Nezumi Shaman

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Rank 1

One within the Void
Activation: As a Support action, you may make a TN 2 Sentiment (Void) check targeting yourself and one other character at range 0–3.
Effects: If you succeed, you augment all targets with the ability to communicate with each other without words, making their intentions clear even if they do not speak the same language. When any target makes a check, one other target may receive 2 fatigue to provide assistance on the check regardless of distance. This effect lasts until the end of the scene.
New Opportunities
FFGOpportunity.png+: Choose one additional target per  spent this way.
Magnitude
Magnitude 1+: When a target is dealt strife, one other target of your choice may receive that strife instead.
Magnitude 3+: Choose a ring or skill. When any target makes a check using that ring or skill, they may use any other target’s rank in that ring or skill instead of their own.
Sight beyond Existence
Activation: Once per session, immediately after you or another character at range 0–3 performs an action or makes a choice of great consequence in a narrative scene, you may make a TN 2 Theology (Void) check targeting that character to peer beyond the lie of time and find another outcome.
Effects: If you succeed, you scry for another outcome and return to the moment before the action was performed. All effects and outcomes stemming from the action are undone, but only you and the target are aware of the reality that no longer is. If you are the target, you may choose the same or a different action or decision. If another character is the target, you may say up to five words to the target before they act or make a decision.
New Opportunities
FFGOpportunity.png: If you target another character and you succeed, you may perform an action immediately before the target performs their new action.
Magnitude
Magnitude 1+: You see one possible consequence of the original action or decision that would occur before the end of the scene.
Magnitude 2+: You see one additional possible consequence of the original action or decision that would occur in the next year.
Magnitude 3+: You see one additional possible consequence of the original action or decision that would occur in the next decades, or even further in the future


Name Weapon
Activation: As a Support action, you may make a TN 2 Theology (Void) check.
Effects: If you succeed, you summon a weapon of a name that extends from your hand and can be used as a knife (see page 231 of the core rulebook) that ignores all resistances. This effect persists until the end of the scene or until you dismiss it as a Support action.
New Opportunities
FFGOpportunity.pngFFGOpportunity.png : You may summon a weapon that acts as a different one-handed melee weapon instead of a knife.
FFGOpportunity.pngFFGOpportunity.png : You may summon a second weapon in your other hand that acts as a weapon identical to the one you have in your other hand.
Magnitude
Magnitude 1+: After you perform an Attack action using a name weapon, if you hit, the target treats all terrain as having the Dangerous quality, and if they take damage from keeping Strife symbols on a roll, increase that damage by the Magnitude. In any other conflict type, a number of targets within range 0-4 equal to the Magnitude treat all terrain as having the Dangerous quality.
Witness the End
Activation: As a Scheme and Support action, you may make a Theology (Void) check targeting one character or one mundane, physical object at range 0–1. The TN of this check is equal to the character’s vigilance, or 2 if you are targeting an object.
Effects: If you succeed and your target is an object, you scry for the ways the target can be undone. The TN of your next check to damage, sabotage, or otherwise disable it is 1 (and cannot be increased). This effect persists until the end of your next turn.
If you succeed and your target is a character, you scry for the moves that will lead to their downfall. The TN of your next Attack or Scheme action targeting that character is 1 (and cannot be increased). This effect persists until the end of your next turn.
New Opportunities
FFGOpportunity.png+: Choose one additional target per FFGOpportunity.png spent this way.
Magnitude
Magnitude 1–3: This effect persists for a number of additional rounds equal to the magnitude.
Magnitude 2+: In addition to physical objects, you can choose metaphysical objects, such as the ongoing effects of invocations, mahō, kihō, or rituals (or other persistent mystical phenomena, at the GM’s discretion).
Magnitude 4+: This effect persists until the end of the scene instead.

Rank 2

Trade Name (Trading Spaces?) (switch two targets)
Activation: As a Scheme and Support action, you may make a Theology (Void) check with TN equal to the highest Vigilance of the targets.
Effects: If you succeed, swap two targets' positions.
New Opportunities
FFGOpportunity.png+ : +1 target
Magnitude
Magnitude 1: All targets are Disoriented.
Magnitude 2+: All targets treat all terrain as Dangerous for rounds = magnitude.
Name Item
Activation: As a Support action, Theology TN 2.
Effects: Grant an item the Sacred quality until the end of the scene.
New Opportunities
FFGOpportunity.pngFFGOpportunity.png: : You may grant an additional quality that makes sense for the item and is not overtly magical.
Magnitude
Magnitude 1+: The duration is a number of days equal to the magnitude.
Magnitude 4: The duration is permanent and non-dispellable.
Name Friend
Activation: As a Scheme and Support action, Theology TN Vigilance, or TN 1 on a willing target. You connect your name with the name of a target animal or person.
Effects: Until the end of the scene, you can communicate normally through speech and understand each other, can sense when the other is in danger, and can sense the other's general distance and direction.
New Opportunities
FFGOpportunity.pngFFGOpportunity.png+:  : For each FFGOpportunity.pngFFGOpportunity.png spent, you may target another willing target, or unwilling target with vigilance no higher than the primary target.
Magnitude
Magnitude 1: The duration is 1 day.
Magnitude 2: The duration is 1 week.
Magnitude 3: The duration is 1 month.
Magnitude 4: The duration is 1 year.

Rank 3

Conjure Name (targets Name Friend, an item you've used Name Item on, or a person you've used an inversion on.
Activation: As a Support action, Theology TN 3, targeting a character or item you currently haved Name Item or Name Friend active on (or a person you've used an inversion on?)
Effects: The target teleports to your location, appearing within range 0-1 of you.
New Opportunities
FFGOpportunity.pngFFGOpportunity.png+: : You may target an additional legal target.
FFGOpportunity.png+: : The targets may appear one additional range band away from you.
Magnitude
Magnitude 2+: Each target may take a single action immediately after appearing.
Twist Name (Add or remove a disadvantage, possibly permanently.)
Activation: Scheme action, Theology TN Vigilance, targeting a character within 0-4.
Effects: The target gains a Disadvantage (of any type) of your choice until the end of the scene. This disadvantage takes effect immediately, and everyone who knows the target knows they have the advantage and behaves appropriately, though after the inversion elapses, they will not know precisely why, only that they did.
Magnitude
Magnitude 1: The duration is 1 day.
Magnitude 2: The duration is 1 week.
Magnitude 3: The duration is 1 month.
Magnitude 4: The duration is 1 year.


Shield Name (Prevent incoming effects to target, including Shadowlands Taint
Activation: Support action, Theology TN 1, targeting a another character at range 0-4.
Effect: For one round, the all other effects targeting the target have their TN increased by 1, while all other effects targeting the shaman have their TN decreased by 1, to a minimum of 1. For each two bonus successes, the shaman may take another -1 upon themself to grant another +1 protection to the target.
Magnitude
Magnitude 1+: Increase the duration by rounds equal to the magnitude.
Magnitude 3: The effect lasts until the end of the scene.

Rank 4

Reality Stitch
Activation: As a Scheme action, you may make a Theology (Void) check targeting a number of characters up to your ranks in Meditation at range 0–2. The TN of this check is equal to the highest vigilance among your targets.
Effects: If you succeed, you curse your targets. Whenever one receives strife or fatigue, all of your targets receive the same amount of strife or fatigue instead. This effect persists until the end of the scene.
New Opportunities
FFGOpportunity.png+: Choose one additional target per  spent this way.
Magnitude
Magnitude 1+: Whenever one of your targets suffers a condition, all of them suffer the same condition instead.
Magnitude 2+: Whenever one of your targets suffers a critical strike, all of them suffer a critical strike with the same severity instead.
Magnitude 3+: Whenever one of your targets is affected by a persistent effect, all of them are affected by that effect. When the persistent effect is removed from any target, it is removed from all targets instead.
Nametaking (dispel/prevent effects for duration by removing a name temporarily or permanently.)
Activation: Support or Scheme action, TN Vigilance, or 3 for a willing target.
Effects: You momentarily take the target's Name, leaving them invisible to the world. All ongoing magical effects on them, no matter the source, end.
Magnitude
Magnitude 1+: The target is also immune to new magical effects, as well as the influence of spirit realms to which it is not native, for rounds equal to the magnitude.
Magnitude 4: The name removal is permanent. The target no longer has a name. The magnitude 1 effect becomes permanent. Everyone who knew about the target now attributes everything they knew to another suitable target, though they may note odd discrepancies in their memories. Any new actions taken by the target are attributed to them only by direct witnesses, and only so long as the target remains in view, the deeds will be misattributed afterward. Permanently increase the Magnitude required for you to activate this effect by 1.
Touching Transcendence
Activation: As a Support action, you may make a TN 4 Theology (Void) check targeting yourself.
Effects: If you succeed, you receive 3 fatigue. Then, after your turn, you may immediately take another turn. During this additional turn, other characters count as being unaware of you and cannot react to things you do (such as act on a preset condition for the Wait action or perform a finishing blow, as described on page 259 of the core rulebook). They still make checks to resist effects as usual and defend against damage.
Magnitude
Magnitude 1+ : After you take your first additional turn, you take additional turns equal to magnitude. After you take each additional turn beyond the first, you receive an additional 3 fatigue. If you become Incapacitated this way, you suffer the Dying [three rounds] and Exhausted conditions.

Rank 5

Essence Eternal
Activation: As a Support action, you may make a TN 4 Theology (Void) check targeting one character or object at range 0–2.
Effects: If you succeed, you bind your target to its current state and location. Note your target’s fatigue, strife, conditions, persistent effects, and critical strikes suffered, as well as their position. This effect persists until the end of your next turn, and when it ends, your target returns to this state and position, even if they no longer exist. Your target remembers everything they did once they revert back to this location.
Magnitude
Magnitude 1–3 : This effect persists for a number of additional rounds equal to the magnitude.
Magnitude 4+ : After the first effect ends, until the end of the scene, the target returns to the noted state and position at the end of each of your turns.
Slip the Cycle
Activation: Once per game session as a Movement and Support action, you may make a TN 3 Theology (Void) check. You can make this check even if you would normally be unable to make such checks, such as if you are physically restrained, Incapacitated, Unconscious, or have died or ceased to exist within the current scene.
Effects: If you succeed, you purify yourself and remove all conditions or persistent effects currently affecting you. Your fatigue and strife become 0. You may move to a position at range 0–2 of your current (or last) location, ignoring intervening obstacles. If you were dead or did not exist, you also return to life or return to existence for one round.
New Opportunities
FFGOpportunity.png: You may choose a character other than yourself as the target.
Magnitude
Magnitude 1: If you were dead or did not exist, you return until the end of the scene, at which point you revert to your prior state (dead or nonexistent).
Magnitude 2–3: If you returned from death or nonexistence this way, you return until the end of the game session instead.
Magnitude 4+: If you returned from death or nonexistence this way, you return permanently instead. Permanently increase the TN of the check for you to activate this technique by 1.
Unweave
Activation: As an Attack and Scheme action, you may make a TN 4 Theology (Void) check targeting one character or object of silhouette 0–3 at range 0–2.
Effects: If you succeed and the target is a mundane object or Minion NPC, you bind it to unreality and it ceases to exist. You receive fatigue equal to its silhouette plus its conflict rank (or just its silhouette, if it is an object).
If you succeed and the target is a object with mystical properties, it gains the Damaged item quality, or the Destroyed item quality if it already has the Damaged

item quality.

If you succeed and the target is an Adversary NPC or PC, they suffer supernatural damage equal to your ranks in Theology that ignores all resistances.
Magnitude

Magnitude 1+: Each target suffers additional damage equal to the magnitude. Magnitude 2+: The terrain within a number of range bands equal to the magnitude loses all terrain qualities. Magnitude 2+: If a target suffers a critical strike as a result of this damage (or the Destroyed item quality, if it is an object), it ceases to exist. Magnitude 3+: Each character in the scene with vigilance lower than or equal to the magnitude becomes a target

Nezumi Shaman
Rings: +1 Name, +1 Any Other Ring
Staring Skills (Choose 3): +1 Fitness, +1 Medicine, +1 Meditation, +1 Sentiment, +1 Survival, +1 Theology
Honor: 30
Techniques Available: Inversions, Rituals, Shuji
Starting Techniques
Inversions (Choose One): One Within the Void, Sight Beyond Existence, Whispered Blade, Witness the End
Rituals (Choose One): Commune with the Spirits, Divination, Threshold Barrier
Shuji (Choose One): All in Jest, Ancestry Unearthed, Cadence, Truth Burns Through Lies
The Words of Creation (School Ability)
You have Name instead of Void, though it functions identically. When you make a check using your Name, you may receive a number of fatigue up to your school rank. If you do, you may pull or push:
If you pull, choose a number of dice with non-blank results equal to the fatigue you received, and alter each to a blank result.
If you push, choose a number of dice with blank results equal to the fatigue you received, and alter each to a non-blank result of your choice.
Starting Outfit
Sanctified Robes, wakizashi, carving knife or carved staff, scroll satchel, traveling pack.
Rank 6
Transcendence (Mastery Ability):
Once per session, after you use The Words of Creation, you may also keep as many dice as you like.
At any time after attaining this technique, you may Transcend, becoming one of the Wikki'thich-hie, Those Whose Power Shines Brighter Than A Thousand Torches and Whose Name Stands As A Great Wall Against Tomorrow. You most likely become an NPC at the same time.