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[DL] Nature boys.



Knack:
Spirit Children:

When the Hunting grounds opened up again, men began to walk with the 
Spirits in the Hunting grounds, the Spirits began to walk the earth with 
man, and sometimes the Spirits and men did more then just walk.
Spirit children are the results of the union of mortals and Spirits. 
Since Spirit Children can only have existed in the Weird West setting for 
at most fourteen years it is assumed that they have spent at least part 
of their lives in the Hunting grounds where time can pass at a quicker 
scale, allowing players to play adult Spirit Children.

Arcane Background: Spirit Child: 5

Every Spirit child is born with a chosen Medicine Way, a Spirit child has 
a number of Favors in their chosen Medicine Way equal to their Animus 
rank. A Spirit Child does not need to do rituals to power his favors, 
they gain Appeasement points by tapping directly into the Hunting grounds 
themselves and storing a number of points equal to their Spirit Trait 
level. Like Shamans, the Spirit child’s Appeasement points count double 
for their chosen Medicine Way.

Strain:

Pulling energy from the hunting ground puts a strain on the mortal half 
of a Spirit child. A Spirit child gains a point of Strain for every 
Appeasement point he gains in a day by use of Animus. The Spirit child 
can only tolerate as many points of Strain per day as his Vigor die type. 
Complete rest, no mental or physical activities, reduces Strain at a rate 
of one per hour.

Animus:

Associated Trait: Spirit.
This Aptitude is a measure of the Spirit child’s ability to tap into he 
power of the Hunting ground in the form of Appeasement points. A Spirit 
child may roll his Animus with a target number of 5 to gain one 
Appeasement point per action with another Appeasement point gained for 
each raise.

Totem:
	Spirit Child inherit some of the powers of their Spirit parent in 
the form of sharing the special abilities of a Guardian Spirit. A Spirit 
Child has access to the powers of a Guardian Spirit with a similar 
Associated medicine as if they had the same points in the Guardian Spirit 
Edge as their level of Animus. The Spirit Child does not have to follow 
the Guardians Spirit’s Oath, but often does so since its part of their 
innate nature.

Arcane Background Spirit Children:

Spirit Children Shaman:
	A Spirit Child can take the Arcane Background: Shaman. The Spirit 
Child buys Rituals as normal to gain additional Favors, and can gain 
addition Appeasement points by performing Rituals. The Spirit Child 
Shaman may not gain the Guardian Spirit edge, and any appeasement points 
gained through rituals he chooses to store on his own are counted toward 
his normal limit. Appeasement points used on Favors bought with Rituals 
in the Spirit Child’s favored Medicine will count as double as normal.

	A native-born Spirit Child may take one level of Faith and the 
Ritual attribute to use Favors with a minimum appeasement cost no greater 
then one. The native-born Spirit Child cannot gain the Guardian Spirit 
edge, but may store and use Appeasement points as the Spirit Child Shaman 
above. Native born Spirit Children do not gain the Protection Miracle 
when they buy Faith.

Spirit Children Huckster:
Spirit Children may be Hucksters, the Manitou love to have a free chance 
to harm a Spirit Child. 

Spirit Children Martial Artists:
	Spirit Children may take Chi and mix it freely with any other 
Arcane Background, but Strain from both Chi and Animus count toward their 
Vigor die type limit.

Spirit Children Voodooists:
	Loa will have nothing to do with a Spirit Children of nature 
Spirits.
	
Spirit Children Blessed:
	A Spirit Child may be a blessed as normal, but may have trouble 
accounting for their origin within the bounds of their faith.

Spirit Children Mad Scientist.
	As the Spirit Child will recognize the whispers of the Manitou 
for what they are, the Manitou won’t even bother showing up.

Spirit Children Harrowed:
	A Spirit Child’s soul become a Nature Spirit at death, this 
prevents a Manitou from making them Harrowed. They can be brought back to 
true life by other means.

Knacks, Tempest, and Eternal Hero:
	The nature of a Spirit Child’s parentage means that none of these 
Special Arcana can be granted to a Spirit Child.
 
Aptitudes:

Area Knowledge: Hunting Ground.
	This concentration gives a Spirit Child familiarity with the 
environments and inhabitants of the Hunting grounds.

Survival: Hunting Ground.
	This concentration allows a Spirit Child to find substance for 
himself and others in the Hunting grounds as if it was any other 
environment.

Academia: Spirits.
	This concentration reflects a Spirit Child familiarity with the 
inhabitants of the Hunting grounds and other knowledge he may have gained 
from his Spirit parent.