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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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