The Shaman is a magic-user who brings traditional magic to bear on the adventures undertaken by the League of Adventure Seekers in the Host Your Own Old Time Radio Drama Roleplaying Game.
The Shaman may create up to four magical effects for use during play. These effects can have any flavor preferred by the player.
Example Character
CHARACTER NOTES
Archetype: Mystic
Specialisation: Shaman
BASIC STATISTICS
Strength xxx
Willpower xxxx
Resistance xxx
Essence xxxx
Hero Points: 7
Wounds: 00000 00
Piercing Wounds: 00000 00
SPECIALIST SKILLS
Tracking: xxxx
Speak with animals: xxx
Tame wild beast: xxx
Bow and Arrow: xx
GENERAL SKILLS
Herbalism (Medicine): xx
Search: xx
Snares: xx
Hide trail/scent: xx
Ride animal: xx
Climb: xx
MAGIC SKILLS
Chameleon: x
Elemental Dance (Command Element): x
Locate Person/Object: x
Summon Ghost: x
BASIC EQUIPMENT
Medicine Bag (containing healing herbs for treating wounds – not poisons)
Rope
Animal bones for use with the summoning and location ability
Bow and arrows
Hunting knife
SKILL NOTES
TRACKING
The ability to pick up a trail and follow it (without getting lost).
SPEAK WITH ANIMALS
The ability to interrogate animals for information and give them simple commands – only available to Shaman and Noble Savage Characters.
TAME WILD BEAST
The ability to render a (non-sentient) wild beast docile. The animal cannot be given instructions but will stop and be docile while the effect is sustained. It does not work on wounded or mentally damaged animals. Neither does it work on swarms, insects, worms or other creatures of negligible intelligence (eg. below the level of a house cat or bird). At four dots in strength, this ability can permanently render a wild beast docile.
HERBALISM
The ability to find and create remedies for poisons or heal light wounds (2 points maximum) from local plant life. In an urban environment this can only be used where a large park or garden is available to provide the raw materials necessary.
SNARES
The ability to create and conceal traps and snares (that will hoist an unwary victim off their feet and dangle them in the air) from vines, ropes or cables. The materials for the construction must plausibly be available to the character (either carried in a backpack, or hanging from trees, or lying around in the form of electrical cables, etc. within the immediate environment).
HIDE TRAIL OR SCENT
The ability to cover one’s tracks or hide one’s scent when being pursued by human or animal hunters.
RIDE ANIMAL
The ability to ride, and control while riding, any animal of sufficient size to carry a human being (eg. Elephant, Pterodactyl, Velociraptor, Tiger, and Shark, as well as more traditional mounts such as horses). The animalmsut first have been tamed (see above if the animal is a normally wild beast).
CHAMELEON
The ability to blend into the background, shadows, etc. in order to be effectively invisible. This only works while the character is being perfectly still and will cease to operate if they move, are bumped into or physically touched.
ELEMENTAL DANCE
The ability to command an element in the immediate vicinity of the player to launch itself at a target. Eg. Launch a rock (up to the size of a bowling ball) or a ball of flame, or solid ball of air/wind, or a ball of water at a target. The element being commanded must be in the immediate environment in sufficient quantity to be harnessed.
LOCATE PERSON/OBJECT
The ability to know with certainty the location of any person previously met, or object previously handled.
SUMMON GHOST
The ability to call up and question a ghost. The ghost can only answer questions related to what they have seen and done in life. They cannot provide information about anything that they did not personally witness, or anything that has happened since they died.
This character template and associated art is copyright © 2019 Philip Craig Robotham – All rights reserved.