Arcane Background (Shaman)
Shaman
Requirements: Spirit: d6
Shamans are the spiritual backbone of those who choose to live far from the corrupting influence of civilization. They make great use of the natural world, worshiping it and exploiting it for the good of others.
- Arcane Skill: Faith (Spirit)
- Power Points: 10
- Starting Powers: Arcane protection, relief, and three other powers chosen from the list below.
- Available Powers: Arcane Protection, Banish, Barrier, Beast Friend, Blast, Blessing, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Divination, Drain Power Points, Elemental Manipulation, Empathy, Entangle, Environmental Protection, Farsight, Fear, Havoc, Healing, Mystic Intervention, Object Reading, Protection, Relief, Resurrection, Shape Change, Sloth/Speed, Slumber, Smite, Sound/Silence, Speak Language, Stun, Summon Animal, Summon Monster, Wall Walker, Warrior's Gift
Armor Interference (Minor)
Shamans need access to the natural world and the spirits within, unhindered by the weight of armor. They have the Armor Interference (Minor) Hindrance.
Miracles
Shamans may take Edges that require Arcane Background (Miracles).
Favored Power
Shamans choose one of their starting powers and may ignore up to two points of any penalties (Multi-Action, Wounds, Fatigue, etc.) when activating that power.
Fetish
Shamans use a fetish connected to their tribe, people, or culture to focus their powers. This is usually a handheld stick draped in bones or tokens that carry some special significance to them. Without the fetish, a shaman subtracts 2 from her arcane skill rolls.
Quirk
Shamans are changed by their interactions with spirits. They have the Quirk Hindrance.