Ewok Shamanism
Ewok Shamanism
The Ewok Shaman Lore is the Ewok
equivalent of Force Use.
"The living spirit is a great and mysterious power of which the
Ewoks are all part of, even the leaves are things separate yet part of the
tree. All things are part of the great
tree."
- Logray Ewok Shaman
Training
Every Ewok village contains a Shaman
who is proficient in Ewok Shaman Lore.
Ewok Shaman Lore is a Knowledge skill.
Ewok characters begin the game with 0D in Ewok Shaman Lore, but may gain
training to increase their skill from their village Shaman. A teacher must have an Ewok Shaman Lore at
least 1D higher than his/her pupil. An
Ewok who has no teacher may teach him/herself, but this costs doubles normal
skill points. Double cost also applies
if
an Ewok increases his/her Lore to a
higher code than that of the Shaman teacher.
Initially the Ewok must approach or be selected by the Shaman Teacher to
gain the initial 1D in the skill. This
though takes time. The Ewok child may
be taken away from the family for extended periods of time. This may vary from
1 week to a number of months. For the
length of actual time spent in training, refer to the Star Wars Companion in
reference to
Force Skill training. The only difference is that the skill point
spent to lessen one week is doubled.
Mastering Ewok Powers
When a pupil learns Ewok Shaman
Lore, he/she does not yet have mastery over all the individual powers
accompanying it. He/she must still
learn powers from a teacher or else experiment to develop the powers. When a pupil receives the first 1D in Ewok
Shaman Lore he/she also masters three powers.
In traditional training these powers
were:
Sun
Ritual
Rain
Ritual
Passage
Ritual
Each time an Ewok increases his/her lore
by a pip, the Ewok gains the capacity to master a new power. If the Ewok is learning from a teacher there
is no cost, but it takes a week of time to learn each new power. If the Ewok is experimenting by his/herself,
it takes a week of time plus 2 skill points per power learned. An Ewok may use a power not yet mastered but
all difficulty numbers are +5 for Ewok Lore; +10 for other Force powers.
Ewok Penalties
Ewok spells require some form of
material, somatic and vocal actions to be performed. Ewok Shaman Lore cannot be used instantaneously but must be
prepared beforehand. By using a mystical combination of dance, vocal and
instrumental rhythms, the Shaman is
more able to become attuned with the environment and manipulate the
spirits. An Ewok that does not perform
this preparation will have a 1D penalty for using Ewok Shaman Lore.
As Ewoks are less physiologically
complex than human, their ability to manipulate the Force is more
difficult. An Ewok Shaman is capable of
using force powers but with the additional penalty of being one difficulty
level
greater rank than for a Jedi. (e.g.
Moderate -> Difficult)
Ewok Shamans gain their powers from
the spirits of the trees, animals, land
and the elements. The more complex the
ecosystem, the more life, energy and spirits the Ewok Shaman can tap. The less complex the ecosystem, the more
difficult for the Ewok Shaman to use his/her powers.
Environment Modifiers
Forest -
Shrub/Swamp +5
Plain +10
Desert +15
Space +20
Powers
Sun Ritual
Difficulty: Difficulty is Easy for 1 round duration, Moderate for 1
hour, Difficult for 1 day, and Very Difficult for 1 week.
Effect: Dust, mist and clouds
all depart from the vicinity of the spell increasing the amount of light
there. For this power to have effect,
the sun must be visible or at least capable of being seen.
Rain Ritual
Difficulty: As Sun Ritual but modified by Hydrosphere: Arid +10; Dry +5;
Moderate 0; Moist -5; Saturated -10.
Effect: Depends upon the availability
of water (planetary hydrographic).
Causes precipitation to occur in the vicinity of the spell. The area of effect and intensity of
down-pour is left to the Game Master's discretion.
Passage Ritual
Difficulty: Easy
Effect: The passage ritual is
a Ewok ceremony to celebrate the passing from one Ewok Life Stage to another
(i.e. Birth, Adulthood, Marriage and Death)
3xSLR
< DIFF Gains a dark
side point
2xSLR
< DIFF Gains a dark
side pip
SLR <
DIFF No Effect
SLR >= DIFF Gains +2D to all skills *
SLR >
2xDIFF Gains one Force Point
**
* May be used only once during a characters life stage much the
same as a
Force Point
** May only used once during a
characters life stage
Tribe Friend Ritual
Difficulty: Easy
Effect: A stranger is
accepted into the tribe as a friend.
This power gives no apparent modifiers, but Game Masters may wish to use
this in much the same way as in "Return of the Jedi" when the Ewoks
accepted the Heroes.
Dark Ritual
Warning: An Ewok who uses this power immediately gains a dark side
point.
Difficulty: Easy and involves the sacrifice of a living creature
Effect: In times of turmoil
and hardship the dark spirits grew in power and had to be appeased with a sacrifice
or they became angry and molested the Ewok Village. The Dark Ritual power appeases the dark spirits so that they do
not harass the participants. For game
purposes casting dark ritual will mean that any villains will be less likely to
harm the Ewoks involved or the Ewok village.
If necessary, the game master may elect to penalize any villains
searching or attempting to harm the Ewoks or their village. This may be in the form of modifiers to
skill rolls.
Heal Wound
Difficulty: Moderate for a Wound, Difficult for Incapacitated, and Very
Difficult for Mortally wounded.
Effect: Same as the Jedi
Power 'Accelerate Healing'. Make two
natural healing rolls for the current day +2 to each roll.
Remove Poison
Difficulty: Easy for alcohol, Moderate for mild poison, Difficult for
average poison, Very Difficult for Virulent Poisons.
Effect: Same as the Jedi
Power 'Detoxify Poison'.
Cure Disease
Difficulty: Easy for mild infection, Moderate for high fever, Difficult
for serious sickness and Very Difficult for life threatening disease.
Effect: Same as Jedi Power
'Control Disease"
Influence
Difficulty: Easy for perceptions, Moderate for memories, and Difficult
for conclusions + Proximity
Effect: Same as the Jedi
Power 'Affect Mind'
Spirit Summoning
Difficulty: A spirit's strength is based on its highest attribute or
skill. Moderate for Minor Spirit (0D-1D), Difficult for Average Spirit (1D+1 -
4D), Very Difficult for Major Spirit (4D+1 and above).
Effect: Summons a spirit of a
chosen type into the object on which the spell is cast on.
Spirit Control
Difficulty: The Shaman and the Spirit make an opposed Ewok Shaman Lore
Skill roll. The Spirits Ewok Shaman
Lore roll is equal to its PER/Ewok Shaman Lore/Control skill.
2xSHR < Spirit The Shaman is possessed by Spirit
SHR < Spirit Failure the Spirit leaves
SHR >= Spirit The spirit is controlled for one adventure
SHR > 2xSpirit The spirit is controlled permanently
Effect: Allows the Shaman to
use the skills and attributes of the spirit summoned. If the Summoner is possessed by the spirit, he/she takes on the
personality of that spirit (PER,KNO and Force Powers) and in turn for the
duration of the possession falls under the Game Master's control.
Banish Spirit
Difficulty: As “Spirit Summoning”
Effect: Banishes the spirit
back to the spirit world and loses control over the Ewok possessed.
Curse
Warning: A Shaman who uses Curse immediately gains a Dark Side Point
Difficulty: Difficult modified by relationship
Effect: The Ewok Shaman roll
is noted and labeled the 'Curse Strength'.
The effect of the curse is left to the Game Masters discretion.
Remove Curse
Difficulty: Opposed roll versus Curse Strength.
Effect: Removes the curse.
Dream Trance
Difficulty: Easy + Proximity + (+5 Past; +10 Future)
Effect: This power is similar
to the Jedi Power 'Farseeing'. The
power is used by taking tobacco or some other herbal drug. The Shaman lapses
into a drug induced trance in which he/she perceives visions that are later
interpreted. This is usually used to
foretell the future or find lost objects.
Spirit Trance
Difficulty: Difficult to enter trance; Very Difficult to break away.
Effect: Similar to the Jedi
Power 'Emptiness'. The Shaman Spirit
leaves the body and ventures into the "Spirit World". This is exactly the same as the real world
but all the inhabitants are spirits (in a blue haze). The Shaman can visit his/her ancestors gaining advice or
training. Venturing in the spirit world
is dangerous. Away from the Ewok spirit
village and in the voids of space lurk other spirits. A Shaman can be confronted with a dark spirit or lose his/her
way, unable to return to the body.
Evoke the Spirits
Difficulty: Very Difficult
Effect: The Shaman
manipulates the raw power of the "Spirit World" itself, allowing
him/her to perform great feats of magic.
The “Spirit World" is in balance.
If the Shaman uses the power to return the Physical World to balance, it
will be more likely to succeed than should the Shaman use it to break the
balance. For every evocation there is
an equal and opposite revocation. Any
attempt to break the balance will result in another event at some later stage
that will restore the balance. This
entire power is left to the Game Master's discretion.
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