Hi!
I have always assumed that becoming a shaman was a form of learning a secret and didn't require a specfic game test (you either had a fetch or didn't). But then again, I never used the rules requiring prospective initiates, devotees, etc, to overcome a resistance. (I think there was an earlier discussion on one of these lists concerning how many people actually fail the test for initiation).
If you need a resistance, I would propose either 20W (by analogy with a devotee) or 10W3 (by analogy with a disciple, which has similar skill requirements, although I think that there should be more shamans than disciples).
Thanks,
David.
P.S. I apologize if this is my second post on this subject; it looked to me like my first message was swallowed by a mysterious computer malfunction.
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> Been a long time since I posted. Had a few questions for the group regarding HQ Shaman rules. Sorry if this has been addressed before, but I couldn't find it thru searching.
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> To become a Devotee, one needs to pass a resistance of 20W (pg 119)
> To become an Adept, one needs to pass a resistance of 10W (pg 163)
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> For the Shaman, however, nothing is mentioned of the resistance level. Here are the appropriate requirements (page 139):
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> Spirit Face, Practice Knowledge and Follower of Majestic Spirit, all at 1W2;
> then awaken the Fetch thru passing on the secret. Here's the relevant text again:
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> "The candidate undergoes an order [here is where I'm assuming that that is the equivalent of confronting the Practice's "Bad Man" or equivalent, a la RQ3 rules] that culminates in his first solo journey into the Spirit World. If the hero succeeds, he returns to the natural World a Shaman; his Fetch begins with a rating of 13..."
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> My question then becomes, to simulate that "ORDEAL, or confrontation withe Bad Man (which had a POW of 35 in RQ3), what would be an appropriate resistance level?
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> Thanks ahead of time.
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> Scott Schneider
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