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.
To have access to this skill, the character must be an Ewok, and must
be Force Sensitive.
TRAINING
Every Ewok village contains a Shaman who is proficient in Ewok Shaman
Lore. Ewok Shaman Lore is a Knowledge skill, and is treated as an Advanced skill
incurring all costs and penalties associated with the advancement of that 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, and have a minimum of 3D in
that skill. An ewok who has no teacher may teach him/herself, but this costs doubles
normal character 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 Force Skill Advancement.
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 one of 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 their 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 character points per power learned. An Ewok
may use a power not yet mastered but all a Force Point must be spent to do so. This
Force Point may not be returned.
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 -2D 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 rank more difficult than for a Jedi.
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
The location of where the ritual is performed can also greatly affect
the ritual. n example might be the creation of a topical 'downpour' aboard a space
station (and yes, Izzy did manage to pull that one off). As a result, the
environment type produces a modifier to the difficulty:
ENVIRONMENT
MODIFIERS TABLE |
| Forest |
- |
| Shrub/Swamp |
+2 |
| Plain |
+5 |
| Desert |
+10 |
| Space |
+15 |
POWERS
SUN
RITUAL |
| Difficulty: |
Easy for 1 round |
| |
Moderate for 1 hour |
| |
Difficult for 1 day |
| |
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: |
Easy for 1 round |
| |
Moderate for 1 hour |
| |
Difficult for 1 day |
| |
Very Difficult for 1 week |
| |
Modified by Hydrosphere: Arid +10; Dry +5; Moderate 0;
Moist -5; Saturated -10. |
| Effect: Depends upon the availability of
water (planetary hydrographics). 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)
If the roll is 10 less than is required, he target person or persons
gains a dark side point.
If the roll is less than the difficulty, but greater than 10 more
points below the difficulty, there is no effect.
If the roll equals or exceed the difficulty, but is less than 10 above
the difficulty, the target gains a gift from "The Great Tree" in the form of a
+2D to all skills usage which may be used once during the character's life stage.
Once this "gift" has been used, the effect is lost.
If the shaman rolls 10 more than the difficulty, the character gains a
Force Point. This can only be invoked once per person, per life cycle. |
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 |
| Difficulty: |
Easy (with the sacrifice of a living creature) |
| WARNING: An Ewok who uses this power
immediately gains a dark side point. |
| 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 means that
any villains will be less likely to harm the Ewoks involved or the Ewok village. If
necessary, the game master may elect to penalise 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 |
| |
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 |
| |
Very Difficult for life threatening disease |
| Effect: Same as Jedi Power 'Control Disease
in Another' |
INFLUENCE |
| Difficulty: |
Easy for perceptions |
| |
Moderate for memories |
| |
Difficult for conclusions |
| |
( M o d i f i e d b y P r o
x i m i t y + R e l a t i o n s h i p ) |
| Effect: Same as the Jedi Power 'Affect Mind' |
| SPIRIT
SUMMONING |
| Difficulty: |
Moderate for Minor Spirit (0D-1D) |
| |
Difficult for Average Spirit (1D+1 - 3D) |
| |
Very Difficult for Major Spirit (3D+1 - 6D) |
| |
Heroic for Demon (6D+) |
| Effect: Summons a spirit of a chosen type
into the object on which the spell is cast on. A spirit's strength is based on its
highest attribute or skill. |
| 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. |
Effect: This power 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. The following table shows the effect:
Spirit Control Table |
| Shaman's Roll |
Effect |
| 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 |
|
BANISH
SPIRIT |
| Difficulty: |
Moderate for Minor Spirit (0D-1D) |
| |
Difficult for Average Spirit (1D+1 - 3D) |
| |
Very Difficult for Major Spirit (3D+1 - 6D) |
| Effect: Banishes the spirit back to the
spirit world and loses control over the Ewok possessed. |
CURSE |
| Difficulty: |
Difficult |
| |
( M o d i f i e d b y P r o
x i m i t y + R e l a t i o n s h i p ) |
| WARNING: A Shaman who uses Curse immediately
gains a Dark Side Point |
| Effect: The Ewok Shaman roll is noted and
labelled 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 |
| |
If vision is to the past: +5
If vision is to the future: +10 |
| |
( M o d i f
i e d b y P
r o x i m i t y ) |
| 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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