Shamans

From: hasni_at_big10.metrobbs.com
Date: Tue, 5 Dec 1995 23:27:44 -0500


Well, I went by the rules, and I was tired, and now my would-be apprentice shaman is now a full fledged shaman. (Spirt Screen 6 and only three rounds with the Bad Man can do that.)

Anyhow, I know that there is a chance that he gets jumped on the spirit plane by a wandering spirit, but it seems so.....forced. Ok, I got the game mechanics down. Once a day, I make the poor schmuck roll dice, if it's less than his power+his fetches power, something jumps him. Then I roll on the outer region table, and see what hits him. Now, this makes little sense. Why would an 8 power power spirt jump a 12 power Shaman? What's the point? What would it gain from it? Also, if we actually roll something usefull to a shaman (i.e. a spell spirit) does anybody have a good method for choosing spells and spell levels?

Hm, speaking of which, if a shaman beats up the attacking spirit, I'm under the impression that he can have it either teach him a spell, or tell him it's true name. Or does he need the spell "command spell spirit" "command int spirit" and "command power spirit"?

Any advice would be helpful. (Besides killing the poor choad!)

Oh, to make matters more complicated:

The guy talked a shaman into helping him do the Bad Man thing, as a reward for doing the shaman a favor. BUT, he hasn't been to his own homeland for a long time, the shaman was a merman, and the PC has been working in the Sheshnegi navy for the last six years. I can't even IMAGINE what he would do with 90% of his time, so instead am insisting on the skill restrictions. However, as luck would have it, another pc is a sorcerer, who has one stat enhancing spell- Enhance Dex. Should I assume that he has an 8 dex (poor schmuck) or the 20 that the spell gives him? Also, how would y'all rule on skill modifiers given by the spell? Does the spell help with modifiers when they resolve their checks?

Also, does anybody have any little "island hopping" scenarios they'd like to share? I'm allways happy to get plot hooks, ideas, etc. (PC's all got an extra D8 years as sailors when they made up the characters....just 'cause I allways wanted to be in a pirate campaign...never considered how tough it would be to come up with adventure ideas....)

Hasni Mubarak_at_big10.com

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