and spells, the character may choice any two listed under each type. For example the Adversary grants +1 bonus to Fighting and Intimidate Skills, or +2 to casting the Boost/Lower Trait and Fear spells. A character who takes the Adversary can pick any TWO of these to gain bonuses to. Each Mentor also lists any Hindrances that the magic user must take as part of their listed ones. These reflect the ideals that the character was drawn to this Mentor or the Mentor was drawn to the character.
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Mentor Spirits grant the magic user certain benefits to skills and spells, the character may choice any two listed under each type. For example the Adversary grants +2 bonus to Fighting and Intimidate Skills, or +2 to casting the Boost/Lower Trait and Fear spells. A character who takes the Adversary can pick any two of these to gain bonuses to. Each Mentor also lists any Hindrances that the magic user must take as part of their listed ones. These reflect the ideals that the character was drawn to this Mentor or the Mentor was drawn to the character.
  
 
[[File:SR.D5.Magic.jpg | 700px]]
 
[[File:SR.D5.Magic.jpg | 700px]]
  
 
'''Adversary''': Wherever there is cosmological order, there is an entity who wishes to overthrow it. The original rebel, working to thwart the mystical Powers-That-Be.
 
'''Adversary''': Wherever there is cosmological order, there is an entity who wishes to overthrow it. The original rebel, working to thwart the mystical Powers-That-Be.
:'''Advantages''' (chose any two of the following): +1 bonus to Fighting and/or Intimidate Skills, and/or +2 to casting the Boost/Lower Trait and/or Fear spells.
+
:'''Advantages''' (chose any two of the following): +2 bonus to Fighting and/or Intimidate Skills, and/or +2 to casting the Boost/Lower Trait and/or Fear spells.
 
:'''Disadvantage''': Quirk (Major): Issues with Authority, always questioning orders or instructions, generally a -1 to Persuasion skill when dealing with authority figures and must make a Spirits -1 test to not insulting or try and break rules or the law in most situations. Also common (but not required) Impulsive and Vengeful.
 
:'''Disadvantage''': Quirk (Major): Issues with Authority, always questioning orders or instructions, generally a -1 to Persuasion skill when dealing with authority figures and must make a Spirits -1 test to not insulting or try and break rules or the law in most situations. Also common (but not required) Impulsive and Vengeful.
  
 
'''Artificer''': The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness.
 
'''Artificer''': The inventor, the craftsman, and the smith; the true symbol of humanity’s ingenuity and resourcefulness.
:'''Advantages''' (chose any two of the following +1 bonus Electronics, Repair, and/or Science Skills, and/or +2 to casting Barrier and/or Growth/Shrinking spells.
+
:'''Advantages''' (chose any two of the following +2 bonus Electronics, Repair, and/or Science Skills, and/or +2 to casting Barrier and/or Growth/Shrinking spells.
 
:'''Disadvantage''': Curious (Major)
 
:'''Disadvantage''': Curious (Major)
  
 
'''Alligator''': The cruelest (except maybe the Shark) of gift-givers, capriciously doling out life and death while laying lazily about in uncaring observation of its surroundings.
 
'''Alligator''': The cruelest (except maybe the Shark) of gift-givers, capriciously doling out life and death while laying lazily about in uncaring observation of its surroundings.
:'''Advantages''' (chose any two of the following): +1 to Fighting and/or Survival Skills, and/or +2 to casting Protection and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Fighting and/or Survival Skills, and/or +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': choice one of Obese (Minor) or Skinny (Minor; -1 to Strength for carrying capacity total); players choice. Also common (but not required) Bloodthirsty and Mean.
 
:'''Disadvantages''': choice one of Obese (Minor) or Skinny (Minor; -1 to Strength for carrying capacity total); players choice. Also common (but not required) Bloodthirsty and Mean.
  
 
'''Bear''': Bear is a Totem found in all cultures where bears are known to roam, from North America to Europe and Asia.
 
'''Bear''': Bear is a Totem found in all cultures where bears are known to roam, from North America to Europe and Asia.
:'''Advantages''' (chose any two of the following): +1 to the Athletics, Fighting and/or Healing Skills and/or +2 to casting Empathy and/or Healing spells.
+
:'''Advantages''' (chose any two of the following): +2 to the Athletics, Fighting and/or Healing Skills and/or +2 to casting Empathy and/or Healing spells.
 
:'''Disadvantages''': Bear casters tend to be Cautions or Stubborn (Minor).
 
:'''Disadvantages''': Bear casters tend to be Cautions or Stubborn (Minor).
  
 
'''Cat''': Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, often involving the afterlife.
 
'''Cat''': Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, often involving the afterlife.
:'''Advantages''' (chose any two of the following): +1 to Stealth and/or Taunt Skills and/or +2 to casting the Illusion and/or Invisibility spells.
+
:'''Advantages''' (chose any two of the following): +2 to Stealth and/or Taunt Skills and/or +2 to casting the Illusion and/or Invisibility spells.
 
:'''Disadvantages''': Quirk (Minor): a Cats toy with their prey. Unless the Cat shaman makes a Spirit -2, she cannot make an attack that will incapacitate her target (i.e., will not use attacking and damaging spells at first, except to Shake or startle foes). If the shaman is wounded, it stops playing around. Also common (but not required) Curiosity, Impulsive and Vengeful.
 
:'''Disadvantages''': Quirk (Minor): a Cats toy with their prey. Unless the Cat shaman makes a Spirit -2, she cannot make an attack that will incapacitate her target (i.e., will not use attacking and damaging spells at first, except to Shake or startle foes). If the shaman is wounded, it stops playing around. Also common (but not required) Curiosity, Impulsive and Vengeful.
  
 
'''Dark King''': The grim rulers of the Land of the Dead, he knows many of buried secrets.
 
'''Dark King''': The grim rulers of the Land of the Dead, he knows many of buried secrets.
:'''Advantages''' (chose any two of the following): +1 with Intimidate and/or Notice Skills and/or +2 to casting Fear, Light/Darkness (Darkness only) and/or Zombie spells.
+
:'''Advantages''' (chose any two of the following): +2 with Intimidate and/or Notice Skills and/or +2 to casting Fear, Light/Darkness (Darkness only) and/or Zombie spells.
 
:'''Disadvantage''': Anemic (Minor) or Frail (Minor) for a -1 Toughness.
 
:'''Disadvantage''': Anemic (Minor) or Frail (Minor) for a -1 Toughness.
  
 
'''Dragon''': Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful.
 
'''Dragon''': Dragon is a sly ruler, slow to act and often cruel, but undeniably powerful.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Persuasion Skills and/or +2 to casting Burst and/or Protection spells.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Persuasion Skills and/or +2 to casting Burst and/or Protection spells.
 
:'''Disadvantage''': Cautious or Stubborn (Minor), player’s choice. Also common (but not required) are Suspicious and Vengeful.
 
:'''Disadvantage''': Cautious or Stubborn (Minor), player’s choice. Also common (but not required) are Suspicious and Vengeful.
  
 
'''Dragonslayer''': The most heroic of mentor spirits is also the most fun-loving. Though he fights to protect his own against all dangers, he loves a good party even more.
 
'''Dragonslayer''': The most heroic of mentor spirits is also the most fun-loving. Though he fights to protect his own against all dangers, he loves a good party even more.
:'''Advantages''' (chose any two of the following): +1 to Gambling, Intimidate, Persuasion and/or Taunt Skills, +2 to casting Protection and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Gambling, Intimidate, Persuasion and/or Taunt Skills, +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': Heroic (Major).
 
:'''Disadvantages''': Heroic (Major).
  
 
'''Dog''': Dog is a loyal friend. He fights ferociously to defend his home and those under his protection.
 
'''Dog''': Dog is a loyal friend. He fights ferociously to defend his home and those under his protection.
:'''Advantages''' (chose any two of the following): +1 to Notice and/or Stealth  Skills and/or +2 to casting Beast Friends and/or Detect/Conceal Arcana spells.
+
:'''Advantages''' (chose any two of the following): +2 to Notice and/or Stealth  Skills and/or +2 to casting Beast Friends and/or Detect/Conceal Arcana spells.
 
:'''Disadvantages''': Loyal (Minor): a Dog is stubbornly loyal. She can never leave someone behind, betray a comrade, or let another sacrifice themselves in her place.
 
:'''Disadvantages''': Loyal (Minor): a Dog is stubbornly loyal. She can never leave someone behind, betray a comrade, or let another sacrifice themselves in her place.
  
 
'''Eagle''': Eagle is the highest-flying bird in the sky, considered to be the most noble by many cultures in North America and Europe.
 
'''Eagle''': Eagle is the highest-flying bird in the sky, considered to be the most noble by many cultures in North America and Europe.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Notice Skills and/or casting Farsight and/or Fly spells.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Notice Skills and/or casting Farsight and/or Fly spells.
 
:'''Disadvantages''': Eagle magicians receive the Minor Phobia (Claustrophobia).
 
:'''Disadvantages''': Eagle magicians receive the Minor Phobia (Claustrophobia).
  
 
'''Fire-Bringer''': The Fire-Bringer stole the secret of fire from the heavens and gifted it to meta-humanity. For this crime he was punished by the other gods, suffering for the betterment of man.
 
'''Fire-Bringer''': The Fire-Bringer stole the secret of fire from the heavens and gifted it to meta-humanity. For this crime he was punished by the other gods, suffering for the betterment of man.
:'''Advantages''' (chose any two of the following): +1 to Academic and/or Science Skills and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection.
+
:'''Advantages''' (chose any two of the following): +2 to Academic and/or Science Skills and/or +2 to casting Burst (Fire trappings only) and/or Environmental Protection.
 
:'''Disadvantages''': Heroic or Impulsive (Major), player’s choice
 
:'''Disadvantages''': Heroic or Impulsive (Major), player’s choice
  
 
'''Great Mother''': The Great Mother is the supporter of all living beings from her generous bounty and lives to embrace her children. She is fertility unbound, but uncaring for technological advances.
 
'''Great Mother''': The Great Mother is the supporter of all living beings from her generous bounty and lives to embrace her children. She is fertility unbound, but uncaring for technological advances.
:'''Advantages''' (chose any two of the following): +1 to Healing and/or Survival Skills and/or +2 to casting Beast Friends and/or Healing
+
:'''Advantages''' (chose any two of the following): +2 to Healing and/or Survival Skills and/or +2 to casting Beast Friends and/or Healing
 
:'''Disadvantage''': Pacifist (Minor). Also common (but not required) include Heroic and Vow (aiding those in need).
 
:'''Disadvantage''': Pacifist (Minor). Also common (but not required) include Heroic and Vow (aiding those in need).
  
 
'''Horned Man''': The Horned Man is the symbol of masculine energy, virility, wild behavior and vegetation. He is also the great seducer of anything of beauty.
 
'''Horned Man''': The Horned Man is the symbol of masculine energy, virility, wild behavior and vegetation. He is also the great seducer of anything of beauty.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Persuasion Skills and/or +2 to casting Illusion and/or Puppet spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Persuasion Skills and/or +2 to casting Illusion and/or Puppet spells.
 
:'''Disadvantages''': Quirk (Minor): they know no boundaries for acceptable social behavior and suffer a -1 Persuasion in most situations except when dealing with those who are as “open” as you.
 
:'''Disadvantages''': Quirk (Minor): they know no boundaries for acceptable social behavior and suffer a -1 Persuasion in most situations except when dealing with those who are as “open” as you.
  
 
'''Lion''': The proud hunter, Lion is a skilled warrior but also represents the fringes of the world where the unknown might threaten mankind.
 
'''Lion''': The proud hunter, Lion is a skilled warrior but also represents the fringes of the world where the unknown might threaten mankind.
:'''Advantages''' (chose any two of the following): +1 to Fighting and/or Intimidate Skills and/or +2 to casting Bolt, Blast and/or Burst spells.
+
:'''Advantages''' (chose any two of the following): +2 to Fighting and/or Intimidate Skills and/or +2 to casting Bolt, Blast and/or Burst spells.
 
:'''Disadvantages''': Overconfidence (Major).
 
:'''Disadvantages''': Overconfidence (Major).
  
 
'''Moon Maiden''': The Moon Maiden is the embodiment of the night’s sky. Moody, changeable, emotional, mysterious, sometimes gentle and pleasant but other times wild and uninhibited.
 
'''Moon Maiden''': The Moon Maiden is the embodiment of the night’s sky. Moody, changeable, emotional, mysterious, sometimes gentle and pleasant but other times wild and uninhibited.
:'''Advantages''' (chose any two of the following): +1 to Persuasion and/or Stealth Stils and/or +2 to casting Illusion and/or the Light/Darkness spells.
+
:'''Advantages''' (chose any two of the following): +2 to Persuasion and/or Stealth Stils and/or +2 to casting Illusion and/or the Light/Darkness spells.
 
:'''Disadvantages''': Quirk – Mood Swings (Minor). Tend to be either happy or mad, outgoing or introverted, etc. Also common (but not required) includes Impulsive.
 
:'''Disadvantages''': Quirk – Mood Swings (Minor). Tend to be either happy or mad, outgoing or introverted, etc. Also common (but not required) includes Impulsive.
  
 
'''Mountain''': Mountain is rooted in the very heart of the Earth but reaches towards the lofty heights. He is limitless strength and endurance, but Mountain is stubborn and unyielding.
 
'''Mountain''': Mountain is rooted in the very heart of the Earth but reaches towards the lofty heights. He is limitless strength and endurance, but Mountain is stubborn and unyielding.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Survival Skills and/or +2 to casting Arcane Protection, Banish and/or Protection.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Survival Skills and/or +2 to casting Arcane Protection, Banish and/or Protection.
 
:'''Disadvantages''': Cautions or Stubborn (Minor).
 
:'''Disadvantages''': Cautions or Stubborn (Minor).
  
 
'''Oak''': Oak is the strongest and the oldest of trees, patients and noble.
 
'''Oak''': Oak is the strongest and the oldest of trees, patients and noble.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Healing Skills and/or +2 to casting Growth (aspect only) and/or Protection spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Healing Skills and/or +2 to casting Growth (aspect only) and/or Protection spells.
 
:'''Disadvantages''': Cautions or Loyalty (Minor).
 
:'''Disadvantages''': Cautions or Loyalty (Minor).
  
 
'''Owl''': Owl features in mythology all over the world as a symbol of wisdom, prophecy, death and as a guide to the afterlife or the spirit world.
 
'''Owl''': Owl features in mythology all over the world as a symbol of wisdom, prophecy, death and as a guide to the afterlife or the spirit world.
:'''Advantages''' (chose any two of the following): +1 to Notice and/or Stealth Skills and/or +2 to casting Divination and/or Darksight spells.
+
:'''Advantages''' (chose any two of the following): +2 to Notice and/or Stealth Skills and/or +2 to casting Divination and/or Darksight spells.
 
:'''Disadvantages''': Death wish or Vengeful (Minor).
 
:'''Disadvantages''': Death wish or Vengeful (Minor).
  
 
'''Rat''': Rat is found wherever humans are, for whom else’s bounty can sustain him?
 
'''Rat''': Rat is found wherever humans are, for whom else’s bounty can sustain him?
:'''Advantages''' (chose any two of the following): +1 with Stealth and/or Taunt Skills and/or +2 to casting Illusion and/or Invisibility spells.
+
:'''Advantages''' (chose any two of the following): +2 with Stealth and/or Taunt Skills and/or +2 to casting Illusion and/or Invisibility spells.
 
:'''Disadvantages''': A Rat almost never forgets (or forgives) a wrong and is Vengeful (Minor)
 
:'''Disadvantages''': A Rat almost never forgets (or forgives) a wrong and is Vengeful (Minor)
  
 
'''Raven''': Raven is a harbinger of trouble and doom worldwide. He is a trickster and a transformer, dark and devious.
 
'''Raven''': Raven is a harbinger of trouble and doom worldwide. He is a trickster and a transformer, dark and devious.
:'''Advantages''' (chose any two of the following): +1 with Notice and/or Taunt  Skills and/or +2 with Illusion and/or Suggestion spells.
+
:'''Advantages''' (chose any two of the following): +2 with Notice and/or Taunt  Skills and/or +2 with Illusion and/or Suggestion spells.
 
:'''Disadvantages''': Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune to her own advantage or making an obvious insult at an inappropriate time.
 
:'''Disadvantages''': Quirk (Minor): a Raven must make a Spirit -1 test to avoid exploiting someone else’s misfortune to her own advantage or making an obvious insult at an inappropriate time.
  
 
'''Sea''': Sea is the birthplace of all living things and she is unfathomable, moody, tranquil and comforting one moment and fearsome and destructive the next.
 
'''Sea''': Sea is the birthplace of all living things and she is unfathomable, moody, tranquil and comforting one moment and fearsome and destructive the next.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Survival Skills and/or +2 to casting Environmental Protection and/or the Slow/Speed spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Survival Skills and/or +2 to casting Environmental Protection and/or the Slow/Speed spells.
 
:'''Disadvantages''': Outsider (Minor) in most civilized lands.
 
:'''Disadvantages''': Outsider (Minor) in most civilized lands.
  
 
'''Seductress''': The Seductress is the incarnation of desire. She has many whims and vices that she that she must frequently satisfy. She is also jealous and greedy and seeks to inflame the wants of others.
 
'''Seductress''': The Seductress is the incarnation of desire. She has many whims and vices that she that she must frequently satisfy. She is also jealous and greedy and seeks to inflame the wants of others.
:'''Advantages''' (chose any two of the following): +1 to Persuasion and/or Taunt Skills, and/or +2 to casting Puppet, Slumber and/or Stun spells.
+
:'''Advantages''' (chose any two of the following): +2 to Persuasion and/or Taunt Skills, and/or +2 to casting Puppet, Slumber and/or Stun spells.
 
:'''Disadvantages''': Habit (Minor): Compulsive carousing and seduction attempts or Vengeful (Minor).
 
:'''Disadvantages''': Habit (Minor): Compulsive carousing and seduction attempts or Vengeful (Minor).
  
 
'''Shark''': Shark is a cold and relentless hunter. His power is known to all who live near the sea.
 
'''Shark''': Shark is a cold and relentless hunter. His power is known to all who live near the sea.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Fighting Skills and/or +2 to casting Havoc and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Fighting Skills and/or +2 to casting Havoc and/or Smite spells.
 
:'''Disadvantages''': Shark shamans can go into fury in combat when they are wounded or when they wound an opponent. Make a Spirit Roll. On a failed check the character goes berserk for 3 turns, minus 1 turn success and raise. A berserk Shaman will attack the nearest foe without regard for her own safety. If the shaman incapacitates a target before the time is up, the fury dissipates.
 
:'''Disadvantages''': Shark shamans can go into fury in combat when they are wounded or when they wound an opponent. Make a Spirit Roll. On a failed check the character goes berserk for 3 turns, minus 1 turn success and raise. A berserk Shaman will attack the nearest foe without regard for her own safety. If the shaman incapacitates a target before the time is up, the fury dissipates.
  
 
'''Snake''': Snake is wise and knows many secrets. She is a good counselor, but exacts a price for advice.
 
'''Snake''': Snake is wise and knows many secrets. She is a good counselor, but exacts a price for advice.
:'''Advantages''' (chose any two of the following): +1 to Notice and/or Persuasion Skills , and/or +2 to casting Detect/Conceal Arcana, Divination and/or Speak Languages spells.
+
:'''Advantages''' (chose any two of the following): +2 to Notice and/or Persuasion Skills , and/or +2 to casting Detect/Conceal Arcana, Divination and/or Speak Languages spells.
 
:'''Disadvantages''': Cautious or Pacifist (Minor).
 
:'''Disadvantages''': Cautious or Pacifist (Minor).
  
 
'''Sky Father''': The Sky Father rules from the dome of the heavens, high atop his mountain throne. The ultimate patriarch of early civilization, he rules all and there is little that can escape his gaze… or wrath.
 
'''Sky Father''': The Sky Father rules from the dome of the heavens, high atop his mountain throne. The ultimate patriarch of early civilization, he rules all and there is little that can escape his gaze… or wrath.
:'''Advantages''' (chose any two of the following): +1 to Intimidate and/or Notice Skills, and/or +2 to casting Darksight Farsight and/or Remote Viewing spells.
+
:'''Advantages''' (chose any two of the following): +2 to Intimidate and/or Notice Skills, and/or +2 to casting Darksight Farsight and/or Remote Viewing spells.
 
:'''Disadvantages''': Vengeful (Minor)
 
:'''Disadvantages''': Vengeful (Minor)
  
 
'''Spider''': Spider weaves the web of the world and waits patiently for all things to come to her.
 
'''Spider''': Spider weaves the web of the world and waits patiently for all things to come to her.
:'''Advantages''' (chose any two of the following): +1 to Persuasion, Stealth and/or Taunt Skills, and/or +2 to Detect/ Conceal Arcana and/or Suggestion.
+
:'''Advantages''' (chose any two of the following): +2 to Persuasion, Stealth and/or Taunt Skills, and/or +2 to Detect/ Conceal Arcana and/or Suggestion.
 
:'''Disadvantages''': Cautions (Minor)
 
:'''Disadvantages''': Cautions (Minor)
  
 
'''Sun''': Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection.
 
'''Sun''': Sun is excellence, shining brightly in the sky, and appreciates those who strive for perfection.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Intimidate Skills and/or +2 to casting Light/Darkness and/or Remote Viewing spells.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Intimidate Skills and/or +2 to casting Light/Darkness and/or Remote Viewing spells.
 
:'''Disadvantages''': Overconfidence (Major)
 
:'''Disadvantages''': Overconfidence (Major)
  
 
'''Trickster''': The Trickster is the clever one, swift of mind and body, master of disguise and deception.
 
'''Trickster''': The Trickster is the clever one, swift of mind and body, master of disguise and deception.
:'''Advantages''' (chose any two of the following): +1 to Taunt and/or Thievery  Skills and/or +2 to casting Disguise and/or Illusion spells.
+
:'''Advantages''' (chose any two of the following): +2 to Taunt and/or Thievery  Skills and/or +2 to casting Disguise and/or Illusion spells.
 
:'''Disadvantages''': Quirk (Minor): a Trickers at heart, who must make a Spirit -1 test to avoid exploiting or insulting someone else’s misfortune to her own advantage.
 
:'''Disadvantages''': Quirk (Minor): a Trickers at heart, who must make a Spirit -1 test to avoid exploiting or insulting someone else’s misfortune to her own advantage.
  
 
'''Wise Warrior''': The Wise Warrior is skilled in the art of war, for battle is an art to him, an exercise in the power of the mind as well as the body.
 
'''Wise Warrior''': The Wise Warrior is skilled in the art of war, for battle is an art to him, an exercise in the power of the mind as well as the body.
:'''Advantages''' (chose any two of the following): +1 to Athletics and/or Fighting Skills and/or +2 to casting Protection and/or Warriors Gifts.
+
:'''Advantages''' (chose any two of the following): +2 to Athletics and/or Fighting Skills and/or +2 to casting Protection and/or Warriors Gifts.
 
:'''Disadvantages''': Overconfidence (Major)
 
:'''Disadvantages''': Overconfidence (Major)
  
 
'''Wolf''': Wolf is recognized as a hunter and warrior worldwide. It is said he will win every fight until his last. Wolf fights for his family and friends and rarely backs down.
 
'''Wolf''': Wolf is recognized as a hunter and warrior worldwide. It is said he will win every fight until his last. Wolf fights for his family and friends and rarely backs down.
:'''Advantages''' (chose any two of the following): +1 to Fighting and/or Survival Skills and/or +2 to casting Protection and/or Smite spells.
+
:'''Advantages''' (chose any two of the following): +2 to Fighting and/or Survival Skills and/or +2 to casting Protection and/or Smite spells.
 
:'''Disadvantages''': A Wolf magician must succeed in a Spirit -1 tests to retreat from any fight (Major).
 
:'''Disadvantages''': A Wolf magician must succeed in a Spirit -1 tests to retreat from any fight (Major).
  

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